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) 2003-2010 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 "BulletXmlImportDemo.h"
#include "GlutStuff.h"
///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btSerializer.h"
#include "btBulletFile.h"
#include "btBulletWorldImporter.h"
#include "btBulletXmlWorldImporter.h"
#include "BulletCollision/Gimpact/btGImpactCollisionAlgorithm.h"
#include <stdio.h> //printf debugging
#include "GLDebugDrawer.h"
GLDebugDrawer gDebugDrawer;
void BulletXmlImportDemo::initPhysics()
{
setTexturing(true);
setShadows(true);
setupEmptyDynamicsWorld();
m_dynamicsWorld->setDebugDrawer(&gDebugDrawer);
btBulletXmlWorldImporter* importer = new btBulletXmlWorldImporter(m_dynamicsWorld);
importer->loadFile("bullet_basic.xml");
// importer->loadFile("bulletser.xml");
// importer->loadFile("bullet_constraints.xml");
}
void BulletXmlImportDemo::clientMoveAndDisplay()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//simple dynamics world doesn't handle fixed-time-stepping
float ms = getDeltaTimeMicroseconds();
///step the simulation
if (m_dynamicsWorld)
{
m_dynamicsWorld->stepSimulation(ms / 1000000.f);
m_dynamicsWorld->debugDrawWorld();
}
renderme();
glFlush();
swapBuffers();
}
void BulletXmlImportDemo::displayCallback(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderme();
//optional but useful: debug drawing to detect problems
if (m_dynamicsWorld)
m_dynamicsWorld->debugDrawWorld();
glFlush();
swapBuffers();
}
void BulletXmlImportDemo::setupEmptyDynamicsWorld()
{
m_collisionConfiguration = new btDefaultCollisionConfiguration();
///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
btGImpactCollisionAlgorithm::registerAlgorithm(m_dispatcher);
m_broadphase = new btDbvtBroadphase();
///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver;
m_solver = sol;
m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
//btGImpactCollisionAlgorithm::registerAlgorithm((btCollisionDispatcher*)m_dynamicsWorld->getDispatcher());
}
BulletXmlImportDemo::~BulletXmlImportDemo()
{
m_fileLoader->deleteAllData();
delete m_fileLoader;
exitPhysics();
}
void BulletXmlImportDemo::clientResetScene()
{
exitPhysics();
initPhysics();
}
void BulletXmlImportDemo::exitPhysics()
{
//cleanup in the reverse order of creation/initialization
//remove the rigidbodies from the dynamics world and delete them
int i;
for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
{
btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
btRigidBody* body = btRigidBody::upcast(obj);
if (body && body->getMotionState())
{
delete body->getMotionState();
}
m_dynamicsWorld->removeCollisionObject( obj );
delete obj;
}
//delete collision shapes
for (int j=0;j<m_collisionShapes.size();j++)
{
btCollisionShape* shape = m_collisionShapes[j];
delete shape;
}
m_collisionShapes.clear();
delete m_dynamicsWorld;
delete m_solver;
delete m_broadphase;
delete m_dispatcher;
delete m_collisionConfiguration;
}

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2010 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 SERIALIZE_DEMO_H
#define SERIALIZE_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;
///BulletXmlImportDemo shows how to use save and load XML Bullet physics files (work-in-progress)
class BulletXmlImportDemo : 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;
class btBulletWorldImporter* m_fileLoader;
public:
BulletXmlImportDemo()
{
//m_idle=true;
setCameraDistance(btScalar(30.));
}
virtual ~BulletXmlImportDemo();
virtual void clientResetScene();
void initPhysics();
void setupEmptyDynamicsWorld();
void exitPhysics();
virtual void clientMoveAndDisplay();
virtual void displayCallback();
static DemoApplication* Create()
{
BulletXmlImportDemo* demo = new BulletXmlImportDemo;
demo->myinit();
demo->initPhysics();
return demo;
}
};
#endif //SERIALIZE_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.
