pass on rigid body name in btBulletWorldImporter, to make it easier to bind physics and graphics objects.

moved some obsolete files to Extras/obsolete, and removed freeglut
moved ColladaDemo to Dynamica Maya plugin repository (it has COLLADA_DOM and libxml), see http://dynamica.googlecode.com
Added new .bullet file
Minor update in Bullet_User_Manual.pdf, removed obsolete Bullet_Faq.pdf
This commit is contained in:
erwin.coumans
2010-02-20 15:39:09 +00:00
parent 890fd49813
commit 6ef37ab722
79 changed files with 19 additions and 23549 deletions

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@@ -1,25 +0,0 @@
# 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
########################################################
INCLUDE_DIRECTORIES(
${BULLET_PHYSICS_SOURCE_DIR}/Extras/BulletColladaConverter ${BULLET_PHYSICS_SOURCE_DIR}/Extras/LibXML ${BULLET_PHYSICS_SOURCE_DIR}/Extras/LibXML/include ${BULLET_PHYSICS_SOURCE_DIR}/Extras/COLLADA_DOM/include/1.4 ${BULLET_PHYSICS_SOURCE_DIR}/Extras/COLLADA_DOM/include ${BULLET_PHYSICS_SOURCE_DIR}/src ${BULLET_PHYSICS_SOURCE_DIR}/Demos/OpenGL
)
LINK_LIBRARIES(
BulletColladaConverter ColladaDom XML OpenGLSupport BulletDynamics BulletCollision LinearMath ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
)
ADD_EXECUTABLE(AppColladaDemo
ColladaDemo.cpp
)

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@@ -1,215 +0,0 @@
/*
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.
*/
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btQuickprof.h"
#include "LinearMath/btIDebugDraw.h"
#include "GLDebugDrawer.h"
#include "BulletCollision/Gimpact/btGImpactCollisionAlgorithm.h"
//COLLADA_DOM and LibXML source code are included in Extras/ folder.
//COLLADA_DOM should compile under all platforms, and is enabled by default.
#include "ColladaConverter.h"
#include "GLDebugFont.h"
#include <stdio.h> //printf debugging
float deltaTime = 1.f/60.f;
#include "ColladaDemo.h"
#include "GL_ShapeDrawer.h"
#include "GlutStuff.h"
///custom version of the converter, that creates physics objects/constraints
class MyColladaConverter : public ColladaConverter
{
DemoApplication* m_demoApp;
public:
MyColladaConverter(DemoApplication* demoApp)
: ColladaConverter(demoApp->getDynamicsWorld()),
m_demoApp(demoApp)
{
}
virtual void setCameraInfo(const btVector3& camUp,int forwardAxis)
{
m_demoApp->setCameraUp(camUp);
m_demoApp->setCameraForwardAxis(forwardAxis);
}
};
MyColladaConverter* gColladaConverter = 0;
////////////////////////////////////
GLDebugDrawer debugDrawer;
int main(int argc,char** argv)
{
/// Import Collada 1.4 Physics objects
/// also can pass filename in as argument
const char* filename = "jenga.dae";
printf("argc=%i\n",argc);
{
for (int i=0;i<argc;i++)
{
printf("argv[%i]=%s\n",i,argv[i]);
}
}
if (argc>1)
{
filename = argv[1];
}
ColladaDemo* colladaDemo = new ColladaDemo();
colladaDemo->initPhysics(filename);
// colladaDemo->clientResetScene();
colladaDemo->setCameraDistance(26.f);
return glutmain(argc, argv,640,480,"Bullet COLLADA Physics Viewer http://bulletphysics.org",colladaDemo);
}
void ColladaDemo::initPhysics()
{
const char* filename = "jenga.dae";
initPhysics(filename);
}
void ColladaDemo::initPhysics(const char* filename)
{
m_cameraUp = btVector3(0,0,1);
m_ele = 60;
m_forwardAxis = 1;
btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
btGImpactCollisionAlgorithm::registerAlgorithm(dispatcher);
btVector3 worldMin(-1000,-1000,-1000);
btVector3 worldMax(1000,1000,1000);
btBroadphaseInterface* pairCache = new btAxisSweep3(worldMin,worldMax);
btConstraintSolver* constraintSolver = new btSequentialImpulseConstraintSolver();
m_dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration);
//m_dynamicsWorld = new btSimpleDynamicsWorld();
m_dynamicsWorld->setDebugDrawer(&debugDrawer);
MyColladaConverter* converter = new MyColladaConverter(this);
bool result = converter->load(filename);
if (result)
{
gColladaConverter = converter;
} else
{
gColladaConverter = 0;
printf("gColladaConverter = 0\n");
}
}
void ColladaDemo::clientMoveAndDisplay()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float dt = getDeltaTimeMicroseconds() * 0.000001f;
m_dynamicsWorld->stepSimulation(dt);
//optional but useful: debug drawing
m_dynamicsWorld->debugDrawWorld();
renderme();
glFlush();
glutSwapBuffers();
}
void ColladaDemo::displayCallback(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (m_dynamicsWorld)
m_dynamicsWorld->debugDrawWorld();
renderme();
glFlush();
glutSwapBuffers();
}
void ColladaDemo::keyboardCallback(unsigned char key, int x, int y)
{
if (key =='e')
{
//save a COLLADA .dae physics snapshot
if (gColladaConverter)
{
if (gColladaConverter->getLastFileName())
{
//deal with the name pre/post fixing etc.
char saveName[550];
static int saveCount=1;
sprintf(saveName,"%s%i",gColladaConverter->getLastFileName(),saveCount++);
char* name = &saveName[0];
if (name[0] == '/')
{
name = &saveName[1];
}
gColladaConverter->save(name);
} else
{
gColladaConverter->save("brandNew.dae");
}
}
} else
{
DemoApplication::keyboardCallback(key,x,y);
}
}

