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

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/*
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 BENCHMARK_DEMO_H
#define BENCHMARK_DEMO_H
#include "LinearMath/btAlignedObjectArray.h"
#include "LinearMath/btTransform.h"
class btDynamicsWorld;
#define NUMRAYS 500
class btRigidBody;
class btBroadphaseInterface;
class btCollisionShape;
class btOverlappingPairCache;
class btCollisionDispatcher;
class btConstraintSolver;
struct btCollisionAlgorithmCreateFunc;
class btDefaultCollisionConfiguration;
#ifndef USE_GRAPHICAL_BENCHMARK
///empty placeholder
class DemoApplication
{
protected:
btDynamicsWorld* m_dynamicsWorld;
btScalar m_defaultContactProcessingThreshold;
public:
DemoApplication()
:m_defaultContactProcessingThreshold(BT_LARGE_FLOAT)
{
}
virtual void myinit() {}
virtual btDynamicsWorld* getDynamicsWorld()
{
return m_dynamicsWorld;
}
btScalar getDeltaTimeMicroseconds()
{
return 1.f;
}
void renderme() {}
void setCameraDistance(btScalar dist){}
void clientResetScene(){}
btRigidBody* localCreateRigidBody(float mass, const btTransform& startTransform,btCollisionShape* shape);
};
///BenchmarkDemo is provides several performance tests
#define PlatformDemoApplication DemoApplication
#else //USE_GRAPHICAL_BENCHMARK
#ifdef _WINDOWS
#include "Win32DemoApplication.h"
#define PlatformDemoApplication Win32DemoApplication
#else
#include "GlutDemoApplication.h"
#define PlatformDemoApplication GlutDemoApplication
#endif
#endif //USE_GRAPHICAL_BENCHMARK
class BenchmarkDemo : public PlatformDemoApplication
{
//keep the collision shapes, for deletion/cleanup
btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
btAlignedObjectArray<class RagDoll*> m_ragdolls;
btBroadphaseInterface* m_overlappingPairCache;
btCollisionDispatcher* m_dispatcher;
btConstraintSolver* m_solver;
btDefaultCollisionConfiguration* m_collisionConfiguration;
int m_benchmark;
void createTest1();
void createTest2();
void createTest3();
void createTest4();
void createTest5();
void createTest6();
void createTest7();
void createWall(const btVector3& offsetPosition,int stackSize,const btVector3& boxSize);
void createPyramid(const btVector3& offsetPosition,int stackSize,const btVector3& boxSize);
void createTowerCircle(const btVector3& offsetPosition,int stackSize,int rotSize,const btVector3& boxSize);
void createLargeMeshBody();
class SpuBatchRaycaster* m_batchRaycaster;
class btThreadSupportInterface* m_batchRaycasterThreadSupport;
void castRays();
void initRays();
public:
BenchmarkDemo(int benchmark)
:m_benchmark(benchmark),
m_overlappingPairCache(0),
m_dispatcher(0),
m_solver(0),
m_collisionConfiguration(0)
{
}
virtual ~BenchmarkDemo()
{
exitPhysics();
}
void initPhysics();
void exitPhysics();
virtual void clientMoveAndDisplay();
virtual void displayCallback();
};
class BenchmarkDemo1 : public BenchmarkDemo
{
public:
BenchmarkDemo1()
:BenchmarkDemo(1)
{
}
static DemoApplication* Create()
{
BenchmarkDemo1* demo = new BenchmarkDemo1;
demo->myinit();
demo->initPhysics();
return demo;
}
};
class BenchmarkDemo2 : public BenchmarkDemo
{
public:
BenchmarkDemo2()
:BenchmarkDemo(2)
{
}
static DemoApplication* Create()
{
BenchmarkDemo2* demo = new BenchmarkDemo2;
demo->myinit();
demo->initPhysics();
return demo;
}
};
class BenchmarkDemo3 : public BenchmarkDemo
{
public:
BenchmarkDemo3()
:BenchmarkDemo(3)
{
}
static DemoApplication* Create()
{
BenchmarkDemo3* demo = new BenchmarkDemo3;
demo->myinit();
demo->initPhysics();
return demo;
}
};
class BenchmarkDemo4 : public BenchmarkDemo
{
public:
BenchmarkDemo4()
:BenchmarkDemo(4)
{
}
static DemoApplication* Create()
{
BenchmarkDemo4* demo = new BenchmarkDemo4;
demo->myinit();
demo->initPhysics();
return demo;
}
};
class BenchmarkDemo5 : public BenchmarkDemo
{
public:
BenchmarkDemo5()
:BenchmarkDemo(5)
{
}
static DemoApplication* Create()
{
BenchmarkDemo5* demo = new BenchmarkDemo5;
demo->myinit();
demo->initPhysics();
return demo;
}
};
class BenchmarkDemo6 : public BenchmarkDemo
{
public:
BenchmarkDemo6()
:BenchmarkDemo(6)
{
}
static DemoApplication* Create()
{
BenchmarkDemo6* demo = new BenchmarkDemo6;
demo->myinit();
demo->initPhysics();
return demo;
}
};
class BenchmarkDemo7 : public BenchmarkDemo
{
public:
BenchmarkDemo7()
:BenchmarkDemo(7)
{
}
static DemoApplication* Create()
{
BenchmarkDemo7* demo = new BenchmarkDemo7;
demo->myinit();
demo->initPhysics();
return demo;
}
};
#endif //BENCHMARK_DEMO_H