# This is the variable for Windows. I use this to define the root of my directory structure.
SET(GLUT_ROOT ${BULLET_PHYSICS_SOURCE_DIR}/Glut)
# You shouldn't have to modify anything below this line
########################################################
INCLUDE_DIRECTORIES(
${BULLET_PHYSICS_SOURCE_DIR}/src
../OpenGL
${BULLET_PHYSICS_SOURCE_DIR}/Extras/Serialize/BulletFileLoader
${BULLET_PHYSICS_SOURCE_DIR}/Extras/Serialize/BulletWorldImporter
${BULLET_PHYSICS_SOURCE_DIR}/Extras/Serialize/BulletXmlWorldImporter
)
ADD_DEFINITIONS(-DDESERIALIZE_SOFT_BODIES)
IF (USE_GLUT)
LINK_LIBRARIES(
OpenGLSupport BulletXmlWorldImporter BulletWorldImporter BulletSoftBody BulletDynamics BulletCollision BulletFileLoader LinearMath ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
)
IF (WIN32)
ADD_EXECUTABLE(AppBulletXmlImportDemo
main.cpp
BulletXmlImportDemo.cpp
BulletXmlImportDemo.h
${BULLET_PHYSICS_SOURCE_DIR}/build3/bullet.rc
)
ELSE()
ADD_EXECUTABLE(AppBulletXmlImportDemo
main.cpp
BulletXmlImportDemo.cpp
BulletXmlImportDemo.h
)
ENDIF()
ELSE (USE_GLUT)
LINK_LIBRARIES(
OpenGLSupport BulletXmlWorldImporter BulletWorldImporter BulletSoftBody BulletDynamics BulletCollision BulletFileLoader LinearMath ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
)
ADD_EXECUTABLE(AppBulletXmlImportDemo
WIN32
../OpenGL/Win32AppMain.cpp
Win32BulletXmlImportDemo.cpp
BulletXmlImportDemo.cpp
BulletXmlImportDemo.h
${BULLET_PHYSICS_SOURCE_DIR}/build3/bullet.rc
)
ENDIF (USE_GLUT)
IF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES AND NOT INTERNAL_UPDATE_SERIALIZATION_STRUCTURES)
ADD_CUSTOM_COMMAND(
TARGET AppBulletXmlImportDemo
POST_BUILD
COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/Demos/BulletXmlImportDemo/bullet_basic.xml ${CMAKE_CURRENT_BINARY_DIR}/bullet_basic.xml
COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/Demos/BulletXmlImportDemo/bullet_basic.xml ${CMAKE_CURRENT_BINARY_DIR}/Debug/bullet_basic.xml
)
ENDIF ()
IF (INTERNAL_ADD_POSTFIX_EXECUTABLE_NAMES)
SET_TARGET_PROPERTIES(AppBulletXmlImportDemo PROPERTIES DEBUG_POSTFIX "_Debug")
SET_TARGET_PROPERTIES(AppBulletXmlImportDemo PROPERTIES MINSIZEREL_POSTFIX "_MinsizeRel")
SET_TARGET_PROPERTIES(AppBulletXmlImportDemo PROPERTIES RELWITHDEBINFO_POSTFIX "_RelWithDebugInfo")
ENDIF(INTERNAL_ADD_POSTFIX_EXECUTABLE_NAMES)

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#ifdef _WINDOWS
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2010 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 "BulletXmlImportDemo.h"
///The 'createDemo' function is called from Bullet/Demos/OpenGL/Win32AppMain.cpp to instantiate this particular demo
DemoApplication* createDemo()
{
return new BulletXmlImportDemo();
}
#endif

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<?xml version="1.0" encoding="utf-8"?>
<bullet_physics version=281 itemcount = 9>
<btDynamicsWorldFloatData pointer=2>
<m_solverInfo type="btContactSolverInfoFloatData">
<m_tau type="float"> 0.600000 </m_tau>
<m_damping type="float"> 1.000000 </m_damping>
<m_friction type="float"> 0.300000 </m_friction>
<m_timeStep type="float"> 0.016667 </m_timeStep>
<m_restitution type="float"> 0.000000 </m_restitution>
<m_maxErrorReduction type="float"> 20.000000 </m_maxErrorReduction>
<m_sor type="float"> 1.000000 </m_sor>
<m_erp type="float"> 0.200000 </m_erp>
<m_erp2 type="float"> 0.800000 </m_erp2>
<m_globalCfm type="float"> 0.000000 </m_globalCfm>
<m_splitImpulsePenetrationThreshold type="float"> -0.040000 </m_splitImpulsePenetrationThreshold>
<m_splitImpulseTurnErp type="float"> 0.100000 </m_splitImpulseTurnErp>
<m_linearSlop type="float"> 0.000000 </m_linearSlop>
