add RollingFrictionDemo
This commit is contained in:
87
Demos/RollingFrictionDemo/CMakeLists.txt
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87
Demos/RollingFrictionDemo/CMakeLists.txt
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# This is basically the overall name of the project in Visual Studio this is the name of the Solution File
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# For every executable you have with a main method you should have an add_executable line below.
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# For every add executable line you should list every .cpp and .h file you have associated with that executable.
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# This is the variable for Windows. I use this to define the root of my directory structure.
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SET(GLUT_ROOT ${BULLET_PHYSICS_SOURCE_DIR}/Glut)
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# You shouldn't have to modify anything below this line
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########################################################
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INCLUDE_DIRECTORIES(
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${BULLET_PHYSICS_SOURCE_DIR}/src ${BULLET_PHYSICS_SOURCE_DIR}/Demos/OpenGL
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)
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IF (USE_GLUT)
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LINK_LIBRARIES(
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OpenGLSupport BulletDynamics BulletCollision LinearMath ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
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)
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IF (WIN32)
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ADD_EXECUTABLE(AppRollingFrictionDemo
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main.cpp
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RollingFrictionDemo.cpp
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RollingFrictionDemo.h
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${BULLET_PHYSICS_SOURCE_DIR}/build/bullet.rc
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)
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ELSE()
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ADD_EXECUTABLE(AppRollingFrictionDemo
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main.cpp
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RollingFrictionDemo.cpp
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RollingFrictionDemo.h
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)
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ENDIF()
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IF (WIN32)
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IF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES)
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IF (CMAKE_CL_64)
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ADD_CUSTOM_COMMAND(
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TARGET AppRollingFrictionDemo
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POST_BUILD
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COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/glut64.dll ${CMAKE_CURRENT_BINARY_DIR}
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)
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ELSE(CMAKE_CL_64)
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ADD_CUSTOM_COMMAND(
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TARGET AppRollingFrictionDemo
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POST_BUILD
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# COMMAND copy /Y ${BULLET_PHYSICS_SOURCE_DIR}/GLUT32.DLL ${CMAKE_CURRENT_BINARY_DIR}
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COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/GLUT32.DLL ${CMAKE_CURRENT_BINARY_DIR}
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)
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ENDIF(CMAKE_CL_64)
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ENDIF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES)
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ENDIF(WIN32)
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ELSE (USE_GLUT)
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LINK_LIBRARIES(
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OpenGLSupport BulletDynamics BulletCollision LinearMath ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
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)
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ADD_EXECUTABLE(AppRollingFrictionDemo
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WIN32
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../OpenGL/Win32AppMain.cpp
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Win32RollingFrictionDemo.cpp
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RollingFrictionDemo.cpp
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RollingFrictionDemo.h
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${BULLET_PHYSICS_SOURCE_DIR}/build/bullet.rc
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)
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ENDIF (USE_GLUT)
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IF (INTERNAL_ADD_POSTFIX_EXECUTABLE_NAMES)
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SET_TARGET_PROPERTIES(AppRollingFrictionDemo PROPERTIES DEBUG_POSTFIX "_Debug")
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SET_TARGET_PROPERTIES(AppRollingFrictionDemo PROPERTIES MINSIZEREL_POSTFIX "_MinsizeRel")
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SET_TARGET_PROPERTIES(AppRollingFrictionDemo PROPERTIES RELWITHDEBINFO_POSTFIX "_RelWithDebugInfo")
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ENDIF(INTERNAL_ADD_POSTFIX_EXECUTABLE_NAMES)
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5
Demos/RollingFrictionDemo/Makefile.am
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5
Demos/RollingFrictionDemo/Makefile.am
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noinst_PROGRAMS=BasicDemo
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BasicDemo_SOURCES=BasicDemo.cpp BasicDemo.h main.cpp
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BasicDemo_CXXFLAGS=-I@top_builddir@/src -I@top_builddir@/Demos/OpenGL $(CXXFLAGS)
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BasicDemo_LDADD=-L../OpenGL -lbulletopenglsupport -L../../src -lBulletDynamics -lBulletCollision -lLinearMath @opengl_LIBS@
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271
Demos/RollingFrictionDemo/RollingFrictionDemo.cpp
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271
Demos/RollingFrictionDemo/RollingFrictionDemo.cpp
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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///create 125 (5x5x5) dynamic object
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#define ARRAY_SIZE_X 5
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#define ARRAY_SIZE_Y 5
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#define ARRAY_SIZE_Z 5
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//maximum number of objects (and allow user to shoot additional boxes)
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#define MAX_PROXIES (ARRAY_SIZE_X*ARRAY_SIZE_Y*ARRAY_SIZE_Z + 1024)
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///scaling of the objects (0.1 = 20 centimeter boxes )
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#define SCALING 1.
