add preliminary Android build files for Bullet

add SimpleOpenGL3 example and show how to override
keyboard, mouse, wheel, resize callbacks
This commit is contained in:
Erwin Coumans
2016-03-27 10:21:05 -07:00
parent 7d72f23711
commit 84a136534a
5 changed files with 115 additions and 2 deletions

View File

@@ -0,0 +1,49 @@
LOCAL_PATH := ../../..
include $(CLEAR_VARS)
LOCAL_CFLAGS := $(LOCAL_C_INCLUDES:%=-I%) -DUSE_PTHREADS -mfpu=neon -mfloat-abi=softfp -pthread -DSCE_PFX_USE_SIMD_VECTORMATH
# apply these flags if needed
# -ffast-math -funsafe-math-optimizations
# apply this to disable optimization
# TARGET_CFLAGS := $(TARGET_CFLAGS) -O0
# apply these 2 to turn on assembly output (*.c/*.cpp to *.s file)
#compile-cpp-source = $(eval $(call ev-compile-cpp-source,$1,$(1:%$(LOCAL_CPP_EXTENSION)=%.s)))
#TARGET_CFLAGS := $(TARGET_CFLAGS) -S
# Enable or disable NEON. Don't forget to apply, or not apply, -mfpu=neon and -mfloat-abi=softfp
# flags in addition, e.g., if this is true both of those need to be included in LOCAL_CFLAGS
# to avoid the possibility that ndk-build will "forget" to add them on some files
LOCAL_ARM_NEON := true
TARGET_CFLAGS := $(filter-out -ffpu=vfp,$(TARGET_CFLAGS))
# setup to build static library
LOCAL_MODULE := libBullet
LOCAL_C_INCLUDES := $(LOCAL_PATH)/src
#find all the file recursively under jni/
FILE_LIST := $(wildcard \
$(LOCAL_PATH)/src/LinearMath/*.cpp \
$(LOCAL_PATH)/src/Bullet3Common/*.cpp \
$(LOCAL_PATH)/src/BulletCollision/BroadphaseCollision/*.cpp \
$(LOCAL_PATH)/src/BulletCollision/CollisionDispatch/*.cpp \
$(LOCAL_PATH)/src/BulletCollision/CollisionShapes/*.cpp \
$(LOCAL_PATH)/src/BulletCollision/NarrowPhaseCollision/*.cpp \
$(LOCAL_PATH)/src/BulletDynamics/ConstraintSolver/*.cpp \
$(LOCAL_PATH)/src/BulletDynamics/Dynamics/*.cpp \
$(LOCAL_PATH)/src/BulletDynamics/Featherstone/*.cpp \
$(LOCAL_PATH)/src/BulletDynamics/MLCPSolvers/*.cpp \
$(LOCAL_PATH)/src/BulletDynamics/Vehicle/*.cpp \
$(LOCAL_PATH)/src/BulletDynamics/Character/*.cpp \
$(LOCAL_PATH)/src/BulletSoftBody/*.cpp \
$(LOCAL_PATH)/src/BulletInverseDynamics/*.cpp \
$(LOCAL_PATH)/src/BulletInverseDynamics/details/*.cpp \
)
LOCAL_SRC_FILES := $(FILE_LIST:$(LOCAL_PATH)/%=%)
include $(BUILD_STATIC_LIBRARY)

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@@ -0,0 +1,7 @@
APP_MODULES := libBullet
APP_ABI := armeabi-v7a
APP_OPTIM := release
#We only need STL for placement new (#include <new>)
#We don't use STL in Bullet
APP_STL := stlport_static

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@@ -199,6 +199,7 @@
include "../examples/ExampleBrowser" include "../examples/ExampleBrowser"
include "../examples/OpenGLWindow" include "../examples/OpenGLWindow"
include "../examples/ThirdPartyLibs/Gwen" include "../examples/ThirdPartyLibs/Gwen"
include "../examples/SimpleOpenGL3"
include "../examples/HelloWorld" include "../examples/HelloWorld"
include "../examples/BasicDemo" include "../examples/BasicDemo"