<m_warmstartingFactor type="float"> 0.850000 </m_warmstartingFactor>
<m_maxGyroscopicForce type="float"> 100.000000 </m_maxGyroscopicForce>
<m_singleAxisRollingFrictionThreshold type="float"> 1000000015047466200000000000000.000000 </m_singleAxisRollingFrictionThreshold>
<m_numIterations type="int"> 10 </m_numIterations>
<m_solverMode type="int"> 260 </m_solverMode>
<m_restingContactRestitutionThreshold type="int"> 2 </m_restingContactRestitutionThreshold>
<m_minimumSolverBatchSize type="int"> 128 </m_minimumSolverBatchSize>
<m_splitImpulse type="int"> 1 </m_splitImpulse>
<m_padding type="char" count=4> 0 0 0 0 </m_padding>
</m_solverInfo>
<m_gravity type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 -10.000000 0.000000 0.000000 </m_floats>
</m_gravity>
</btDynamicsWorldFloatData>
<btRigidBodyFloatData pointer=4>
<m_collisionObjectData type="btCollisionObjectFloatData">
<m_broadphaseHandle type="pointer"> 0 </m_broadphaseHandle>
<m_collisionShape type="pointer"> 3 </m_collisionShape>
<m_rootCollisionShape type="pointer"> 0 </m_rootCollisionShape>
<m_name type="pointer"> 0 </m_name>
<m_worldTransform type="btTransformFloatData">
<m_basis type="btMatrix3x3FloatData">
<m_el type="btVector3FloatData" count=3>
<m_floats type="float" count=4> 1.000000 0.000000 0.000000 0.000000 </m_floats>
<m_floats type="float" count=4> 0.000000 1.000000 0.000000 0.000000 </m_floats>
<m_floats type="float" count=4> 0.000000 0.000000 1.000000 0.000000 </m_floats>
</m_el>
</m_basis>
<m_origin type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 -50.000000 0.000000 0.000000 </m_floats>
</m_origin>
</m_worldTransform>
<m_interpolationWorldTransform type="btTransformFloatData">
<m_basis type="btMatrix3x3FloatData">
<m_el type="btVector3FloatData" count=3>
<m_floats type="float" count=4> 1.000000 0.000000 0.000000 0.000000 </m_floats>
<m_floats type="float" count=4> 0.000000 1.000000 0.000000 0.000000 </m_floats>
<m_floats type="float" count=4> 0.000000 0.000000 1.000000 0.000000 </m_floats>
</m_el>
</m_basis>
<m_origin type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
</m_origin>
</m_interpolationWorldTransform>
<m_interpolationLinearVelocity type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
</m_interpolationLinearVelocity>
<m_interpolationAngularVelocity type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
</m_interpolationAngularVelocity>
<m_anisotropicFriction type="btVector3FloatData">
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
</m_anisotropicFriction>
<m_contactProcessingThreshold type="float"> 999999984306749440.000000 </m_contactProcessingThreshold>
<m_deactivationTime type="float"> 0.000000 </m_deactivationTime>
<m_friction type="float"> 0.500000 </m_friction>
<m_rollingFriction type="float"> -431602080.000000 </m_rollingFriction>
<m_restitution type="float"> 0.000000 </m_restitution>
<m_hitFraction type="float"> 1.000000 </m_hitFraction>
<m_ccdSweptSphereRadius type="float"> 0.000000 </m_ccdSweptSphereRadius>
<m_ccdMotionThreshold type="float"> 0.000000 </m_ccdMotionThreshold>
<m_hasAnisotropicFriction type="int"> 0 </m_hasAnisotropicFriction>
<m_collisionFlags type="int"> 1 </m_collisionFlags>
<m_islandTag1 type="int"> -1 </m_islandTag1>
<m_companionId type="int"> -2 </m_companionId>
<m_activationState1 type="int"> 2 </m_activationState1>
<m_internalType type="int"> 2 </m_internalType>
<m_checkCollideWith type="int"> 0 </m_checkCollideWith>
<m_padding type="char" count=4> -51 -51 -51 -51 </m_padding>
</m_collisionObjectData>
<m_invInertiaTensorWorld type="btMatrix3x3FloatData">
<m_el type="btVector3FloatData" count=3>
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