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#define START_POS_X -5
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#define START_POS_Y -5
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#define START_POS_Z -3
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#include "RollingFrictionDemo.h"
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#include "GlutStuff.h"
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///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
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#include "btBulletDynamicsCommon.h"
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#include "GLDebugDrawer.h"
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static GLDebugDrawer sDebugDraw;
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#include <stdio.h> //printf debugging
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void RollingFrictionDemo::clientMoveAndDisplay()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//simple dynamics world doesn't handle fixed-time-stepping
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float ms = getDeltaTimeMicroseconds();
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///step the simulation
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if (m_dynamicsWorld)
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{
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m_dynamicsWorld->stepSimulation(ms / 1000000.f);
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//optional but useful: debug drawing
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m_dynamicsWorld->debugDrawWorld();
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}
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renderme();
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glFlush();
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swapBuffers();
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}
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void RollingFrictionDemo::displayCallback(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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renderme();
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//optional but useful: debug drawing to detect problems
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if (m_dynamicsWorld)
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m_dynamicsWorld->debugDrawWorld();
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glFlush();
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swapBuffers();
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}
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void RollingFrictionDemo::initPhysics()
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{
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setTexturing(true);
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setShadows(true);
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setCameraDistance(btScalar(SCALING*26.));
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///collision configuration contains default setup for memory, collision setup
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m_collisionConfiguration = new btDefaultCollisionConfiguration();
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//m_collisionConfiguration->setConvexConvexMultipointIterations();
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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m_broadphase = new btDbvtBroadphase();
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///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
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btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver;
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m_solver = sol;
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m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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m_dynamicsWorld->setDebugDrawer(&sDebugDraw);
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// m_dynamicsWorld->getSolverInfo().m_singleAxisRollingFrictionThreshold = 0.f;//faster but lower quality
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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{
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///create a few basic rigid bodies
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(20.),btScalar(50.),btScalar(10.)));
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// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
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m_collisionShapes.push_back(groundShape);
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0,-50,0));
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groundTransform.setRotation(btQuaternion(btVector3(0,0,1),SIMD_PI*0.03));
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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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btScalar mass(0.);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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groundShape->calculateLocalInertia(mass,localInertia);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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body->setFriction(1);
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body->setRollingFriction(1);
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//add the body to the dynamics world
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m_dynamicsWorld->addRigidBody(body);
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}
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{
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///create a few basic rigid bodies
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
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m_collisionShapes.push_back(groundShape);
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0,-54,0));
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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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btScalar mass(0.);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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groundShape->calculateLocalInertia(mass,localInertia);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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body->setFriction(1);
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body->setRollingFriction(1);
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//add the body to the dynamics world
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m_dynamicsWorld->addRigidBody(body);
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}
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{
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//create a few dynamic rigidbodies
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// Re-using the same collision is better for memory usage and performance
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btCollisionShape* colShape = new btSphereShape(btScalar(1.));
