Multiple instances of btDefaultMotionState, all ignored, but one - c++

To summarize the problem(s):
I have two bodies in my world so far, one being the ground, the other one being a falling box called "fallingStar".
1) I do not understand why my bullet world is not aligned with my drawn world unless I set an offset of btVector3(2,2,2) to the (btDefault)MotionState.
There is no fancy magic going on anywhere in the code that would explain the offset. Or at least I could not find any reason, not in the shaders, not anywhere.
2) I expected to be able to use multiple instances of btDefaultMotionState, to be precise, I wanted to use one instance for the falling entity and place it somewhere above the ground and then create another instance for the ground that should simply be aligned with my graphics-ground, ever unmoving.
What I am experiencing in regards to 2) is that for whatever reason the btDefaultMotionState instance for the falling entity is always also influencing the one for the ground, without any reference.
Now to the code:
Creation of the fallingBox:
btCollisionShape *fallingBoxShape = new btBoxShape(btVector3(1,1,1));
btScalar fallingBoxMass = 1;
btVector3 fallingBoxInertia(0,0,0);
fallingBoxShape->calculateLocalInertia(fallingBoxMass, fallingBoxInertia);
// TODO this state somehow defines where exactly _ALL_ of the physicsWorld is...
btDefaultMotionState *fallMotionState = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1), btVector3(2,2,2)));
//btDefaultMotionState *fallMotionState = new btDefaultMotionState();
btRigidBody::btRigidBodyConstructionInfo fallingBoxBodyCI(fallingBoxMass, fallMotionState, fallingBoxShape, fallingBoxInertia);
/*btTransform initialTransform;
initialTransform.setOrigin(btVector3(0,5,0));*/
this->fallingBoxBody = new btRigidBody(fallingBoxBodyCI);
/*fallMotionState->setWorldTransform(initialTransform);
this->fallingBoxBody->setWorldTransform(initialTransform);*/
this->physicsWorld->addBody(*fallingBoxBody);
Now the interesting parts to me are the necessary offset of btVector3(2,2,2) to align it with my drawn world and this:
btTransform initialTransform;
initialTransform.setOrigin(btVector3(0,5,0));
this->fallingStarBody = new btRigidBody(fallingStarBodyCI);
fallMotionState->setWorldTransform(initialTransform);
If I reenable this part of the code ALL the bodies again show an offset, but NOT just 5 up, which I could somehow comprehend if for whatever reason the worldTransform would effect every entity, but about 2,2,2 off... which I cannot grasp at all.
I guess that this line is useless:
fallMotionState->setWorldTransform(initialTransform); as it does not change anything whether it's there or not.
Now to the code of the ground creation:
btCompoundShape *shape = new btCompoundShape();
... just some logic, nothing to do with bullet
btTransform transform;
transform.setIdentity();
transform.setOrigin(btVector3(x + (this->x * Ground::width),
y + (this->y * Ground::height),
z + (this->z * Ground::depth)));
btBoxShape *boxShape = new btBoxShape(btVector3(1,0,1)); // flat surface, no box
shape->addChildShape(transform, boxShape);
(this portion just creates a compoundshape for each surface tile :)
btRigidBody::btRigidBodyConstructionInfo info(0, nullptr, shape);
return new btRigidBody(info);
Here I purposely set the motionstate to nullptr, but this doesn't change anything.
Now I really am curious... I thought maybe the implementation of btDefaultMotionState is a singleton, but it doesn't look so, so... why the hell is setting the motionState of one body affecting the whole world?

