Add the old Bullet 2.x obsolete demos, and CMake buildsystem files, and gradually move them to newer Bullet 3.x structure

Use statically linked freeglut, instead of dynamic glut for the obsolete Bullet 2.x demos
Add the 'reset' method to b3GpuDynamicsWorld, and use it in the BasicGpuDemo (pretty slow in debug mode, use release mode)
Don't crash in btCollisionWorld, if there is no collision dispatcher
This commit is contained in:
erwin coumans
2013-12-19 12:40:59 -08:00
parent 222ecb156d
commit 69e5454d18
320 changed files with 189807 additions and 105 deletions

View File

@@ -12,6 +12,7 @@ class btTypedConstraint;
#include "LinearMath/btAlignedObjectArray.h"
#include "BulletDynamics/Dynamics/btDynamicsWorld.h"
#include "Bullet3Common/b3Logging.h"
class b3GpuDynamicsWorld : public btDynamicsWorld
@@ -30,9 +31,9 @@ class b3GpuDynamicsWorld : public btDynamicsWorld
bool m_cpuGpuSync;
float m_localTime;
class btRigidBody* m_staticBody;//used for picking and Bullet 2.x compatibility. In Bullet 3.x all constraints have explicitly 2 bodies.
int findOrRegisterCollisionShape(const btCollisionShape* colShape);
public:
b3GpuDynamicsWorld(class b3GpuSapBroadphase* bp,class b3GpuNarrowPhase* np, class b3GpuRigidBodyPipeline* rigidBodyPipeline);
@@ -57,7 +58,6 @@ public:
virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false);
virtual void removeConstraint(btTypedConstraint* constraint);
void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const;
btAlignedObjectArray<class btCollisionObject*>& getCollisionObjectArray();
@@ -75,8 +75,6 @@ public:
addRigidBody(body);
}
virtual void addAction(btActionInterface* action)
{
btAssert(0);
@@ -108,6 +106,8 @@ public:
///this can be useful to synchronize a single rigid body -> graphics object
void synchronizeSingleMotionState(btRigidBody* body);
void reset();
};
#endif //B3_GPU_DYNAMICS_WORLD_H