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m_collisionShapes.push_back(colShape);
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/// Create Dynamic Objects
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btTransform startTransform;
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startTransform.setIdentity();
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btScalar mass(1.f);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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colShape->calculateLocalInertia(mass,localInertia);
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float start_x = START_POS_X - ARRAY_SIZE_X/2;
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float start_y = START_POS_Y;
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float start_z = START_POS_Z - ARRAY_SIZE_Z/2;
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for (int k=0;k<ARRAY_SIZE_Y;k++)
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{
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for (int i=0;i<ARRAY_SIZE_X;i++)
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{
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for(int j = 0;j<ARRAY_SIZE_Z;j++)
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{
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startTransform.setOrigin(SCALING*btVector3(
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btScalar(2.0*i + start_x),
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btScalar(20+2.0*k + start_y),
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btScalar(2.0*j + start_z)));
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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body->setFriction(1.f);
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body->setRollingFriction(.3);
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m_dynamicsWorld->addRigidBody(body);
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}
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}
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}
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}
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|
||||||
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|
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}
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void RollingFrictionDemo::clientResetScene()
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{
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exitPhysics();
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initPhysics();
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}
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void RollingFrictionDemo::exitPhysics()
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{
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//cleanup in the reverse order of creation/initialization
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//remove the rigidbodies from the dynamics world and delete them
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int i;
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for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
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{
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btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(obj);
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if (body && body->getMotionState())
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{
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delete body->getMotionState();
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}
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m_dynamicsWorld->removeCollisionObject( obj );
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delete obj;
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}
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//delete collision shapes
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for (int j=0;j<m_collisionShapes.size();j++)
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{
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btCollisionShape* shape = m_collisionShapes[j];
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delete shape;
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}
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m_collisionShapes.clear();
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delete m_dynamicsWorld;
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delete m_solver;
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delete m_broadphase;
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||||||
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||||||
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delete m_dispatcher;
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||||||
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||||||
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delete m_collisionConfiguration;
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||||||
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||||||
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||||||
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}
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||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
82
Demos/RollingFrictionDemo/RollingFrictionDemo.h
Normal file
82
Demos/RollingFrictionDemo/RollingFrictionDemo.h
Normal file
@@ -0,0 +1,82 @@
|
|||||||
|
/*
|
||||||
|
Bullet Continuous Collision Detection and Physics Library
|
||||||
|
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||||
|
|
||||||
|
This software is provided 'as-is', without any express or implied warranty.
|
||||||
|
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||||
|
Permission is granted to anyone to use this software for any purpose,
|
||||||
|
including commercial applications, and to alter it and redistribute it freely,
|
||||||
|
subject to the following restrictions:
|
||||||
|
|
||||||
|
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||||
|
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||||
|
3. This notice may not be removed or altered from any source distribution.
|
||||||
|
*/
|
||||||
|
#ifndef _ROLLING_FRICTION_DEMO_H
|
||||||
|
#define _ROLLING_FRICTION_DEMO_H
|
||||||
|
|
||||||
|
#ifdef _WINDOWS
|
||||||
|
#include "Win32DemoApplication.h"
|
||||||
|
#define PlatformDemoApplication Win32DemoApplication
|
||||||
|
#else
|
||||||
|
#include "GlutDemoApplication.h"
|
||||||
|
#define PlatformDemoApplication GlutDemoApplication
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#include "LinearMath/btAlignedObjectArray.h"
|
||||||
|
|
||||||
|
class btBroadphaseInterface;
|
||||||
|
class btCollisionShape;
|
||||||
|
class btOverlappingPairCache;
|
||||||
|
class btCollisionDispatcher;
|
||||||
|
class btConstraintSolver;
|
||||||
|
struct btCollisionAlgorithmCreateFunc;
|
||||||
|
class btDefaultCollisionConfiguration;
|
||||||
|
|
||||||
|
///The RollingFrictionDemo shows the use of rolling friction.
|
||||||
|
///Spheres will come to a rest on a sloped plane using a constraint. Damping cannot achieve the same.