Bullet is a good library but only few dedicate time to write good documentation.
To set position of a btRigidBody, try this :-
btTransform transform = body -> getCenterOfMassTransform();
transform.setOrigin(aNewPosition); //<- set orientation / position that you like
body -> setCenterOfMassTransform(transform);
If your code is wrong only at the set transformation part (that is what I guess from skimming your code), it should be solved.
Note that this snippet works only for dynamic body, not static body.
About CompoundBody:-
If it is a compound body, e.g. shape B contains shape C.
Setting transformation of B would work (set body of B), but not work for C.
(because C is just a shape, transformation support only body.)
If I want to change relative transformation of C to B, I would create a whole new compound shape and a new rigid body. Don't forget to remove old body & shape.
That is a library limitation.
P.S.
I can't answer some of your doubt/questions, these information are what I gathered after stalking in Bullet forum for a while, and tested by myself.
(I am also coding game + game library from scratch, using Bullet and other open sources.)
Edit: (about the new problem)
it just slowly falls down (along with the ground itself, which should
not move as I gave it a mass of 0)
I would try to solve it in this order.
Idea A
Set to the compound mass = 0 instead, because setting a child shape's mass has no meaning.
Idea B
First check -> getCenterOfMassTransform() every time-step , is it really falling?
If it is actually falling, to be sure, try dynamicsWorld->setGravity(btVector3(0,0,0));.
If still not work, try with very simple world (1 simple object, no compound) and see.
Idea C (now I start to be desperate)
Ensure your camera position is constant.
If the problem is still alive, I think you now can create a simple test-case and post it in Bullet forum without too much effort.
Lower amounts of lines of code = better feedback

What you are describing is not normal bullet behavior. Your understanding of the library is correct.
What you are most likely dealing with is either a buffer overrun or a dangling pointer. The code you have posted does not have an obvious one of either, so it would be coming from somewhere else in your codebase. You might be able to track that down using a well-placed memory breakpoint.
You "might" be dealing with a header/binary version inconsistency issue, but that's less likely as you would probably be seeing other major issues.

Just had the exact same type of behavior with the DebugDrawer suspended on top of the world. Solved it by passing to Bullet Physics the projectionview matrix alone, without the model matrix that he has and multiplies with already:
glUseProgram(shaderID);
m_MVP = m_camera->getProjectionViewMatrix();
glUniformMatrix4fv(shaderIDMVP, 1, GL_FALSE, &m_MVP[0][0]);
if (m_dynamicWorld) m_dynamicWorld->debugDrawWorld();

Related

Positioning Circle Shapes within a Body in Box2D Web

I've had to completely revamp this question as I don't think I was explicit enough about my problem.
I'm attempting to learn the ropes of Box2D Web. I started having problems when I wanted to learn how to put multiple shapes in one rigid body (to form responsive concave bodies). One of the assumptions I made was that this kind of feature would only really be useful if I could change the positions of the shapes (so that I can be in control of what the overall rigid body looked like). An example would be creating an 'L' body with two rectangle shapes, one of which was positioned below and to-the-right of the first shape.
I've gotten that far in so-far-as I've found the SetAsOrientedBox method where you can pass the box its position in the 3rd argument (center).
All well and good. But when I tried to create two circle shapes in one rigid body, I found undesirable behaviour. My instinct was to use the SetLocalPosition method (found in the b2CircleShape class). This seems to work to an extent. In the debug draw, the body responds physically as it should do, but visually (within the debug) it doesn't seem to be drawing the shapes in their position. It simply draws the circle shapes at the centre position. I'm aware that this is probably a problem with Box2D's debug draw logic - but it seems strange to me that there is no online-patter regarding this issue. One would think that creating two circle shapes at different positions in the body's coordinate space would be a popular and well-documented phenomina. Clearly not.
Below is the code I'm using to create the bodies. Assume that the world has been passed to this scope effectively:
// first circle shape and def
var fix_def1 = new b2FixtureDef;
fix_def1.density = 1.0;
fix_def1.friction = 0.5;
fix_def1.restitution = .65;
fix_def1.bullet = false;
var shape1 = new b2CircleShape();
fix_def1.shape = shape1;
fix_def1.shape.SetLocalPosition(new b2Vec2(-.5, -.5));
fix_def1.shape.SetRadius(.3);
// second circle def and shape
var fix_def2 = new b2FixtureDef;
fix_def2.density = 1.0;
fix_def2.friction = 0.5;
fix_def2.restitution = .65;
fix_def2.bullet = false;
var shape2 = new b2CircleShape();
fix_def2.shape = shape2;
fix_def2.shape.SetLocalPosition(new b2Vec2(.5, .5));
fix_def2.shape.SetRadius(.3);
// creating the body
var body_def = new b2BodyDef();
body_def.type = b2Body.b2_dynamicBody;
body_def.position.Set(5, 1);
var b = world.CreateBody( body_def );
b.CreateFixture(fix_def1);
b.CreateFixture(fix_def2);
Please note that I'm using Box2D Web ( http://code.google.com/p/box2dweb/ ) with the HTML5 canvas.
It looks like you are not actually using the standard debug draw at all, but a function that you have written yourself - which explains the lack of online-patter about it (pastebin for posterity).
Take a look in the box2dweb source and look at these functions for a working reference:
b2World.prototype.DrawDebugData
b2World.prototype.DrawShape
b2DebugDraw.prototype.DrawSolidCircle
You can use the canvas context 'arc' function to avoid the need for calculating points with sin/cos and then drawing individual lines to make a circle. It also lets the browser use the most efficient way it knows of to render the curve, eg. hardware support on some browsers.
Since it seems like you want to do custom rendering, another pitfall to watch out for is the different call signatures for DrawCircle and DrawSolidCircle. The second of these takes a parameter for the axis direction, so if you mistakenly use the three parameter version Javascript will silently use the color parameter for the axis, leaving you with an undefined color parameter. Hours of fun!
DrawCircle(center, radius, color)
DrawSolidCircle(center, radius, axis, color)

