added first draft of C-API, btConvexHullShape takes float* instead of btPoint*, added getGravity to btRigidBody
This commit is contained in:
@@ -70,7 +70,7 @@ public:
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startTransform.setIdentity();
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startTransform.setOrigin(btVector3(0,0,-10.f));
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//this create an internal copy of the vertices
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btCollisionShape* shape = new btConvexHullShape(&vertices[0],vertices.size());
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btCollisionShape* shape = new btConvexHullShape(&(vertices[0].getX()),vertices.size());
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btRigidBody* body = m_demoApp->localCreateRigidBody(mass, startTransform,shape);
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}
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159
Demos/OpenPL_Demo/CApi.cpp
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159
Demos/OpenPL_Demo/CApi.cpp
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@@ -0,0 +1,159 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/*
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Draft high-level generic physics C-API. For low-level access, use the physics SDK native API's.
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Work in progress, functionality will be added on demand.
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If possible, use the richer Bullet C++ API, by including <src/btBulletDynamicsCommon.h>
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*/
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#include "Bullet-C-Api.h"
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#include "btBulletDynamicsCommon.h"
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/*
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Create and Delete a Physics SDK
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*/
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plPhysicsSdkHandle plNewBulletSdk()
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{
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return 0;
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}
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void plDeletePhysicsSdk(plPhysicsSdkHandle physicsSdk)
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{
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}
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/* Dynamics World */
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plDynamicsWorldHandle plCreateDynamicsWorld(plPhysicsSdkHandle physicsSdk)
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{
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return (plDynamicsWorldHandle) new btDiscreteDynamicsWorld;
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}
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void plDeleteDynamicsWorld(plDynamicsWorldHandle world)
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{
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btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world);
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delete dynamicsWorld;
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}
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void plStepSimulation(plDynamicsWorldHandle world, plReal timeStep)
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{
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btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world);
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assert(dynamicsWorld);
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dynamicsWorld->stepSimulation(timeStep);
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}
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void plAddRigidBody(plDynamicsWorldHandle world, plRigidBodyHandle object)
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{
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btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world);
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assert(dynamicsWorld);
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btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
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assert(body);
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dynamicsWorld->addRigidBody(body);
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}
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void plRemoveRigidBody(plDynamicsWorldHandle world, plRigidBodyHandle object)
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{
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btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world);
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assert(dynamicsWorld);
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btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
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assert(body);
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dynamicsWorld->removeRigidBody(body);
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}
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/* Rigid Body */
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plRigidBodyHandle plCreateRigidBody( void* user_data, float mass, plCollisionShapeHandle cshape )
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{
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btTransform trans;
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trans.setIdentity();
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btVector3 localInertia;
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btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape);
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assert(shape);
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shape->calculateLocalInertia(mass,localInertia);
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btRigidBody* body = new btRigidBody(mass, trans,shape,localInertia);
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body->m_userObjectPointer = user_data;
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return (plRigidBodyHandle) body;
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}
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void plDeleteRigidBody(plRigidBodyHandle cbody)
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{
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btRigidBody* body = reinterpret_cast< btRigidBody* >(cbody);
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assert(body);
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delete body;
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}
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/* Collision Shape definition */
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plCollisionShapeHandle plNewSphereShape(plReal radius)
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{
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return (plCollisionShapeHandle) new btSphereShape(radius);
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}
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plCollisionShapeHandle plNewBoxShape(plReal x, plReal y, plReal z)
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{
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return (plCollisionShapeHandle) new btBoxShape(btVector3(x,y,z));
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}
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plCollisionShapeHandle plNewCapsuleShape(plReal radius, plReal height)
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{
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//capsule is convex hull of 2 spheres, so use btMultiSphereShape
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btVector3 inertiaHalfExtents(radius,height,radius);
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const int numSpheres = 2;
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btVector3 positions[numSpheres] = {btVector3(0,height,0),btVector3(0,-height,0)};
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btScalar radi[numSpheres] = {radius,radius};
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return (plCollisionShapeHandle) new btMultiSphereShape(inertiaHalfExtents,positions,radi,numSpheres);
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}
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plCollisionShapeHandle plNewConeShape(plReal radius, plReal height)
