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README.md
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README.md
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[](https://travis-ci.org/bulletphysics/bullet3)
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[](https://ci.appveyor.com/project/erwincoumans/bullet3)
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Bullet 3.x GPU rigid body pipeline using OpenCL.
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# Bullet 3.x GPU rigid body pipeline using OpenCL.
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Note that the Bullet 2.x svn repository from http://bullet.googlecode.com
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is being merged into this repository.
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1) The old Bullet2 demos are moved from ObsoleteDemos to AllBullet2Demos
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2) A new Bullet 3 API is created
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3) All Bullet2 functionality is added to Bullet 3
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Until this is done, you can use the Demos3/BasicGpuDemo/b3GpuDynamicsWorld
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or explore the Demos3/GpuDemos to check out Bullet 3.
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1. The old Bullet2 demos are moved from ObsoleteDemos to AllBullet2Demos
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2. A new Bullet 3 API is created
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3. All Bullet2 functionality is added to Bullet 3. Until this is done, you can use the Demos3/BasicGpuDemo/b3GpuDynamicsWorld or explore the Demos3/GpuDemos to check out Bullet 3.
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You can still use svn or svn externals using the github git repository: use svn co https://github.com/erwincoumans/bullet3/trunk
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The entire collision detection and rigid body dynamics is executed on the GPU.
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Requirements:
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## Requirements
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A high-end desktop GPU, such as an AMD Radeon 7970 or NVIDIA GTX 680 or similar.
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We succesfully tested the software under Windows, Linux and Mac OSX.
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The software currently doesn't work on OpenCL CPU devices. It might run
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on a laptop GPU but performance is likely not very good.
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## License
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License
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All source code files are licensed under the permissive zlib license
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(http://opensource.org/licenses/Zlib) unless marked differently in a particular folder/file.
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Build instructions:
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## Build instructions
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**Windows**
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Windows:
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Click on build3/vs2010.bat and open build3/vs2010/0MySolution.sln
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Linux and Mac OSX gnu make
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**Linux and Mac OSX gnu make**
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In a terminal type:
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cd build3
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cd build3
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Dependend on your system (Linux 32bit, 64bit or Mac OSX) use one of the following lines
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./premake4_linux gmake
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./premake4_linux64 gmake
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./premake4_osx gmake
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./premake4_linux gmake
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./premake4_linux64 gmake
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./premake4_osx gmake
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Then
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cd gmake
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make
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cd gmake
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make
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Mac OSX Xcode
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**Mac OSX Xcode**
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||||
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||||
Click on build3/xcode4.command or in a terminal window execute
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./premake_osx xcode4
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./premake_osx xcode4
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Usage:
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## Usage
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The main demo executable will be located in the bin folder.
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The demo starts with App_Bullet3_OpenCL_Demos_*
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You can just run it though a terminal/command prompt, or by clicking it.