Finding the centre of a fixture in Box2D

I'm trying to make a system of "chunks" in Box2D - i.e. shapes that are attached together in a big lump, so that you can break chunks off into their own body.
Currently, my system is very basic (just starting really) and modelled after the "Breakable" test in the Box2D testbed. It's a body with quite a few basic box fixtures (which will later become polygons). When you click a body, it deletes the fixture and creates a new body with the same fixture, rotation, etc in the same place as the old "chunk".
However, I can only get it to create the new body at the big body's origin
(->GetWorldCenter). What I want to do is find the global location of the fixture to be deleted and replaced, so I can make the new chunk there.
I've read some stuff about b2PolygonShape having a "centroid", but I'm not sure how to access and use that...
To put it simply, I want to find the global location (as x+y or a b2Vec2) of a FIXTURE, NOT a body (that's easy). The fixture will move with the body it's attached to, but I only currently need the position for one frame (having it update would be useful too though).
For Box2D position of the body not so important. Body position is only shift for fixture coordinates. It do not impact to simulation process. So, I don't understand, why you so care about this.
I made something like this, and can say, that using big body's origin works fine. You can see into Box2D testbed to Breakable test. There also used big body's origin. Only reason to calculate new coordinates that I see is strange behavior of SetAngle method.
If you still want centroid, look at ComputeCentroid, located at b2PolygonShape.cpp. Pay attention, method don't declared at b2PolygonShape.h. You can copy code from cpp and use it like this:
b2Fixture* chunk = ...;
b2Vec2 chunkCentroidLocal = ComputeCentorid(chunk->m_vertices,
chunk->m_vertexCount);
b2Vec2 chunkCentroidWorld = bigBody->GetWorldPoint(chunkCentroidLocal);
p.s. Don't forget to transform polygon points, when you will create new body. Simply find difference between big body and new body, and subtract it from every point of polygon.
b2Vec2 shift = chunkCentroidWorld - bigBody->GetWorldCenter();
b2Vec2 newVertices = new b2Vec2[chunk->m_vertexCount];
for(int i = 0; i< chunk->m_vertexCount; i++)
{
newVertices[i] = chunk->m_vertices[i] - shift;
}

Cocos2d how to make one sprite following another sprite?

