Updated BulletDino.c demo, to test C-API.
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291
src/BulletDynamics/Dynamics/Bullet-C-API.cpp
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291
src/BulletDynamics/Dynamics/Bullet-C-API.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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/*
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Draft high-level generic physics C-API. For low-level access, use the physics SDK native API's.
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Work in progress, functionality will be added on demand.
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If possible, use the richer Bullet C++ API, by including <src/btBulletDynamicsCommon.h>
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*/
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#include "Bullet-C-Api.h"
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#include "btBulletDynamicsCommon.h"
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/*
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Create and Delete a Physics SDK
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*/
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struct btPhysicsSdk
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{
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// btDispatcher* m_dispatcher;
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// btOverlappingPairCache* m_pairCache;
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// btConstraintSolver* m_constraintSolver
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btVector3 m_worldAabbMin;
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btVector3 m_worldAabbMax;
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//todo: version, hardware/optimization settings etc?
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btPhysicsSdk()
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:m_worldAabbMin(-1000,-1000,-1000),
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m_worldAabbMax(1000,1000,1000)
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{
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}
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};
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plPhysicsSdkHandle plNewBulletSdk()
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{
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return (plPhysicsSdkHandle)new btPhysicsSdk;
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}
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void plDeletePhysicsSdk(plPhysicsSdkHandle physicsSdk)
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{
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btPhysicsSdk* phys = reinterpret_cast<btPhysicsSdk*>(physicsSdk);
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delete phys;
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}
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/* Dynamics World */
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plDynamicsWorldHandle plCreateDynamicsWorld(plPhysicsSdkHandle physicsSdkHandle)
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{
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btPhysicsSdk* physicsSdk = reinterpret_cast<btPhysicsSdk*>(physicsSdkHandle);
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btDispatcher* dispatcher = new btCollisionDispatcher();
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btOverlappingPairCache* pairCache = new btAxisSweep3(physicsSdk->m_worldAabbMin,physicsSdk->m_worldAabbMax);
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btConstraintSolver* constraintSolver = new btSequentialImpulseConstraintSolver();
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return (plDynamicsWorldHandle) new btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver);
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}
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void plDeleteDynamicsWorld(plDynamicsWorldHandle world)
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{
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btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world);
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delete dynamicsWorld;
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}
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void plStepSimulation(plDynamicsWorldHandle world, plReal timeStep)
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{
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btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world);
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assert(dynamicsWorld);
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dynamicsWorld->stepSimulation(timeStep);
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}
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void plAddRigidBody(plDynamicsWorldHandle world, plRigidBodyHandle object)
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{
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btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world);
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assert(dynamicsWorld);
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btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
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assert(body);
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dynamicsWorld->addRigidBody(body);
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}
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void plRemoveRigidBody(plDynamicsWorldHandle world, plRigidBodyHandle object)
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{
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btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world);
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assert(dynamicsWorld);
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btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
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assert(body);
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dynamicsWorld->removeRigidBody(body);
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}
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/* Rigid Body */
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plRigidBodyHandle plCreateRigidBody( void* user_data, float mass, plCollisionShapeHandle cshape )
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{
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btTransform trans;
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trans.setIdentity();
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btVector3 localInertia(0,0,0);
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btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape);
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assert(shape);
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if (mass)
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{
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shape->calculateLocalInertia(mass,localInertia);
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}
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btRigidBody* body = new btRigidBody(mass, 0,shape,localInertia);
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body->setWorldTransform(trans);
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body->setUserPointer(user_data);
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return (plRigidBodyHandle) body;
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}
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void plDeleteRigidBody(plRigidBodyHandle cbody)
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{
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btRigidBody* body = reinterpret_cast< btRigidBody* >(cbody);
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assert(body);
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delete body;
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}
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/* Collision Shape definition */
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plCollisionShapeHandle plNewSphereShape(plReal radius)
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{
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return (plCollisionShapeHandle) new btSphereShape(radius);
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}
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plCollisionShapeHandle plNewBoxShape(plReal x, plReal y, plReal z)
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{
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return (plCollisionShapeHandle) new btBoxShape(btVector3(x,y,z));
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}
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plCollisionShapeHandle plNewCapsuleShape(plReal radius, plReal height)
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{
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//capsule is convex hull of 2 spheres, so use btMultiSphereShape
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btVector3 inertiaHalfExtents(radius,height,radius);
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const int numSpheres = 2;
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btVector3 positions[numSpheres] = {btVector3(0,height,0),btVector3(0,-height,0)};
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btScalar radi[numSpheres] = {radius,radius};
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return (plCollisionShapeHandle) new btMultiSphereShape(inertiaHalfExtents,positions,radi,numSpheres);
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}
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plCollisionShapeHandle plNewConeShape(plReal radius, plReal height)
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{