</m_el>
</m_invInertiaTensorWorld>
<m_linearVelocity type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
</m_linearVelocity>
<m_angularVelocity type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
</m_angularVelocity>
<m_angularFactor type="btVector3FloatData">
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
</m_angularFactor>
<m_linearFactor type="btVector3FloatData">
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
</m_linearFactor>
<m_gravity type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
</m_gravity>
<m_gravity_acceleration type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
</m_gravity_acceleration>
<m_invInertiaLocal type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
</m_invInertiaLocal>
<m_totalForce type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
</m_totalForce>
<m_totalTorque type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
</m_totalTorque>
<m_inverseMass type="float"> 0.000000 </m_inverseMass>
<m_linearDamping type="float"> 0.000000 </m_linearDamping>
<m_angularDamping type="float"> 0.000000 </m_angularDamping>
<m_additionalDampingFactor type="float"> 0.005000 </m_additionalDampingFactor>
<m_additionalLinearDampingThresholdSqr type="float"> 0.010000 </m_additionalLinearDampingThresholdSqr>
<m_additionalAngularDampingThresholdSqr type="float"> 0.010000 </m_additionalAngularDampingThresholdSqr>
<m_additionalAngularDampingFactor type="float"> 0.010000 </m_additionalAngularDampingFactor>
<m_linearSleepingThreshold type="float"> 0.800000 </m_linearSleepingThreshold>
<m_angularSleepingThreshold type="float"> 1.000000 </m_angularSleepingThreshold>
<m_additionalDamping type="int"> 0 </m_additionalDamping>
</btRigidBodyFloatData>
<btRigidBodyFloatData pointer=6>
<m_collisionObjectData type="btCollisionObjectFloatData">
<m_broadphaseHandle type="pointer"> 0 </m_broadphaseHandle>
<m_collisionShape type="pointer"> 5 </m_collisionShape>
<m_rootCollisionShape type="pointer"> 0 </m_rootCollisionShape>
<m_name type="pointer"> 0 </m_name>
<m_worldTransform type="btTransformFloatData">
<m_basis type="btMatrix3x3FloatData">
<m_el type="btVector3FloatData" count=3>
<m_floats type="float" count=4> 1.000000 0.000000 0.000000 0.000000 </m_floats>
<m_floats type="float" count=4> 0.000000 1.000000 0.000000 0.000000 </m_floats>
<m_floats type="float" count=4> 0.000000 0.000000 1.000000 0.000000 </m_floats>
</m_el>
</m_basis>
<m_origin type="btVector3FloatData">
<m_floats type="float" count=4> -5.000000 14.166666 -3.000000 0.000000 </m_floats>
</m_origin>
</m_worldTransform>
<m_interpolationWorldTransform type="btTransformFloatData">
<m_basis type="btMatrix3x3FloatData">
<m_el type="btVector3FloatData" count=3>
<m_floats type="float" count=4> 1.000000 0.000000 0.000000 0.000000 </m_floats>
<m_floats type="float" count=4> 0.000000 1.000000 0.000000 0.000000 </m_floats>
<m_floats type="float" count=4> 0.000000 0.000000 1.000000 0.000000 </m_floats>
</m_el>
</m_basis>
<m_origin type="btVector3FloatData">
<m_floats type="float" count=4> -5.000000 14.166666 -3.000000 0.000000 </m_floats>
</m_origin>
</m_interpolationWorldTransform>
<m_interpolationLinearVelocity type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 -4.000000 0.000000 0.000000 </m_floats>
</m_interpolationLinearVelocity>
<m_interpolationAngularVelocity type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
</m_interpolationAngularVelocity>
<m_anisotropicFriction type="btVector3FloatData">
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
</m_anisotropicFriction>
<m_contactProcessingThreshold type="float"> 999999984306749440.000000 </m_contactProcessingThreshold>
