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

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// Copyright (c) 2011 The Native Client Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "transforms.h"
#include <math.h>
#include <string.h>
#include <GLES2/gl2.h>
namespace transform_4x4 {
static const GLfloat kPI = 3.1415926535897932384626433832795f;
void Translate(GLfloat* m, GLfloat tx, GLfloat ty, GLfloat tz) {
m[12] += (m[0] * tx + m[4] * ty + m[8] * tz);
m[13] += (m[1] * tx + m[5] * ty + m[9] * tz);
m[14] += (m[2] * tx + m[6] * ty + m[10] * tz);
m[15] += (m[3] * tx + m[7] * ty + m[11] * tz);
}
void Frustum(GLfloat* m,
GLfloat left,
GLfloat right,
GLfloat bottom,
GLfloat top,
GLfloat near_z,
GLfloat far_z) {
GLfloat delta_x = right - left;
GLfloat delta_y = top - bottom;
GLfloat delta_z = far_z - near_z;
GLfloat frustum[16];
if ((near_z <= 0.0f) || (far_z <= 0.0f) ||
(delta_x <= 0.0f) || (delta_y <= 0.0f) || (delta_z <= 0.0f))
return;
frustum[0] = 2.0f * near_z / delta_x;
frustum[1] = frustum[2] = frustum[3] = 0.0f;
frustum[5] = 2.0f * near_z / delta_y;
frustum[4] = frustum[6] = frustum[7] = 0.0f;
frustum[8] = (right + left) / delta_x;
frustum[9] = (top + bottom) / delta_y;
frustum[10] = -(near_z + far_z) / delta_z;
frustum[11] = -1.0f;
frustum[14] = -2.0f * near_z * far_z / delta_z;
frustum[12] = frustum[13] = frustum[15] = 0.0f;
transform_4x4::Multiply(m, frustum, m);
}
void Perspective(GLfloat* m,
GLfloat fovy,
GLfloat aspect,
GLfloat near_z,
GLfloat far_z) {
GLfloat frustum_w, frustum_h;
frustum_h = tanf((fovy * 0.5f) / 180.0f * kPI) * near_z;
frustum_w = frustum_h * aspect;
transform_4x4::Frustum(m, -frustum_w, frustum_w, -frustum_h, frustum_h,
near_z, far_z);
}
void Multiply(GLfloat *m, GLfloat *a, GLfloat* b) {
GLfloat tmp[16];
// tmp = a . b
GLfloat a0, a1, a2, a3;
a0 = a[0];
a1 = a[1];
a2 = a[2];
a3 = a[3];
tmp[0] = a0 * b[0] + a1 * b[4] + a2 * b[8] + a3 * b[12];
tmp[1] = a0 * b[1] + a1 * b[5] + a2 * b[9] + a3 * b[13];
tmp[2] = a0 * b[2] + a1 * b[6] + a2 * b[10] + a3 * b[14];
tmp[3] = a0 * b[3] + a1 * b[7] + a2 * b[11] + a3 * b[15];
a0 = a[4];
a1 = a[5];
a2 = a[6];
a3 = a[7];
tmp[4] = a0 * b[0] + a1 * b[4] + a2 * b[8] + a3 * b[12];
tmp[5] = a0 * b[1] + a1 * b[5] + a2 * b[9] + a3 * b[13];
tmp[6] = a0 * b[2] + a1 * b[6] + a2 * b[10] + a3 * b[14];
tmp[7] = a0 * b[3] + a1 * b[7] + a2 * b[11] + a3 * b[15];
a0 = a[8];
a1 = a[9];
a2 = a[10];
a3 = a[11];
tmp[8] = a0 * b[0] + a1 * b[4] + a2 * b[8] + a3 * b[12];
tmp[9] = a0 * b[1] + a1 * b[5] + a2 * b[9] + a3 * b[13];
tmp[10] = a0 * b[2] + a1 * b[6] + a2 * b[10] + a3 * b[14];
tmp[11] = a0 * b[3] + a1 * b[7] + a2 * b[11] + a3 * b[15];
a0 = a[12];
a1 = a[13];
a2 = a[14];
a3 = a[15];
tmp[12] = a0 * b[0] + a1 * b[4] + a2 * b[8] + a3 * b[12];
tmp[13] = a0 * b[1] + a1 * b[5] + a2 * b[9] + a3 * b[13];
tmp[14] = a0 * b[2] + a1 * b[6] + a2 * b[10] + a3 * b[14];
tmp[15] = a0 * b[3] + a1 * b[7] + a2 * b[11] + a3 * b[15];
memcpy(m, tmp, sizeof(GLfloat) * 4 * 4);
}
void LoadIdentity(GLfloat* m) {
memset(m, 0, sizeof(GLfloat) * 4 * 4);
m[0] = m[5] = m[10] = m[15] = 1.0f;
}
} // namespace transform_4x4