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{
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return (plCollisionShapeHandle) new btConeShape(radius,height);
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}
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plCollisionShapeHandle plNewCylinderShape(plReal radius, plReal height)
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{
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return (plCollisionShapeHandle) new btCylinderShape(btVector3(radius,height,radius));
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}
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void plDeleteShape(plCollisionShapeHandle cshape)
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{
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btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape);
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assert(shape);
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delete shape;
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}
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void plSetScaling(plCollisionShapeHandle cshape, plVector3 cscaling)
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{
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btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape);
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assert(shape);
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btVector3 scaling(cscaling[0],cscaling[1],cscaling[2]);
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shape->setLocalScaling(scaling);
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}
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void plSetPosition(plRigidBodyHandle object, const plVector3 position)
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{
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}
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void plSetOrientation(plRigidBodyHandle object, const plQuaternion orientation)
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{
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}
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//plRigidBodyHandle plRayCast(plDynamicsWorldHandle world, const plVector3 rayStart, const plVector3 rayEnd, plVector3 hitpoint, plVector3 normal);
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// extern plRigidBodyHandle plObjectCast(plDynamicsWorldHandle world, const plVector3 rayStart, const plVector3 rayEnd, plVector3 hitpoint, plVector3 normal);
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44
Demos/OpenPL_Demo/OpenPL_Demo.c
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44
Demos/OpenPL_Demo/OpenPL_Demo.c
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@@ -0,0 +1,44 @@
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#include "Bullet-C-Api.h"
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int main()
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{
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float timeStep = 1.f/60.f;
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/* initialize */
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plPhysicsSdkHandle sdk = plNewBulletSdk();
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plDynamicsWorldHandle world = plCreateDynamicsWorld(sdk);
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float radius = 1.f;
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plCollisionShapeHandle collisionShape = plNewSphereShape(radius);
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void* user_data = 0;/* can point to a graphics object */
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float mass = 1.f;
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plRigidBodyHandle body = plCreateRigidBody(user_data, mass, collisionShape );
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plAddRigidBody(world, body);
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plStepSimulation(world,0.1f);
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/* cleanup */
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plRemoveRigidBody(world, body);
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plDeleteRigidBody(body);
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plDeleteShape( collisionShape);
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plDeleteDynamicsWorld( world);
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plDeletePhysicsSdk(sdk);
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return 0;
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}
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@@ -114,7 +114,7 @@ void Raytracer::initPhysics()
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};
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// btMultiSphereShape* multiSphereShape = new btMultiSphereShape(inertiaHalfExtents,positions,radi,NUM_SPHERES);
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btConvexHullShape* convexHullShape = new btConvexHullShape(positions,3);
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btConvexHullShape* convexHullShape = new btConvexHullShape(&positions[0].getX(),3);
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//choose shape
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@@ -1,9 +1,118 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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///This is just a placeholder for now.
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///
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///It will contain a C API for high-level Bullet Collision Detection and Physics library.
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///
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///for now, only C++ interface is available, see btBulletCollisionCommon.h and btBulletDynamicsCommon.h
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///
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///http://bullet.sf.net
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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3. This notice may not be removed or altered from any source distribution.
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||||
*/
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/*
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Draft high-level generic physics C-API. For low-level access, use the physics SDK native API's.
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Work in progress, functionality will be added on demand.
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If possible, use the richer Bullet C++ API, by including "btBulletDynamicsCommon.h"
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*/
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#ifndef BULLET_C_API_H
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#define BULLET_C_API_H
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#define PL_DECLARE_HANDLE(name) typedef struct name##__ { int unused; } *name
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typedef float plReal;
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typedef plReal plVector3[3];
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typedef plReal plQuaternion[4];
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Particular physics SDK */
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PL_DECLARE_HANDLE(plPhysicsSdkHandle);
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/* Dynamics world, belonging to some physics SDK */
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PL_DECLARE_HANDLE(plDynamicsWorldHandle);
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/* Rigid Body that can be part of a Dynamics World */
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PL_DECLARE_HANDLE(plRigidBodyHandle);
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/* Collision Shape/Geometry, property of a Rigid Body */
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PL_DECLARE_HANDLE(plCollisionShapeHandle);
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/* Constraint for Rigid Bodies */
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PL_DECLARE_HANDLE(plConstraintHandle);
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/*
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Create and Delete a Physics SDK
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*/
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extern plPhysicsSdkHandle plNewBulletSdk(); //this could be also another sdk, like ODE, PhysX etc.