<m_deactivationTime type="float"> 0.000000 </m_deactivationTime>
<m_friction type="float"> 0.500000 </m_friction>
<m_rollingFriction type="float"> -431602080.000000 </m_rollingFriction>
<m_restitution type="float"> 0.000000 </m_restitution>
<m_hitFraction type="float"> 1.000000 </m_hitFraction>
<m_ccdSweptSphereRadius type="float"> 0.000000 </m_ccdSweptSphereRadius>
<m_ccdMotionThreshold type="float"> 0.000000 </m_ccdMotionThreshold>
<m_hasAnisotropicFriction type="int"> 0 </m_hasAnisotropicFriction>
<m_collisionFlags type="int"> 0 </m_collisionFlags>
<m_islandTag1 type="int"> 4 </m_islandTag1>
<m_companionId type="int"> -1 </m_companionId>
<m_activationState1 type="int"> 1 </m_activationState1>
<m_internalType type="int"> 2 </m_internalType>
<m_checkCollideWith type="int"> 0 </m_checkCollideWith>
<m_padding type="char" count=4> -51 -51 -51 -51 </m_padding>
</m_collisionObjectData>
<m_invInertiaTensorWorld type="btMatrix3x3FloatData">
<m_el type="btVector3FloatData" count=3>
<m_floats type="float" count=4> 1.500000 0.000000 0.000000 0.000000 </m_floats>
<m_floats type="float" count=4> 0.000000 1.500000 0.000000 0.000000 </m_floats>
<m_floats type="float" count=4> 0.000000 0.000000 1.500000 0.000000 </m_floats>
</m_el>
</m_invInertiaTensorWorld>
<m_linearVelocity type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 -4.000000 0.000000 0.000000 </m_floats>
</m_linearVelocity>
<m_angularVelocity type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
</m_angularVelocity>
<m_angularFactor type="btVector3FloatData">
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
</m_angularFactor>
<m_linearFactor type="btVector3FloatData">
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
</m_linearFactor>
<m_gravity type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 -10.000000 0.000000 0.000000 </m_floats>
</m_gravity>
<m_gravity_acceleration type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 -10.000000 0.000000 0.000000 </m_floats>
</m_gravity_acceleration>
<m_invInertiaLocal type="btVector3FloatData">
<m_floats type="float" count=4> 1.500000 1.500000 1.500000 0.000000 </m_floats>
</m_invInertiaLocal>
<m_totalForce type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
</m_totalForce>
<m_totalTorque type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
</m_totalTorque>
<m_inverseMass type="float"> 1.000000 </m_inverseMass>
<m_linearDamping type="float"> 0.000000 </m_linearDamping>
<m_angularDamping type="float"> 0.000000 </m_angularDamping>
<m_additionalDampingFactor type="float"> 0.005000 </m_additionalDampingFactor>
<m_additionalLinearDampingThresholdSqr type="float"> 0.010000 </m_additionalLinearDampingThresholdSqr>
<m_additionalAngularDampingThresholdSqr type="float"> 0.010000 </m_additionalAngularDampingThresholdSqr>
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</m_invInertiaLocal>
<m_totalForce type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
</m_totalForce>
<m_totalTorque type="btVector3FloatData">
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
</m_totalTorque>
<m_inverseMass type="float"> 1.000000 </m_inverseMass>
<m_linearDamping type="float"> 0.000000 </m_linearDamping>
<m_angularDamping type="float"> 0.000000 </m_angularDamping>
<m_additionalDampingFactor type="float"> 0.005000 </m_additionalDampingFactor>
<m_additionalLinearDampingThresholdSqr type="float"> 0.010000 </m_additionalLinearDampingThresholdSqr>
<m_additionalAngularDampingThresholdSqr type="float"> 0.010000 </m_additionalAngularDampingThresholdSqr>
<m_additionalAngularDampingFactor type="float"> 0.010000 </m_additionalAngularDampingFactor>