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# This is basically the overall name of the project in Visual Studio this is the name of the Solution File
# For every executable you have with a main method you should have an add_executable line below.
# For every add executable line you should list every .cpp and .h file you have associated with that executable.
# You shouldn't have to modify anything below this line
########################################################
IF (USE_GRAPHICAL_BENCHMARK)
IF (USE_GLUT)
INCLUDE_DIRECTORIES(
${BULLET_PHYSICS_SOURCE_DIR}/src
../OpenGL
)
IF (USE_MULTITHREADED_BENCHMARK)
INCLUDE_DIRECTORIES( ${VECTOR_MATH_INCLUDE} )
LINK_LIBRARIES( OpenGLSupport BulletMultiThreaded BulletDynamics BulletCollision LinearMath ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY})
ELSE()
LINK_LIBRARIES( OpenGLSupport BulletDynamics BulletCollision LinearMath ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY})
ENDIF(USE_MULTITHREADED_BENCHMARK)
IF (WIN32)
ADD_EXECUTABLE(AppBenchmarks
main.cpp
BenchmarkDemo.cpp
BenchmarkDemo.h
${BULLET_PHYSICS_SOURCE_DIR}/build3/bullet.rc
)
ELSE()
ADD_EXECUTABLE(AppBenchmarks
main.cpp
BenchmarkDemo.cpp
BenchmarkDemo.h
)
ENDIF ()
IF (WIN32)
IF (INTERNAL_ADD_POSTFIX_EXECUTABLE_NAMES)
SET_TARGET_PROPERTIES(AppBenchmarks PROPERTIES DEBUG_POSTFIX "_Debug")
SET_TARGET_PROPERTIES(AppBenchmarks PROPERTIES MINSIZEREL_POSTFIX "_MinsizeRel")
SET_TARGET_PROPERTIES(AppBenchmarks PROPERTIES RELWITHDEBINFO_POSTFIX "_RelWithDebugInfo")
ENDIF(INTERNAL_ADD_POSTFIX_EXECUTABLE_NAMES)
ENDIF(WIN32)
ELSE (USE_GLUT)
INCLUDE_DIRECTORIES(
${BULLET_PHYSICS_SOURCE_DIR}/src
../OpenGL
)
IF (USE_MULTITHREADED_BENCHMARK)
INCLUDE_DIRECTORIES( ${VECTOR_MATH_INCLUDE} )
LINK_LIBRARIES(
OpenGLSupport BulletMultiThreaded BulletDynamics BulletCollision LinearMath ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
)
ELSE()
LINK_LIBRARIES(
OpenGLSupport BulletDynamics BulletCollision LinearMath ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
)
ENDIF()
ADD_EXECUTABLE(AppBenchmarks
WIN32
../OpenGL/Win32AppMain.cpp
BenchmarkDemo.cpp
BenchmarkDemo.h
Win32BenchmarkDemo.cpp
${BULLET_PHYSICS_SOURCE_DIR}/build3/bullet.rc
)
ENDIF (USE_GLUT)
ELSE (USE_GRAPHICAL_BENCHMARK)
INCLUDE_DIRECTORIES(
${BULLET_PHYSICS_SOURCE_DIR}/src
../OpenGL
)
IF (USE_MULTITHREADED_BENCHMARK)
LINK_LIBRARIES( BulletMultiThreaded BulletDynamics BulletCollision LinearMath )
ELSE()
LINK_LIBRARIES( BulletDynamics BulletCollision LinearMath )
ENDIF()
ADD_EXECUTABLE(AppBenchmarks
main.cpp
BenchmarkDemo.cpp
)
ENDIF (USE_GRAPHICAL_BENCHMARK)