View File

@@ -37,7 +37,6 @@ InternalOpenGL2RenderCallbacks::~InternalOpenGL2RenderCallbacks()
void InternalOpenGL2RenderCallbacks::display2() void InternalOpenGL2RenderCallbacks::display2()
{ {
assert(glGetError()==GL_NO_ERROR); assert(glGetError()==GL_NO_ERROR);
// glViewport(0,0,10,10); // glViewport(0,0,10,10);

View File

@@ -1,4 +1,5 @@
#include "OpenGLWindow/SimpleOpenGL3App.h" #include "OpenGLWindow/SimpleOpenGL3App.h"
#include "Bullet3Common/b3Vector3.h" #include "Bullet3Common/b3Vector3.h"
#include "Bullet3Common/b3CommandLineArgs.h" #include "Bullet3Common/b3CommandLineArgs.h"
#include "assert.h" #include "assert.h"
@@ -8,6 +9,50 @@
char* gVideoFileName = 0; char* gVideoFileName = 0;
char* gPngFileName = 0; char* gPngFileName = 0;
static b3WheelCallback sOldWheelCB = 0;
static b3ResizeCallback sOldResizeCB = 0;
static b3MouseMoveCallback sOldMouseMoveCB = 0;
static b3MouseButtonCallback sOldMouseButtonCB = 0;
static b3KeyboardCallback sOldKeyboardCB = 0;
static b3RenderCallback sOldRenderCB = 0;
void MyWheelCallback(float deltax, float deltay)
{
if (sOldWheelCB)
sOldWheelCB(deltax,deltay);
}
void MyResizeCallback( float width, float height)
{
if (sOldResizeCB)
sOldResizeCB(width,height);
}
void MyMouseMoveCallback( float x, float y)
{
printf("Mouse Move: %f, %f\n", x,y);
if (sOldMouseMoveCB)
sOldMouseMoveCB(x,y);
}
void MyMouseButtonCallback(int button, int state, float x, float y)
{
if (sOldMouseButtonCB)
sOldMouseButtonCB(button,state,x,y);
}
void MyKeyboardCallback(int keycode, int state)
{
//keycodes are in examples/CommonInterfaces/CommonWindowInterface.h
//for example B3G_ESCAPE for escape key
//state == 1 for pressed, state == 0 for released.
// use app->m_window->isModifiedPressed(...) to check for shift, escape and alt keys
printf("MyKeyboardCallback received key:%c in state %d\n",keycode,state);
if (sOldKeyboardCB)
sOldKeyboardCB(keycode,state);
}
int main(int argc, char* argv[]) int main(int argc, char* argv[])
{ {
b3CommandLineArgs myArgs(argc,argv); b3CommandLineArgs myArgs(argc,argv);
@@ -17,6 +62,18 @@ int main(int argc, char* argv[])
app->m_instancingRenderer->getActiveCamera()->setCameraDistance(13); app->m_instancingRenderer->getActiveCamera()->setCameraDistance(13);
app->m_instancingRenderer->getActiveCamera()->setCameraPitch(0); app->m_instancingRenderer->getActiveCamera()->setCameraPitch(0);
app->m_instancingRenderer->getActiveCamera()->setCameraTargetPosition(0,0,0); app->m_instancingRenderer->getActiveCamera()->setCameraTargetPosition(0,0,0);
sOldKeyboardCB = app->m_window->getKeyboardCallback();
app->m_window->setKeyboardCallback(MyKeyboardCallback);
sOldMouseMoveCB = app->m_window->getMouseMoveCallback();
app->m_window->setMouseMoveCallback(MyMouseMoveCallback);
sOldMouseButtonCB = app->m_window->getMouseButtonCallback();
app->m_window->setMouseButtonCallback(MyMouseButtonCallback);
sOldWheelCB = app->m_window->getWheelCallback();
app->m_window->setWheelCallback(MyWheelCallback);
sOldResizeCB = app->m_window->getResizeCallback();
app->m_window->setResizeCallback(MyResizeCallback);
assert(glGetError()==GL_NO_ERROR); assert(glGetError()==GL_NO_ERROR);