<m_linearSleepingThreshold type="float"> 0.800000 </m_linearSleepingThreshold>
<m_angularSleepingThreshold type="float"> 1.000000 </m_angularSleepingThreshold>
<m_additionalDamping type="int"> 0 </m_additionalDamping>
</btRigidBodyFloatData>
<btConvexInternalShapeData pointer=3>
<m_collisionShapeData type="btCollisionShapeData">
<m_name type="pointer"> 0 </m_name>
<m_shapeType type="int"> 0 </m_shapeType>
<m_padding type="char" count=4> -51 -51 -51 -51 </m_padding>
</m_collisionShapeData>
<m_localScaling type="btVector3FloatData">
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
</m_localScaling>
<m_implicitShapeDimensions type="btVector3FloatData">
<m_floats type="float" count=4> 49.959999 49.959999 49.959999 0.000000 </m_floats>
</m_implicitShapeDimensions>
<m_collisionMargin type="float"> 0.040000 </m_collisionMargin>
<m_padding type="int"> -842150451 </m_padding>
</btConvexInternalShapeData>
<btConvexInternalShapeData pointer=5>
<m_collisionShapeData type="btCollisionShapeData">
<m_name type="pointer"> 0 </m_name>
<m_shapeType type="int"> 0 </m_shapeType>
<m_padding type="char" count=4> -51 -51 -51 -51 </m_padding>
</m_collisionShapeData>
<m_localScaling type="btVector3FloatData">
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
</m_localScaling>
<m_implicitShapeDimensions type="btVector3FloatData">
<m_floats type="float" count=4> 0.960000 0.960000 0.960000 0.000000 </m_floats>
</m_implicitShapeDimensions>
<m_collisionMargin type="float"> 0.040000 </m_collisionMargin>
<m_padding type="int"> -842150451 </m_padding>
</btConvexInternalShapeData>
</bullet_physics>

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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 "BulletXmlImportDemo.h"
#include "GlutStuff.h"
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btHashMap.h"
#ifdef USE_AMD_OPENCL
#include "btOpenCLUtils.h"
#include <LinearMath/btScalar.h>
cl_context g_cxMainContext;
cl_device_id g_cdDevice;
cl_command_queue g_cqCommandQue;
// Returns true if OpenCL is initialized properly, false otherwise.
bool initCL( void* glCtx, void* glDC )
{
const char* vendorSDK = btOpenCLUtils::getSdkVendorName();
printf("This program was compiled using the %s OpenCL SDK\n",vendorSDK);
int ciErrNum = 0;
#ifdef BT_USE_CLEW
ciErrNum = clewInit( "OpenCL.dll" );
if ( ciErrNum != CLEW_SUCCESS ) {
return false;
}
#endif
#if defined(CL_PLATFORM_MINI_CL)
cl_device_type deviceType = CL_DEVICE_TYPE_CPU;
#elif defined(CL_PLATFORM_AMD)
cl_device_type deviceType = CL_DEVICE_TYPE_GPU;
#elif defined(CL_PLATFORM_NVIDIA)
cl_device_type deviceType = CL_DEVICE_TYPE_GPU;
#else
cl_device_type deviceType = CL_DEVICE_TYPE_CPU;
#endif
g_cxMainContext = btOpenCLUtils::createContextFromType(deviceType, &ciErrNum, glCtx, glDC);
oclCHECKERROR(ciErrNum, CL_SUCCESS);
int numDev = btOpenCLUtils::getNumDevices(g_cxMainContext);
if (!numDev)
return false;
g_cdDevice = btOpenCLUtils::getDevice(g_cxMainContext,0);
btOpenCLDeviceInfo clInfo;
btOpenCLUtils::getDeviceInfo(g_cdDevice,clInfo);
btOpenCLUtils::printDeviceInfo(g_cdDevice);
// create a command-queue
g_cqCommandQue = clCreateCommandQueue(g_cxMainContext, g_cdDevice, 0, &ciErrNum);
oclCHECKERROR(ciErrNum, CL_SUCCESS);
return true;
}
#endif //#ifdef USE_AMD_OPENCL
int main(int argc,char** argv)
{
#ifdef USE_AMD_OPENCL
bool initialized = initCL(0,0);
btAssert(initialized);
#endif //USE_AMD_OPENCL
BulletXmlImportDemo serializeDemo;
serializeDemo.initPhysics();
#ifdef CHECK_MEMORY_LEAKS
serializeDemo.exitPhysics();
#else
return glutmain(argc, argv,640,480,"Bullet Physics Demo. http://bulletphysics.org",&serializeDemo);
#endif
//default glut doesn't return from mainloop
return 0;
}