|
||||||
|
class RollingFrictionDemo : public PlatformDemoApplication
|
||||||
|
{
|
||||||
|
|
||||||
|
//keep the collision shapes, for deletion/cleanup
|
||||||
|
btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
|
||||||
|
|
||||||
|
btBroadphaseInterface* m_broadphase;
|
||||||
|
|
||||||
|
btCollisionDispatcher* m_dispatcher;
|
||||||
|
|
||||||
|
btConstraintSolver* m_solver;
|
||||||
|
|
||||||
|
btDefaultCollisionConfiguration* m_collisionConfiguration;
|
||||||
|
|
||||||
|
public:
|
||||||
|
|
||||||
|
RollingFrictionDemo()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
virtual ~RollingFrictionDemo()
|
||||||
|
{
|
||||||
|
exitPhysics();
|
||||||
|
}
|
||||||
|
void initPhysics();
|
||||||
|
|
||||||
|
void exitPhysics();
|
||||||
|
|
||||||
|
virtual void clientMoveAndDisplay();
|
||||||
|
|
||||||
|
virtual void displayCallback();
|
||||||
|
virtual void clientResetScene();
|
||||||
|
|
||||||
|
static DemoApplication* Create()
|
||||||
|
{
|
||||||
|
RollingFrictionDemo* demo = new RollingFrictionDemo;
|
||||||
|
demo->myinit();
|
||||||
|
demo->initPhysics();
|
||||||
|
return demo;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif //_ROLLING_FRICTION_DEMO_H
|
||||||
|
|
||||||
25
Demos/RollingFrictionDemo/Win32RollingFrictionDemo.cpp
Normal file
25
Demos/RollingFrictionDemo/Win32RollingFrictionDemo.cpp
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
#ifdef _WINDOWS
|
||||||
|
/*
|
||||||
|
Bullet Continuous Collision Detection and Physics Library
|
||||||
|
Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
|
||||||
|
|
||||||
|
This software is provided 'as-is', without any express or implied warranty.
|
||||||
|
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||||
|
Permission is granted to anyone to use this software for any purpose,
|
||||||
|
including commercial applications, and to alter it and redistribute it freely,
|
||||||
|
subject to the following restrictions:
|
||||||
|
|
||||||
|
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||||
|
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||||
|
3. This notice may not be removed or altered from any source distribution.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "RollingFrictionDemo.h"
|
||||||
|
|
||||||
|
///The 'createDemo' function is called from Bullet/Demos/OpenGL/Win32AppMain.cpp to instantiate this particular demo
|
||||||
|
DemoApplication* createDemo()
|
||||||
|
{
|
||||||
|
return new RollingFrictionDemo();
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
41
Demos/RollingFrictionDemo/main.cpp
Normal file
41
Demos/RollingFrictionDemo/main.cpp
Normal file
@@ -0,0 +1,41 @@
|
|||||||
|
/*
|
||||||
|
Bullet Continuous Collision Detection and Physics Library
|
||||||
|
Copyright (c) 2003-2007 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||||
|
|
||||||
|
This software is provided 'as-is', without any express or implied warranty.
|
||||||
|
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||||
|
Permission is granted to anyone to use this software for any purpose,
|
||||||
|
including commercial applications, and to alter it and redistribute it freely,
|
||||||
|
subject to the following restrictions:
|
||||||
|
|
||||||
|
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||||
|
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||||
|
3. This notice may not be removed or altered from any source distribution.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "RollingFrictionDemo.h"
|
||||||
|
#include "GlutStuff.h"
|
||||||
|
#include "btBulletDynamicsCommon.h"
|
||||||
|
#include "LinearMath/btHashMap.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
int main(int argc,char** argv)
|
||||||
|
{
|
||||||
|
|
||||||
|
RollingFrictionDemo ccdDemo;
|
||||||
|
ccdDemo.initPhysics();
|
||||||
|
|
||||||
|
|
||||||
|
#ifdef CHECK_MEMORY_LEAKS
|
||||||
|
ccdDemo.exitPhysics();
|
||||||
|
#else
|
||||||
|
return glutmain(argc, argv,1024,600,"Bullet Physics Demo. http://bulletphysics.org",&ccdDemo);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
//default glut doesn't return from mainloop
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
Reference in New Issue
Block a user