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There are some command-line options, you can see using the --help option. For example, this will perform a benchmark writing to some files:
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./App_Bullet3_OpenCL_Demos_clew_gmake --benchmark
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||||
[--selected_demo=<int>] Start with a selected demo
|
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[--benchmark] Run benchmark and export results to file
|
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[--maxFrameCount=<int>] Run the benchmark for <int> frames
|
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[--dump_timings] Print the profile timings to console
|
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[--cl_device=<int>] Choose a certain OpenCL device
|
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[--cl_platform=<int>] Choose a certain OpenCL platform
|
||||
[--disable_cached_cl_kernels] Disable loading cached binary OpenCL kernels
|
||||
[--x_dim=<int>] Change default demo settings (x,y,z)
|
||||
[--pair_benchmark_file=<filename>] Load AABB's from disk for the PairBench
|
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[--no_instanced_collision_shapes] Disable collision shape instancing (for tests)
|
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[--no_shadow_map] Disable shadowmap rendering
|
||||
[--shadowmap_resolution=<int>] Change the resolution of the shadowmap
|
||||
[--shadowmap_size=<int>] Change the worldspace size of the shadowmap
|
||||
[--use_uniform_grid] Use uniform grid broadphase (no all scenes work)
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[--use_jacobi] Use GPU parallel Jacobi solver (instead of PGS)
|
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[--use_large_batches] Use a different strategy for the constrains solver
|
||||
[--debug_kernel_launch] Show debug info at start/end of each kernel launch
|
||||
[--use_dbvt] Use the CPU dynamic BVH tree broadphase
|
||||
[--allow_opencl_cpu] Allow to use an OpenCL CPU device
|
||||
./App_Bullet3_OpenCL_Demos_clew_gmake --benchmark
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|
||||
```
|
||||
[--selected_demo=<int>] Start with a selected demo
|
||||
[--benchmark] Run benchmark and export results to file
|
||||
[--maxFrameCount=<int>] Run the benchmark for <int> frames
|
||||
[--dump_timings] Print the profile timings to console
|
||||
[--cl_device=<int>] Choose a certain OpenCL device
|
||||
[--cl_platform=<int>] Choose a certain OpenCL platform
|
||||
[--disable_cached_cl_kernels] Disable loading cached binary OpenCL kernels
|
||||
[--x_dim=<int>] Change default demo settings (x,y,z)
|
||||
[--pair_benchmark_file=<filename>] Load AABB's from disk for the PairBench
|
||||
[--no_instanced_collision_shapes] Disable collision shape instancing (for tests)
|
||||
[--no_shadow_map] Disable shadowmap rendering
|
||||
[--shadowmap_resolution=<int>] Change the resolution of the shadowmap
|
||||
[--shadowmap_size=<int>] Change the worldspace size of the shadowmap
|
||||
[--use_uniform_grid] Use uniform grid broadphase (no all scenes work)
|
||||
[--use_jacobi] Use GPU parallel Jacobi solver (instead of PGS)
|
||||
[--use_large_batches] Use a different strategy for the constrains solver
|
||||
[--debug_kernel_launch] Show debug info at start/end of each kernel launch
|
||||
[--use_dbvt] Use the CPU dynamic BVH tree broadphase
|
||||
[--allow_opencl_cpu] Allow to use an OpenCL CPU device
|
||||
```
|
||||
|
||||
You can use mouse picking to grab objects. When holding the ALT of CONTROL key, you have Maya style camera mouse controls.
|
||||
Press F1 to create a screenshot. Hit ESCAPE to exit the demo app.
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||||
@@ -91,18 +95,18 @@ Press F1 to create a screenshot. Hit ESCAPE to exit the demo app.
|
||||
|
||||
Bullet 3.x only implements a small set of collision shapes and constraints:
|
||||
|
||||
Static plane
|
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Static concave triangle mesh
|
||||
Sphere
|
||||
Convex Polyhedron
|
||||
Compound of Convex Polyhedra
|
||||
* Static plane
|
||||
* Static concave triangle mesh
|
||||
* Sphere
|
||||
* Convex Polyhedron
|
||||
* Compound of Convex Polyhedra
|
||||
|
||||
Bullet 3.x uses the separating axis test (SAT) between convex polyhedra, testing all vertex - face and edge - edge combinations. For performance it is best to keep the number of edges in a convex polyhedron low, using simple shapes such as a tetrahedron or a box.
|
||||
|
||||
The constraint solver currently supports two constraints:
|
||||
|
||||
point to point constraint (ball-socket
|
||||
fixed constraint
|
||||
* point to point constraint (ball-socket
|
||||
* fixed constraint
|
||||
|
||||
It can be extended to other constraint types. The constraint solver uses the same algorithm as Bullet 2.x.
|
||||
|
||||
@@ -110,4 +114,3 @@ It is possibly to try out Bullet 3.x using the Bullet 2.x API, using the b3GpuDy
|
||||
Copy the source code of both versions in the same location, and click on build3/vs2010_bullet2gpu.bat to generate Visual Studio project files.
|
||||
|
||||
See docs folder for further information.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user