I have a maze game that using cocos2d
I have one main sprite that can save "friend" sprite
Once "friend" sprite collide with main sprite, the "friend" sprite will follow main sprite everywhere.
Now I dont know how to make "friend" sprite follow main sprite with static distance and smooth movement.
I mean if main sprite going up, "friend" will be at behind the main sprite.
If main sprite going left, "friend" sprite will be at right of main sprite.
Please help me and share me some code...
You can implement the following behaviour by using the position of your main sprite as the target for the friend sprite. This would involve implementing separation (maintaining a min distance), cohesion (maintaining max distance) and easing (to make the movement smooth).
The exact algorithms (and some more) are detailed in a wonderful behavior animation paper by Craig Reynolds. There are also videos of the individual features and example source code (in C++).
The algorithm you need (it is a combination of multiple simpler ones) is Leader following
EDIT : I have found two straightforward implementations of the algorithms mentioned in the paper with viewable source code here and here. You will need to slightly recombine them from flocking (which is mostly following a centroid) to following a single leader. The language is Processing, resembling java-like pseudcode, so I hope the comprehension should be no problem. The C++ sourcecode I mentioned earlier is also downloadable but does not explicitly feature leader following.
I am not aware of any cocos2d implementations out there.
I have a simple solution kind of working fine. Follow the cocos2d document getting started lesson 2, Your first game. After implement the touch event. Use the following code to set seeker1 to follow cocosGuy:
- (void) nextFrame:(ccTime)dt {
float dx = cocosGuy.position.x - seeker1.position.x;
float dy = cocosGuy.position.y - seeker1.position.y;
float d = sqrt(dx*dx + dy*dy);
float v = 100;
if (d > 1) {
seeker1.position = ccp( seeker1.position.x + dx/d * v *dt,
seeker1.position.y + dy/d * v *dt);
} else {
seeker1.position = ccp(cocosGuy.position.x, cocosGuy.position.y);
}
}
The idea is at every step, the follower just need to move towards the leader at a certain speed. The direction towards the leader can be calculated by shown in the code.

