Use the bullet physical engine to implement a rigid-body free drop simulation Template
Bullet
Main. cpp
#include <GLUT/glut.h>#include <cstdlib> /* for exit */#include <vector>#include "btBulletDynamicsCommon.h"#include "BulletCollision/Gimpact/btGImpactShape.h"#include "BulletCollision/Gimpact/btGImpactCollisionAlgorithm.h"using namespace std;float zoom = 2000.f;float rotx = 20;float roty = 0;float tx = 0;float ty = 0;int lastx=0;int lasty=0;unsigned char Buttons[3] = {0};float lightPosition[] = { -200, 300, 300, 1.0f};float ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };float diffuseLight[] = { 0.8f, 0.8f, 0.8, 1.0f };float specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f };btDiscreteDynamicsWorld* mp_btDynamicsWorld = NULL;btRigidBody *cube = NULL;btRigidBody *ground = NULL;void InitWorld(){ btDefaultCollisionConfiguration *config = new btDefaultCollisionConfiguration(); btCollisionDispatcher *dispatcher = new btCollisionDispatcher(config); btDbvtBroadphase *broadphase = new btDbvtBroadphase(); // Dynamic AABB tree method btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver(); mp_btDynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, config); mp_btDynamicsWorld->setGravity(btVector3(0, -9800, 0)); //millimeter 9.8 * 1000}void InitObject(){ //init cube btCollisionShape *collisionShape = new btBoxShape(btVector3(300,300,300)); //initial position btVector3 pos = btVector3(0, 600, 0); btQuaternion qrot(0, 0, 0, 1); btDefaultMotionState* motion_state = new btDefaultMotionState(btTransform(qrot, pos)); btScalar mass = btScalar(10); btVector3 inertia = btVector3(0, 0, 0);//guan xing collisionShape->calculateLocalInertia(mass, inertia); cube = new btRigidBody(mass, motion_state, collisionShape, inertia); btScalar restitution = btScalar(0); cube->setRestitution(restitution); //default 0.5 btScalar friction = btScalar(0.8); cube->setFriction(friction); mp_btDynamicsWorld->addRigidBody(cube); //init ground btCollisionShape *groundShape = new btBoxShape(btVector3(2000,5,2000)); //half size btVector3 groundpos = btVector3(0,-150,0); btQuaternion groundrot(0, 0, 0, 1); btDefaultMotionState* groundMotion = new btDefaultMotionState(btTransform(groundrot, groundpos)); ground = new btRigidBody(0.0, groundMotion, groundShape);//mass = 0 means it is a static object btScalar rest = btScalar(1); ground->setRestitution(rest); mp_btDynamicsWorld->addRigidBody(ground);}void DeleteBullet(){ //cube delete cube->getMotionState(); mp_btDynamicsWorld->removeRigidBody(cube); delete cube; cube = NULL; //ground delete ground->getMotionState(); mp_btDynamicsWorld->removeRigidBody(ground); delete ground; ground = NULL; //world delete mp_btDynamicsWorld->getBroadphase(); delete mp_btDynamicsWorld; mp_btDynamicsWorld = NULL;}void DrawGrid(int _halfLen, int _gridNum){ glColor3f(1.0f,1.0f,1.0f); // draw grid glLineWidth(2); glBegin(GL_LINES); for(int i = -_halfLen;i <= _halfLen; i += (_halfLen/_gridNum)) { glVertex3f(i,0,-_halfLen); glVertex3f(i,0,_halfLen); glVertex3f(_halfLen,0,i); glVertex3f(-_halfLen,0,i); } glEnd();}void DrawCoordinate(float _flengthX, float _flengthY, float _flengthZ){ glLineWidth(5); glBegin(GL_LINES); glColor3f(1,0,0); glVertex3f(0,0,0); glVertex3f(_flengthX,0,0); glEnd(); glBegin(GL_LINES); glColor3f(0,1,0); glVertex3f(0,0,0); glVertex3f(0,_flengthY,0); glEnd(); glBegin(GL_LINES); glColor3f(0,0,1); glVertex3f(0,0,0); glVertex3f(0,0,_flengthZ); glEnd();}void DrawBulletObject(){ //cube btTransform trans = cube->getWorldTransform(); btScalar m[16];trans.getOpenGLMatrix(m); glColor3f(0, 0, 1);glPushMatrix();glMultMatrixf((GLfloat*)m); glutSolidCube(300);glPopMatrix(); //ground glColor3f(0, 1, 0); glPushMatrix(); glTranslatef(0, -5, 0); glScalef(1, 0.005, 1); glutSolidCube(2000); //half size glPopMatrix(); }void Simulate(){ double dt = 1.f/60.0f; if(mp_btDynamicsWorld) mp_btDynamicsWorld->stepSimulation(dt,1);}//-------------------------------------------------------------------------------///void Display(){ Simulate(); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0,0,-zoom); glTranslatef(tx,ty,0); glRotatef(rotx,1,0,0); glRotatef(roty,0,1,0); glLightfv(GL_LIGHT1, GL_AMBIENT, ambientLight); glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuseLight); glLightfv(GL_LIGHT1, GL_SPECULAR, specularLight); glLightfv(GL_LIGHT1, GL_POSITION, lightPosition); glEnable(GL_LIGHT1); glEnable(GL_LIGHTING); glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE); glEnable(GL_COLOR_MATERIAL); DrawBulletObject(); glDisable( GL_LIGHTING ); glDisable(GL_COLOR_MATERIAL); DrawGrid(1000, 10); //DrawCoordinate(1000,1000,1000); glutPostRedisplay(); glutSwapBuffers();}void Init(){ glShadeModel(GL_SMOOTH); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnable(GL_NORMALIZE); InitWorld(); InitObject();}void Reshape(int w, int h){ // prevent divide by 0 error when minimised if(w==0) h = 1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45,(float)w/h,0.1,5000); glMatrixMode(GL_MODELVIEW); glLoadIdentity();}//-------------------------------------------------------------------------------//void Motion(int x,int y){ int diffx=x-lastx; int diffy=y-lasty; lastx=x; lasty=y; if( Buttons[2] ) { zoom -= (float) 1* diffx*2; } else if( Buttons[0] ) { rotx += (float) 1 * diffy; roty += (float) 1 * diffx; } else if( Buttons[1] ) { tx += (float) 1 * diffx; ty -= (float) 1 * diffy; } glutPostRedisplay();}//-------------------------------------------------------------------------------//void Mouse(int b,int s,int x,int y){ lastx=x; lasty=y; switch(b) { case GLUT_LEFT_BUTTON: Buttons[0] = ((GLUT_DOWN==s)?1:0); break; case GLUT_MIDDLE_BUTTON: Buttons[1] = ((GLUT_DOWN==s)?1:0); break; case GLUT_RIGHT_BUTTON: Buttons[2] = ((GLUT_DOWN==s)?1:0); break; default: break; } glutPostRedisplay();}void Keyboard(unsigned char key, int x, int y){ switch(key) { case 'q': case 'Q': case 27: // ESC key exit(0); break; case 'r': DeleteBullet(); InitWorld(); InitObject(); break; default: break; }}int main(int argc,char** argv){ glutInit(&argc,argv); glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH); glutInitWindowSize(640,480); glutInitWindowPosition(100,100); glutCreateWindow("Bullet Framework"); glutDisplayFunc(Display); glutReshapeFunc(Reshape); glutMouseFunc(Mouse); glutMotionFunc(Motion); glutKeyboardFunc(Keyboard); Init(); glutMainLoop(); return 0;}
Bullet physics OpenGL Rigid Body Application Template rigid simulation in bullet