Strange behavior of rigid bodies (video) C++

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romashka911
Posts: 7
Joined: Sun Oct 07, 2018 12:03 pm

Strange behavior of rigid bodies (video) C++

Post by romashka911 »

Hi!
I'm writing a game engine with DirectX 11 and now i've implemented bullet physics into it.
I have an issue with all shapes (spheres, boxes, convexHulls, etc)...
You can see the problem in video attached.
https://youtu.be/KFW0jgunfDc
Here boxes are btBoxShape's and the plane has btStaticPlaneShape.

Below is the function that initializes bullet:

Code: Select all

void World::InitDynamicsWorld()
{
	m_collisionConfiguration = new btDefaultCollisionConfiguration();
	m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
	m_overlappingPairCache = new btDbvtBroadphase();
	m_solver = new btSequentialImpulseConstraintSolver;
	m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher, m_overlappingPairCache, m_solver, m_collisionConfiguration);
	m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
}
Function that initializes rigid body:

Code: Select all

void RigidBody3D::InitializePhysics()
{
	if (m_type == SPHERE_TYPE)
	{
		float radius;
		float x, y, z;
		x = Object3D::m_vertices[0].position.x;
		y = Object3D::m_vertices[0].position.y;
		z = Object3D::m_vertices[0].position.z;
		radius = max(x, y);
		if (radius == x)
			radius = max(x, z);
		else
			radius = max(y, z);
		btSphereShape* sphere = new btSphereShape(btScalar(radius));
		btTransform tr;
		tr.setIdentity();
		m_compoundShape = new btCompoundShape();
		m_compoundShape->addChildShape(tr, sphere);
	}
	else if (m_type == CUBE_TYPE)
	{
		float sizeX = 0;
		float sizeY = 0;
		float sizeZ = 0;
		for (size_t i = 1; i < Object3D::m_vertices.size(); i++)
		{
			float dX = Object3D::m_vertices[i].position.x - Object3D::m_vertices[i - 1].position.x;
			dX = abs(dX);
			sizeX = max(sizeX, dX);

			float dY = Object3D::m_vertices[i].position.y - Object3D::m_vertices[i - 1].position.y;
			dY = abs(dY);
			sizeY = max(sizeY, dY);

			float dZ = Object3D::m_vertices[i].position.z - Object3D::m_vertices[i - 1].position.z;
			dZ = abs(dZ);
			sizeZ = max(sizeZ, dZ);
		}
		btBoxShape* box = new btBoxShape(btVector3(sizeX / 2, sizeY / 2, sizeZ / 2));
		btTransform tr;
		tr.setIdentity();
		m_compoundShape = new btCompoundShape();
		m_compoundShape->addChildShape(tr, box);
	}
	else if (m_type == TRIANGLEMESH_TYPE)
	{
		int sizeOfConvexHull = 5;
		for (size_t i = sizeOfConvexHull; i <= Object3D::m_vertices.size(); i += sizeOfConvexHull)
		{
			if (i > Object3D::m_vertices.size())
				i = Object3D::m_vertices.size();

			m_convexArray.push_back(new btConvexHullShape());

			for (size_t j = i - 1; j >= i - sizeOfConvexHull; j--)
			{
				m_convexArray.back()->addPoint(btVector3(Object3D::m_vertices[j].position.x, Object3D::m_vertices[j].position.y, Object3D::m_vertices[j].position.z));
			}
		}

		btTransform trans;
		trans.setIdentity();

		m_compoundShape = new btCompoundShape();
		for (size_t i = 0; i < m_convexArray.size(); i++)
			m_compoundShape->addChildShape(trans, m_convexArray[i]);
	}
	else if (m_type == PLANE_TYPE)
	{
		btStaticPlaneShape* plane = new btStaticPlaneShape(btVector3(Object3D::m_vertices[0].normal.x, Object3D::m_vertices[0].normal.y, Object3D::m_vertices[0].normal.z), 0);
		btTransform tr;
		tr.setIdentity();
		m_compoundShape = new btCompoundShape();
		m_compoundShape->addChildShape(tr, plane);
	}
	btVector3 inertia = btVector3(0, 0, 0);
	if (m_mass != 0)
		m_compoundShape->calculateLocalInertia(m_mass, inertia);
	btTransform positionMatrix;
	positionMatrix.setIdentity();
	positionMatrix.setOrigin(m_position);

	btMotionState* motionState = new btDefaultMotionState(positionMatrix);
	m_body = new btRigidBody(m_mass, motionState, m_compoundShape, inertia);
	m_body->setFriction(1.0f);
	m_body->setRestitution(0.5f);
}
StepSimulation function with argument 1.f / 60.f:

Code: Select all

void World::StepSimulation(float time)
{
	m_dynamicsWorld->stepSimulation(time, 1, time);
	for (int i = m_dynamicsWorld->getNumCollisionObjects() - 1; i >= 0; i--)
	{
		btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
		btRigidBody* body = btRigidBody::upcast(obj);
		btTransform trans;
		if (body && body->getMotionState())
			body->getMotionState()->getWorldTransform(trans);
		else
			trans = obj->getWorldTransform();
		GetRSM()->GetObjectsVector()[i]->GetObject3D()->SetPosition(trans.getOrigin().getX(), trans.getOrigin().getY(), trans.getOrigin().getZ());
		GetRSM()->GetObjectsVector()[i]->GetObject3D()->SetRotation(trans.getRotation().getX(), trans.getRotation().getY(), trans.getRotation().getZ());
	}
}
I hope, this forum is still alive and somebody can reply me...
User avatar
Erwin Coumans
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Posts: 4221
Joined: Sun Jun 26, 2005 6:43 pm
Location: California, USA
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Re: Strange behavior of rigid bodies (video) C++

Post by Erwin Coumans »

getRotation returns a quaternion, not Euler angles. There are functions to convert quat to eul.
romashka911
Posts: 7
Joined: Sun Oct 07, 2018 12:03 pm

Re: Strange behavior of rigid bodies (video) C++

Post by romashka911 »

Erwin Coumans wrote: Sun Oct 07, 2018 2:01 pm getRotation returns a quaternion, not Euler angles. There are functions to convert quat to eul.
Thank you, it works.
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