Distinguish between collision surface orientations in box2d

I've been working on an iOS project, using Cocos2D 1.0 and Box2D, and I've run into a bit of a problem.
What I need to be able to do is determine the orientation of a surface my player has hit. For example, if we have a rectangular platform, and the player collides with it, I need to know whether the player has hit the left, right, top, or bottom face of it. ALL the objects in the game are square, and the ONLY one moving is the player.
I'm currently using a b2ContactListener in Box2D (well, my own subclass of one, anyway), and have been playing around with the local normal of the manifold from the contact in BeginContact. The main problem I have is that that normal seems to be affected by the rotation of the player body (e.g. the player has rotated 90 degrees, OR the player is spinning wildly on impact - both situations are giving me trouble), and I seem to end up with ambiguity (i.e. collisions with different faces that give the same normal...) if I try to allow for that - although of course I could just be doing something horribly wrong. Now, I don't understand manifolds very well, so it's possible that my problem stems from that, or maybe I'm missing something obvious.
Any suggestions?
I would prefer to do this in the cleanest and least ugly manner possible. Bear in mind that the main categorisation I care about is "player is landing on something from above" vs "everything else", but I may end up needing the exact
If you need more information or clarification about anything, just ask.
EDIT: Just to clarify, I am aware that the normal points from A to B (in a collision between A and B) by convention in Box2D, and my code does check to see which one is the player and takes this into account before doing any calculations to determine which face has been hit.
So, I feel a little awkward about answering my own question, but apparently it's officially encouraged.
Anyway, the problem with the way I was approaching things was twofold. Firstly, I was using the contact manifold's local normal instead of the world normal. Secondly, my code for reversing the object transformations was buggy (I would never have needed to do this if I had been using the world manifold).
The world manifold takes into account object transformations and sizes and as such contains data more easily applicable to the world co-ordinate system.
By convention in Box2d, the collision normal (for both the world manifold and the contact manifold) points from A to B - this has to be taken into account for some uses, since the normal from A to B is the inverse of the normal from B to A, so you can't just assume that one body will always be A.
So, the solution is to use get the world manifold for each collision, examine its normal, and then make whatever decisions you want to make.
For example, in the BeginContact method of a b2ContactListener subclass (if you have no idea what I'm talking about then check out part 2 of this tutorial):
void ContactListener::BeginContact(b2Contact* contact)
{
b2WorldManifold worldManifold;
contact->GetWorldManifold(&worldManifold); // this method calls b2WorldManifold::Initialize with the appropriate transforms and radii so you don't have to worry about that
b2Vec2 worldNormal = worldManifold.normal;
// inspect it or do whatever you want based on that...
}
Since you'll likely need to check what bodies are colliding, and which one is A and which one is B, you may want to keep a vector of structs containing the fixtures that collided (as in that tutorial) and the normal, and iterate over the vector in your tick() method or similar. (You can get these out of the contact with contact->GetFixtureA() and contact->GetFixtureB().)
Now, you could get the point data from the world manifold, and make your decisions based on that, but why would you when the normal is already available, since in this particular case the normal (combined with which shapes the normal points from and to) is all that is needed.
Edit (for #iBradApps):
First, I'm assuming here that you have followed the tutorial I linked to and have a contact listener set up. If you haven't, follow it because Ray explains it in depth quite well.
Second, I want to point out that there is no absolute guarantee which object is A and which is B (well, it depends on what kind of Box2D objects they are; suffice to say if they can both move, you can't guarantee the ordering, at least as far as I know), so in my case I wanted to see if the player object had hit something, so I created a class variable (b2Fixture *playerF) in my contact listener that stored a reference to the player object so I could determine whether contact A or contact B was the player.
You asked about detecting a collision where something else collided with the top of B. Something like the following should work, although I haven't had a chance to test it for you:
In your ContactListener.h:
public:
b2Fixture *playerF;
// along with the vector etc mentioned in Ray's tutorial
// and anything else you want
When you make the ContactListener in your init() (assuming you called it _contactListener):
_contactListener->playerF = playerFixture; // or whatever you called the player body fixture
BeginContact method:
void ContactListener::BeginContact(b2Contact* contact)
{
b2WorldManifold worldManifold;
contact->GetWorldManifold(&worldManifold); // this method calls b2WorldManifold::Initialize with the appropriate transforms and radii so you don't have to worry about that
b2Vec2 worldNormal = worldManifold.normal; // this points from A to B
if (playerF == contact->GetFixtureA()) {
// note that +ve y-axis is "up" in Box2D but down in OpenGL and Cocos2D
if (worldNormal.y < -0.707) { // use a constant for performance reasons
// if the y component is less than -1/sqrt(2) (approximately -0.707),
// then the normal points more downwards than across, so A must be hitting B
// from roughly above. You could tune this more towards the top by increasing
// towards -1 if you want but it worked fine for me like this last time and
// you might run into issues with missing hits
NSLog(#"Player (A) hit B roughly on the top side!");
// here you can set any class variables you want to check in
// your update()/tick(), such as flags for whether the player has died from
// falling or whatever
}
} else if (playerF == contact->GetFixtureB()) {
if (worldNormal.y > 0.707) {
NSLog(#"Player (B) hit A roughly on the top side!");
}
} else {
// it's something else hitting something else and we don't care about it
}
}
As for doing it in your tick() method instead, yes, you can. I actually did all my stuff in PostSolve in the contact listener because I needed to know how hard the player hit, but all I cared about beyond that was whether the player had hit hard enough to kill them, so I didn't need or want to iterate over all the contacts in my tick() - I just set a flag in the contact listener that said the player had suffered a fatal impact.
If you want to do this all in the update method, then starting from what Ray has, add a b2Vec2 to the MyContact struct, and in BeginContact, add both the two fixtures (like Ray does) and get the collision normal (as I do) and add it too.
The modified MyContact struct:
struct MyContact {
b2Fixture *fixtureA;
b2Fixture *fixtureB;
b2Vec2 normal;
bool operator==(const MyContact& other) const
{
return (fixtureA == other.fixtureA) && (fixtureB == other.fixtureB);
}
};
The new BeginContact method:
void MyContactListener::BeginContact(b2Contact* contact) {
b2WorldManifold wordManifold;
contact->GetWorldManifold(&worldManifold);
MyContact myContact = { contact->GetFixtureA(), contact->GetFixtureB(), worldManifold.normal };
_contacts.push_back(myContact);
}
This will give you all the information you need to do the checking I initially described in your tick().
Edit again:
Your tick() method might contain something like this if you want to do the processing there, assuming you have called the player fixture (or ball fixture, like in the tutorial, or whatever it is you're interested in) _playerFixture, that you've got a contact listener with the same name as in the tutorial, that you added the b2Vec2 normal to the MyContact struct, that you are adding contacts to the vector (as above) in BeginContact, and that you are deleting contacts from the vector in the EndContact (as shown in the tutorial - it's probably fine as is):
std::vector<MyContact>::iterator pos;
for(pos = _contactListener->_contacts.begin(); pos != _contactListener->_contacts.end(); ++pos) {
MyContact contact = *pos;
if (_playerFixture == contact.fixtureA && contact.normal.y < -0.707) {
NSLog(#"Player (A) hit B roughly on the top side!");
} else if (_playerFixture == contact.fixtureB && contact.normal.y > 0.707) {
NSLog(#"Player (B) hit A roughly on the top side!");
} else {
// it's something else hitting something else and we don't care about it
}
}