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@@ -1,40 +0,0 @@
/*
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 COLLADA_PHYSICS_DEMO_H
#define COLLADA_PHYSICS_DEMO_H
#include "GlutDemoApplication.h"
///ColladaDemo shows the loading and exporting of COLLADA physics xml files.
///It uses COLLADA DOM
class ColladaDemo : public GlutDemoApplication
{
public:
virtual void initPhysics();
void initPhysics(const char* filename);
virtual void clientMoveAndDisplay();
virtual void displayCallback();
virtual void keyboardCallback(unsigned char key, int x, int y);
};
#endif //COLLADA_PHYSICS_DEMO_H

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@@ -1,32 +0,0 @@
SubDir TOP Demos ColladaDemo ;
#some demos need extra functionality, Collada / ConvexDecomposition etc.
rule ExtraDemo3
{
Application $(<) : $(>) : noinstall console nomanifest ;
LinkWith $(<) : BulletColladaConverter colladadom libxml bulletopenglsupport bulletdynamics bulletcollision bulletmath ;
CFlags $(<) :
[ FIncludes $(TOP)/Demos/OpenGL ]
[ FIncludes $(TOP)/Extras/BulletColladaConverter ]
[ FIncludes $(TOP)/Extras/COLLADA_DOM/include ]
[ FIncludes $(TOP)/Extras/COLLADA_DOM/include/1.4 ]
[ FIncludes $(TOP)/Extras/LibXML ]
[ FIncludes $(TOP)/Extras/LibXML/include ]
;
MsvcIncDirs $(<) :
"../../Demos/OpenGL"
"../../Extras/BulletColladaConverter"
"../../Extras/COLLADA_DOM/include"
"../../Extras/COLLADA_DOM/include/1.4"
"../../Extras/LibXML"
"../../Extras/LibXML/include" ;
}
ExtraDemo3 ColladaDemo : [ Wildcard *.h *.cpp ] ;
MsvcIncDirs ColladaDemo : "../../Extras/FCollada" ;

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@@ -1,5 +0,0 @@
noinst_PROGRAMS=ColladaDemo
ColladaDemo_SOURCES=ColladaDemo.cpp ColladaDemo.h
ColladaDemo_CXXFLAGS=-I@top_builddir@/src -I@top_builddir@/Demos/OpenGL -I@top_builddir@/Extras -I@top_builddir@/Extras/BulletColladaConverter $(CXXFLAGS)
ColladaDemo_LDADD=-L../OpenGL -L../../Extras -L../../src -lbulletcolladaconverter -lbulletopenglsupport -lbulletdynamics -lbulletcollision -lbulletmath -lcollada_dom -lxml @opengl_LIBS@

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@@ -76,8 +76,7 @@ IF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES)
ADD_CUSTOM_COMMAND(
TARGET AppSerializeDemo
POST_BUILD
COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/testFileOriginal.bullet ${CMAKE_CURRENT_BINARY_DIR}/testFile.bullet
####### COMMAND copy /Y \"${BULLET_PHYSICS_SOURCE_DIR}/Demos/SerializeDemo/testFile.bullet\" \"${CMAKE_CURRENT_BINARY_DIR}\"
COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/Demos/SerializeDemo/testFile.bullet ${CMAKE_CURRENT_BINARY_DIR}/testFile.bullet
)
ENDIF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES)

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