reverted jam buildsystem, until changed for make is working,
minor fix in island processing
This commit is contained in:
20
INSTALL
20
INSTALL
@@ -1,27 +1,22 @@
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Bullet Collision Detection and Physics Library
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Building: read the Bullet_User_Manual.pdf or:
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Compile
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Under Windows, projectfiles for Visual Studio version 6,7,7.1 and 8 are available in msvc/<version>.
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For example, for Visual Studio 2005, open msvc/8/wksbullet.sln
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The ColladaDemo and ConvexDecomposition demo needs to be able to locate the data files (jenga.dae and file.obj) in the current directory. Make sure Visual Studio points to the right folder (..\..).
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Alternatively you can use Cmake for all platforms including Win32, Mac OS X (PPC/Intel), Linux, BSD etc.
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Cmake allows to autogenerate MSVC, Xcode, Kdevelop, UNIX Makefiles etc:
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Download cmake from http://cmake.org
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./cmake . -G Xcode
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You can replace Xcode by other available build systems. Just run cmake to see which are available for your platform.
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Two more options: make and jam.
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For other systems, for example Linux or Mac OS-X:
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./autogen.sh
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Download/install CMake from www.cmake.org, and run cmake . -G Xcode (or replace Xcode with other available buildsystem).
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Alternatively use jam:
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./configure
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jam
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or
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make
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If jam is not available for your system, you can compile it, jam sources are included with the Bullet sources in jam-2.5
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@@ -33,8 +28,9 @@ make
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(as root)
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sudo ./jam0 install
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su
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For more help, visit http://www.bulletphysics.com/Bullet/phpBB2
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make install
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For more help, visit http://www.continuousphysics.com
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3
VERSION
3
VERSION
@@ -1,2 +1,3 @@
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Bullet Collision Detection and Physics Library version 2.40
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Bullet Collision Detection and Physics Library version 2.41
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http://bullet.sourceforge.net
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12
autogen.sh
12
autogen.sh
@@ -9,27 +9,17 @@ MACROFILE=aclocal.m4
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MACRODIR=mk/autoconf
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rm -f $MACROFILE
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echo "Running aclocal"
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aclocal
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for i in $MACRODIR/*.m4 ; do
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cat $i >> $MACROFILE
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done
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echo "Running automake --add-missing"
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automake --add-missing
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echo "Running autoheader"
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autoheader
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rc=$?
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if test $rc -eq 0; then
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echo "Running autoconf"
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autoconf
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rc=$?
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fi
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#rm -f $MACROFILE
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rm -f $MACROFILE
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exit $rc
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12
config.h.in
12
config.h.in
@@ -48,12 +48,6 @@
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/* Define to 1 if you have the <windows.h> header file. */
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#undef HAVE_WINDOWS_H
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/* Define for Win32 platforms */
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#undef NOMINMAX
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/* Name of package */
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#undef PACKAGE
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/* Define to the address where bug reports for this package should be sent. */
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#undef PACKAGE_BUGREPORT
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@@ -72,12 +66,6 @@
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/* Define to 1 if you have the ANSI C header files. */
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#undef STDC_HEADERS
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/* Version number of package */
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#undef VERSION
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/* Define for Win32 platforms */
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#undef WIN32
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/* Define to 1 if the X Window System is missing or not being used. */
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#undef X_DISPLAY_MISSING
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45
configure.ac
45
configure.ac
@@ -9,7 +9,7 @@ AC_PREREQ([2.54])
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#----------------------------------------------------------------------------
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AC_INIT(
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[bullet],
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[2.40],
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[2.41],
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[bullet@erwincoumans.com])
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CS_PACKAGEINFO(
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[Bullet Continuous Collision Detection and Physics Library],
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@@ -18,9 +18,6 @@ CS_PACKAGEINFO(
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AC_CONFIG_SRCDIR([mk/jam/build.jam])
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AC_CONFIG_AUX_DIR([mk/autoconf])
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AC_CANONICAL_HOST
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AC_PROG_RANLIB
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AC_PROG_CXX
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AM_INIT_AUTOMAKE
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#----------------------------------------------------------------------------
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# Setup for the configuration header.
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@@ -80,45 +77,8 @@ AS_IF([test $cs_host_family = windows],
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CS_EMIT_BUILD_PROPERTY([COMPILER.CFLAGS], [$glut_cflags], [+])
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CS_EMIT_BUILD_PROPERTY([COMPILER.LFLAGS], [$glut_lflags], [+])
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])
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CS_CHECK_GLUT
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#----------------------------------------------------------------------------
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# check for OpenGL related libraries
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#----------------------------------------------------------------------------
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case "${host}" in
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*darwin*|*macosx*)
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opengl_LIBS="$LIBS -framework Carbon -framework OpenGL -framework IOKit -framework AGL"
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;;
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*-*-cygwin* | *-*-mingw32*)
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dnl CygWin under Windoze.
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echo Win32 specific hacks...
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AC_DEFINE([WIN32], 1, [Define for Win32 platforms])
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AC_DEFINE([NOMINMAX], 1, [Define for Win32 platforms])
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opengl_LIBS="-lglut32 -lglu32 -lopengl32 -luser32 -lgdi32 -lm -lwinmm"
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joystick_LIBS="$joystick_LIBS -lwinmm"
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echo "Will link apps with $LIBS"
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;;
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*)
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dnl X-Windows based machines
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save_LIBS=$LIBS
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AC_SEARCH_LIBS(glNewList, [ GL GLcore MesaGL ])
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AC_SEARCH_LIBS(glutInit, [ glut ])
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opengl_LIBS="$LIBS"
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LIBS=$save_LIBS
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if test "x$ac_cv_search_glNewList" = "x-lGLcore"; then
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dnl if GLcore found, then also check for GL
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AC_SEARCH_LIBS(glXCreateContext, GL)
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fi
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AC_SUBST(opengl_LIBS,[$opengl_LIBS])
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esac
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#----------------------------------------------------------------------------
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# Package configuration switches.
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#----------------------------------------------------------------------------
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@@ -143,8 +103,7 @@ CS_EMIT_PACKAGEINFO
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# Emit generated files.
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#----------------------------------------------------------------------------
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CS_JAMCONFIG_OUTPUT([Jamconfig])
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AC_CONFIG_FILES([Jamfile bullet.pc Makefile src/Makefile Demos/OpenGL/Makefile Demos/BasicDemo/Makefile Demos/VehicleDemo/Makefile Demos/CcdPhysicsDemo/Makefile])
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AC_CONFIG_FILES([Jamfile bullet.pc])
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AC_OUTPUT
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AC_MSG_NOTICE([
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@@ -271,15 +271,23 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
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//int islandId;
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//update the sleeping state for bodies, if all are sleeping
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//traverse the simulation islands, and call the solver, unless all objects are sleeping/deactivated
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for (int startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
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{
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int islandId = getUnionFind().getElement(startIslandIndex).m_id;
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for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
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bool islandSleeping = false;
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for (endIslandIndex = startIslandIndex;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
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{
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int i = getUnionFind().getElement(endIslandIndex).m_sz;
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btCollisionObject* colObj0 = collisionObjects[i];
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if (!colObj0->isActive())
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islandSleeping = true;
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}
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//find the accompanying contact manifold for this islandId
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int numIslandManifolds = 0;
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btPersistentManifold** startManifold = 0;
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@@ -301,7 +309,10 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
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}
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if (!islandSleeping)
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{
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callback->ProcessIsland(startManifold,numIslandManifolds, islandId);
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}
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if (numIslandManifolds)
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{
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