2D Movement Theory

I have recently been getting into OpenGL/SDL and playing around with objects in 2D/3D Space and as i'm sure most newbies to this area do, have a few queries, about the 'best' way to do something. I quote best, because i'm assuming there isn't a best way, it's personal preference.
So, I have an entity, a simple GL_QUAD, which I want to move around. I have keyboard events setup, i can get the keypress/release events, not a problem.
I have an entity class, which is my GL_QUAD, pseudo implementation....
class Entity
{
void SetVelocity(float x, float y);
}
I then have this event handler code...
if theEvent.Key = UPARROW AND theEvent.State = PRESSED
Entity.SetVelocity(0.0f, -1.0f);
else if theEvent.Key = UPARROW AND theEvent.State = RELEASED
Entity.SetVelocity(0.0f, 0.0f);
My question is, is this the best way to move my entity? This has led me to thinking that we could make it a little more complex, by having a method for adjusting the X/Y Velocity, seperately. As SetVelocity would forget me X velocity if i started moving left? So i could never travel diagonally.
For Example...
class Entity
{
void SetXVelocity(float x);
void SetYVelocity(float y);
}
if theEvent.Key = UPARROW AND theEvent.State = PRESSED
Entity.SetYVelocity(-1.0f);
else if theEvent.Key = UPARROW AND theEvent.State = RELEASED
Entity.SetYVelocity(0.0f);
if theEvent.Key = LEFTARROW AND theEvent.State = PRESSED
Entity.SetXVelocity(-1.0f);
else if theEvent.Key = LEFTARROW AND theEvent.State = RELEASED
Entity.SetXVelocity(0.0f);
This way, if I have an XVelocity and I then press the UPARROW, I will still have my XVelocity, as well as a new YVelocity, thus moving diagonally.
Is there a better way? Am I missing something very simple here?
I am using SDL 1.2, OpenGL, C++. Not sure if there is something in SDL/OpenGL which would help?
Thanks in advance for your answers.
The question is really general since it depends on how you want to model the movement of your objects in your world.
Usually every object has its velocity which is calculated basing on an acceleration and capped to a maximum. This means that a key press alters the acceleration of the object for the specified frame which is then calculated and applied to the current velocity of the object.
This is done through an update phase which goes through all the objects and calculates the velocity change according to the object acceleration. In this way you don't bother to modify the velocity itself but you let your engine to do its calculations depending on the state of every object..
acceleration is applied over a period of time, so in the example by #jack, you would apply an acceleration 10m/s^2 over a time period of one second.
you should also modify your application to make it time based, not frame based.
have a look at this basic game physics introduction, and I would also really have a look at the GameDev.net Physics Tutorials
I assume the way you want movement to work is that you want the player to move only when a key is held.
In short: your solution is fine.
Some potential gotchas to take consideration of: What happens if both left and right is pressed?
Well, what you describe here is a simple finite state machine. You have the different directions in which you can move (plus no movement at all) as the states, and the key-events as transitions. This can usually be implemented quite well using the state pattern, but this is often quite painful in C++ (lots of boilerplate code), and might be over the top for your scenario.
There are of course other ways to represent speed and direction of your entity, e.g. as a 2D-vector (where the length gives the speed). This would enable you to easily represent arbitrary directions and velocities.