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#define TaruVtxCount 43
#define TaruIdxCount 132
static float TaruVtx[] = {
1.08664f,-1.99237f,0.0f,
0.768369f,-1.99237f,-0.768369f,
1.28852f,1.34412e-007f,-1.28852f,
1.82224f,1.90735e-007f,0.0f,
0.0f,-1.99237f,-1.08664f,
0.0f,0.0f,-1.82224f,
0.0f,-1.99237f,-1.08664f,
-0.768369f,-1.99237f,-0.768369f,
-1.28852f,1.34412e-007f,-1.28852f,
0.0f,0.0f,-1.82224f,
-1.08664f,-1.99237f,1.82086e-007f,
-1.82224f,1.90735e-007f,1.59305e-007f,
-0.768369f,-1.99237f,0.76837f,
-1.28852f,2.47058e-007f,1.28852f,
1.42495e-007f,-1.99237f,1.08664f,
2.38958e-007f,2.70388e-007f,1.82224f,
0.768369f,-1.99237f,0.768369f,
1.28852f,2.47058e-007f,1.28852f,
0.768369f,1.99237f,-0.768369f,
1.08664f,1.99237f,0.0f,
0.0f,1.99237f,-1.08664f,
-0.768369f,1.99237f,-0.768369f,
0.0f,1.99237f,-1.08664f,
-1.08664f,1.99237f,0.0f,
-0.768369f,1.99237f,0.768369f,
1.42495e-007f,1.99237f,1.08664f,
0.768369f,1.99237f,0.768369f,
1.42495e-007f,-1.99237f,1.08664f,
-0.768369f,-1.99237f,0.76837f,
-1.08664f,-1.99237f,1.82086e-007f,
-0.768369f,-1.99237f,-0.768369f,
0.0f,-1.99237f,-1.08664f,
0.768369f,-1.99237f,-0.768369f,
1.08664f,-1.99237f,0.0f,
0.768369f,-1.99237f,0.768369f,
0.768369f,1.99237f,-0.768369f,
0.0f,1.99237f,-1.08664f,
-0.768369f,1.99237f,-0.768369f,
-1.08664f,1.99237f,0.0f,
-0.768369f,1.99237f,0.768369f,
1.42495e-007f,1.99237f,1.08664f,
0.768369f,1.99237f,0.768369f,
1.08664f,1.99237f,0.0f,
};

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#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 "BenchmarkDemo.h"
///The 'createDemo' function is called from Bullet/Demos/OpenGL/Win32AppMain.cpp to instantiate this particular demo
DemoApplication* createDemo()
{
return new BenchmarkDemo(1);
}
#endif

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/*
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 "BenchmarkDemo.h"
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btHashMap.h"
#include <stdio.h>
#ifdef USE_GRAPHICAL_BENCHMARK
#include "GlutStuff.h"
#include "GLDebugDrawer.h"
GLDebugDrawer gDebugDrawer;
#define benchmarkDemo benchmarkDemo2
#endif //USE_GRAPHICAL_BENCHMARK
#define NUM_DEMOS 7
#define NUM_TESTS 200
extern bool gDisableDeactivation;
int main(int argc,char** argv)
{
gDisableDeactivation = true;
BenchmarkDemo1 benchmarkDemo1;
BenchmarkDemo2 benchmarkDemo2;
BenchmarkDemo3 benchmarkDemo3;
BenchmarkDemo4 benchmarkDemo4;
BenchmarkDemo5 benchmarkDemo5;
BenchmarkDemo6 benchmarkDemo6;
BenchmarkDemo7 benchmarkDemo7;
BenchmarkDemo* demoArray[NUM_DEMOS] = {&benchmarkDemo1,&benchmarkDemo2,&benchmarkDemo3,&benchmarkDemo4,&benchmarkDemo5,&benchmarkDemo6,&benchmarkDemo7};
const char* demoNames[NUM_DEMOS] = {"3000 fall", "1000 stack", "136 ragdolls","1000 convex", "prim-trimesh", "convex-trimesh","raytests"};
float totalTime[NUM_DEMOS] = {0.f,0.f,0.f,0.f,0.f,0.f,0.f};
#ifdef USE_GRAPHICAL_BENCHMARK
benchmarkDemo.initPhysics();
benchmarkDemo.getDynamicsWorld()->setDebugDrawer(&gDebugDrawer);
benchmarkDemo.setDebugMode(benchmarkDemo.getDebugMode() | btIDebugDraw::DBG_NoDeactivation);
return glutmain(argc, argv,640,480,"Bullet Physics Demo. http://bulletphysics.com",&benchmarkDemo);
#else //USE_GRAPHICAL_BENCHMARK
int d;
for (d=0;d<NUM_DEMOS;d++)
{
demoArray[d]->initPhysics();
for (int i=0;i<NUM_TESTS;i++)
{
demoArray[d]->clientMoveAndDisplay();
float frameTime = CProfileManager::Get_Time_Since_Reset();
if ((i % 25)==0)
{
printf("BenchmarkDemo: %s, Frame %d, Duration (ms): %f\n",demoNames[d],i,frameTime);
}
totalTime[d] += frameTime;
if (i==NUM_TESTS-1)
CProfileManager::dumpAll();
}
demoArray[d]->exitPhysics();
}
for (d=0;d<NUM_DEMOS;d++)
{
printf("\nResults for %s: %f",demoNames[d],totalTime[d]*(1.f/NUM_TESTS));
}
#endif //USE_GRAPHICAL_BENCHMARK
return 0;
}

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project "AppBenchmarks"
if _OPTIONS["ios"] then
kind "WindowedApp"
else
kind "ConsoleApp"
end
includedirs {"../../src"}
links {
"BulletDynamics","BulletCollision", "LinearMath"
}
language "C++"
files {
"**.cpp",
"**.h",
}