add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it.
This commit is contained in:
115
examples/BasicDemo/BasicExample.cpp
Normal file
115
examples/BasicDemo/BasicExample.cpp
Normal file
@@ -0,0 +1,115 @@
|
||||
|
||||
|
||||
#include "BasicExample.h"
|
||||
|
||||
#include "btBulletDynamicsCommon.h"
|
||||
#define ARRAY_SIZE_Y 5
|
||||
#define ARRAY_SIZE_X 5
|
||||
#define ARRAY_SIZE_Z 5
|
||||
|
||||
#include "LinearMath/btVector3.h"
|
||||
#include "LinearMath/btAlignedObjectArray.h"
|
||||
|
||||
#include "../CommonInterfaces/CommonRigidBodyBase.h"
|
||||
|
||||
|
||||
struct BasicExample : public CommonRigidBodyBase
|
||||
{
|
||||
BasicExample(struct GUIHelperInterface* helper)
|
||||
:CommonRigidBodyBase(helper)
|
||||
{
|
||||
}
|
||||
virtual ~BasicExample(){}
|
||||
virtual void initPhysics();
|
||||
};
|
||||
|
||||
void BasicExample::initPhysics()
|
||||
{
|
||||
m_guiHelper->setUpAxis(1);
|
||||
|
||||
createEmptyDynamicsWorld();
|
||||
|
||||
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
|
||||
|
||||
if (m_dynamicsWorld->getDebugDrawer())
|
||||
m_dynamicsWorld->getDebugDrawer()->setDebugMode(btIDebugDraw::DBG_DrawWireframe+btIDebugDraw::DBG_DrawContactPoints);
|
||||
|
||||
///create a few basic rigid bodies
|
||||
btBoxShape* groundShape = createBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
|
||||
m_guiHelper->createCollisionShapeGraphicsObject(groundShape);
|
||||
|
||||
//groundShape->initializePolyhedralFeatures();
|
||||
// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
|
||||
|
||||
m_collisionShapes.push_back(groundShape);
|
||||
|
||||
btTransform groundTransform;
|
||||
groundTransform.setIdentity();
|
||||
groundTransform.setOrigin(btVector3(0,-50,0));
|
||||
|
||||
{
|
||||
btScalar mass(0.);
|
||||
btRigidBody* body = createRigidBody(mass,groundTransform,groundShape, btVector4(0,0,1,1));
|
||||
m_guiHelper->createRigidBodyGraphicsObject(body, btVector3(0, 1, 0));
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
//create a few dynamic rigidbodies
|
||||
// Re-using the same collision is better for memory usage and performance
|
||||
|
||||
btBoxShape* colShape = createBoxShape(btVector3(1,1,1));
|
||||
m_guiHelper->createCollisionShapeGraphicsObject(colShape);
|
||||
|
||||
//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
|
||||
m_collisionShapes.push_back(colShape);
|
||||
|
||||
/// Create Dynamic Objects
|
||||
btTransform startTransform;
|
||||
startTransform.setIdentity();
|
||||
|
||||
btScalar mass(1.f);
|
||||
|
||||
//rigidbody is dynamic if and only if mass is non zero, otherwise static
|
||||
bool isDynamic = (mass != 0.f);
|
||||
|
||||
btVector3 localInertia(0,0,0);
|
||||
if (isDynamic)
|
||||
colShape->calculateLocalInertia(mass,localInertia);
|
||||
|
||||
|
||||
for (int k=0;k<ARRAY_SIZE_Y;k++)
|
||||
{
|
||||
for (int i=0;i<ARRAY_SIZE_X;i++)
|
||||
{
|
||||
for(int j = 0;j<ARRAY_SIZE_Z;j++)
|
||||
{
|
||||
startTransform.setOrigin(btVector3(
|
||||
btScalar(2.0*i),
|
||||
btScalar(20+2.0*k),
|
||||
btScalar(2.0*j)));
|
||||
|
||||
|
||||
btRigidBody* body = createRigidBody(mass,startTransform,colShape);
|
||||
m_guiHelper->createRigidBodyGraphicsObject(body, btVector3(1, 1, 0));
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
ExampleInterface* BasicExampleCreateFunc(PhysicsInterface* pint, GUIHelperInterface* helper, int option)
|
||||
{
|
||||
return new BasicExample(helper);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user