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return (plCollisionShapeHandle) new btConeShape(radius,height);
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}
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plCollisionShapeHandle plNewCylinderShape(plReal radius, plReal height)
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{
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return (plCollisionShapeHandle) new btCylinderShape(btVector3(radius,height,radius));
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}
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/* Convex Meshes */
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plCollisionShapeHandle plNewConvexHullShape()
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{
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return (plCollisionShapeHandle) new btConvexHullShape();
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}
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/* Concave static triangle meshes */
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plMeshInterfaceHandle plNewMeshInterface()
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{
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return 0;
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}
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plCollisionShapeHandle plNewCompoundShape()
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{
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return (plCollisionShapeHandle) new btCompoundShape();
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}
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void plAddChildShape(plCollisionShapeHandle compoundShapeHandle,plCollisionShapeHandle childShapeHandle, plVector3 childPos,plQuaternion childOrn)
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{
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btCollisionShape* colShape = reinterpret_cast<btCollisionShape*>(compoundShapeHandle);
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btAssert(colShape->getShapeType() == COMPOUND_SHAPE_PROXYTYPE);
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btCompoundShape* compoundShape = reinterpret_cast<btCompoundShape*>(colShape);
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btCollisionShape* childShape = reinterpret_cast<btCollisionShape*>(childShapeHandle);
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btTransform localTrans;
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localTrans.setIdentity();
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localTrans.setOrigin(btVector3(childPos[0],childPos[1],childPos[2]));
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localTrans.setRotation(btQuaternion(childOrn[0],childOrn[1],childOrn[2],childOrn[3]));
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compoundShape->addChildShape(localTrans,childShape);
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}
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void plSetEuler(plReal yaw,plReal pitch,plReal roll, plQuaternion orient)
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{
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btQuaternion orn;
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orn.setEuler(yaw,pitch,roll);
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orient[0] = orn.getX();
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orient[1] = orn.getY();
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orient[2] = orn.getZ();
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orient[3] = orn.getW();
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}
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// extern void plAddTriangle(plMeshInterfaceHandle meshHandle, plVector3 v0,plVector3 v1,plVector3 v2);
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// extern plCollisionShapeHandle plNewStaticTriangleMeshShape(plMeshInterfaceHandle);
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void plAddVertex(plCollisionShapeHandle cshape, plReal x,plReal y,plReal z)
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{
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btCollisionShape* colShape = reinterpret_cast<btCollisionShape*>( cshape);
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btAssert(colShape->getShapeType()==CONVEX_HULL_SHAPE_PROXYTYPE);
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btConvexHullShape* convexHullShape = reinterpret_cast<btConvexHullShape*>( cshape);
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convexHullShape->addPoint(btPoint3(x,y,z));
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}
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void plDeleteShape(plCollisionShapeHandle cshape)
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{
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btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape);
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assert(shape);
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delete shape;
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}
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void plSetScaling(plCollisionShapeHandle cshape, plVector3 cscaling)
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{
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btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape);
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assert(shape);
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btVector3 scaling(cscaling[0],cscaling[1],cscaling[2]);
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shape->setLocalScaling(scaling);
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}
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void plSetPosition(plRigidBodyHandle object, const plVector3 position)
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{
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btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
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btAssert(body);
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btVector3 pos(position[0],position[1],position[2]);
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btTransform worldTrans = body->getWorldTransform();
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worldTrans.setOrigin(pos);
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body->setWorldTransform(worldTrans);
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}
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void plSetOrientation(plRigidBodyHandle object, const plQuaternion orientation)
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{
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btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
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btAssert(body);
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btQuaternion orn(orientation[0],orientation[1],orientation[2],orientation[3]);
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btTransform worldTrans = body->getWorldTransform();
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worldTrans.setRotation(orn);
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body->setWorldTransform(worldTrans);
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}
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void plGetOpenGLMatrix(plRigidBodyHandle object, plReal* matrix)
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{
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btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
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btAssert(body);
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body->getWorldTransform().getOpenGLMatrix(matrix);
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}
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void plGetPosition(plRigidBodyHandle object,plVector3 position)
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{
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btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
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btAssert(body);
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const btVector3& pos = body->getWorldTransform().getOrigin();
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position[0] = pos.getX();
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position[1] = pos.getY();
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position[2] = pos.getZ();
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}
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void plGetOrientation(plRigidBodyHandle object,plQuaternion orientation)
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{
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btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
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btAssert(body);
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const btQuaternion& orn = body->getWorldTransform().getRotation();
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orientation[0] = orn.getX();
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orientation[1] = orn.getY();
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orientation[2] = orn.getZ();
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orientation[3] = orn.getW();
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}
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//plRigidBodyHandle plRayCast(plDynamicsWorldHandle world, const plVector3 rayStart, const plVector3 rayEnd, plVector3 hitpoint, plVector3 normal);
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// extern plRigidBodyHandle plObjectCast(plDynamicsWorldHandle world, const plVector3 rayStart, const plVector3 rayEnd, plVector3 hitpoint, plVector3 normal);
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