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extern void plDeletePhysicsSdk(plPhysicsSdkHandle physicsSdk);
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/* Dynamics World */
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extern plDynamicsWorldHandle plCreateDynamicsWorld(plPhysicsSdkHandle physicsSdk);
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extern void plDeleteDynamicsWorld(plDynamicsWorldHandle world);
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extern void plStepSimulation(plDynamicsWorldHandle, plReal timeStep);
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extern void plAddRigidBody(plDynamicsWorldHandle world, plRigidBodyHandle object);
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extern void plRemoveRigidBody(plDynamicsWorldHandle world, plRigidBodyHandle object);
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/* Rigid Body */
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extern plRigidBodyHandle plCreateRigidBody( void* user_data, float mass, plCollisionShapeHandle cshape );
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extern void plDeleteRigidBody(plRigidBodyHandle body);
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/* Collision Shape definition */
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extern plCollisionShapeHandle plNewSphereShape(plReal radius);
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extern plCollisionShapeHandle plNewBoxShape(plReal x, plReal y, plReal z);
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extern plCollisionShapeHandle plNewCapsuleShape(plReal radius, plReal height);
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extern plCollisionShapeHandle plNewConeShape(plReal radius, plReal height);
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extern plCollisionShapeHandle plNewCylinderShape(plReal radius, plReal height);
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extern void plDeleteShape(plCollisionShapeHandle shape);
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extern void plSetScaling(plCollisionShapeHandle shape, plVector3 scaling);
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/* SOLID has Response Callback/Table/Management */
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/* PhysX has Triggers, User Callbacks and filtering */
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/* ODE has the typedef void dNearCallback (void *data, dGeomID o1, dGeomID o2); */
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typedef void plUpdatedPositionCallback(void* userData, plRigidBodyHandle rbHandle, plVector3 pos);
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typedef void plUpdatedOrientationCallback(void* userData, plRigidBodyHandle rbHandle, plQuaternion orientation);
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extern void plSetPosition(plRigidBodyHandle object, const plVector3 position);
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extern void plSetOrientation(plRigidBodyHandle object, const plQuaternion orientation);
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typedef struct plRayCastResult {
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plRigidBodyHandle m_body;
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plCollisionShapeHandle m_shape;
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plVector3 m_positionWorld;
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plVector3 m_normalWorld;
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} plRayCastResult;
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extern int plRayCast(plDynamicsWorldHandle world, const plVector3 rayStart, const plVector3 rayEnd, plRayCastResult res);
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/* Sweep API */
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/* extern plRigidBodyHandle plObjectCast(plDynamicsWorldHandle world, const plVector3 rayStart, const plVector3 rayEnd, plVector3 hitpoint, plVector3 normal); */
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/* Continuous Collision Detection API */
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#ifdef __cplusplus
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}
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#endif
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#endif //BULLET_C_API_H
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@@ -18,7 +18,8 @@ subject to the following restrictions:
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#include "LinearMath/btQuaternion.h"
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btConvexHullShape ::btConvexHullShape (btPoint3* points,int numPoints,int stride)
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btConvexHullShape ::btConvexHullShape (const float* points,int numPoints,int stride)
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{
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m_points.resize(numPoints);
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unsigned char* pointsBaseAddress = (unsigned char*)points;
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@@ -30,7 +30,10 @@ class btConvexHullShape : public btPolyhedralConvexShape
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std::vector<btPoint3> m_points;
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public:
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btConvexHullShape(btPoint3* points,int numPoints, int stride=sizeof(btPoint3));
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///this constructor optionally takes in a pointer to points. Each point is assumed to be 3 consecutive float (x,y,z), the striding defines the number of bytes between each point, in memory.
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///It is easier to not pass any points in the constructor, and just add one point at a time, using addPoint.
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///btConvexHullShape make an internal copy of the points.
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btConvexHullShape(const float* points=0,int numPoints=0, int stride=sizeof(btPoint3));
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void addPoint(const btPoint3& point)
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{
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@@ -191,6 +191,12 @@ void btDiscreteDynamicsWorld::setGravity(const btVector3& gravity)
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}
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}
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void btDiscreteDynamicsWorld::removeRigidBody(btRigidBody* body)
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{
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removeCollisionObject(body);
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}
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void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body)
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{
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body->setGravity(m_gravity);
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@@ -126,6 +126,8 @@ public:
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virtual void addRigidBody(btRigidBody* body);
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virtual void removeRigidBody(btRigidBody* body);
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};
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#endif //BT_DISCRETE_DYNAMICS_WORLD_H
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@@ -56,6 +56,8 @@ class btDynamicsWorld : public btCollisionWorld
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virtual void addRigidBody(btRigidBody* body) = 0;
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virtual void removeRigidBody(btRigidBody* body) = 0;
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};
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#endif //BT_DYNAMICS_WORLD_H
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@@ -89,6 +89,11 @@ public:
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void setGravity(const btVector3& acceleration);
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const btVector3& getGravity() const
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{
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return m_gravity;
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}
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void setDamping(btScalar lin_damping, btScalar ang_damping);
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inline const btCollisionShape* getCollisionShape() const {
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@@ -89,6 +89,11 @@ void btSimpleDynamicsWorld::setGravity(const btVector3& gravity)
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}
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}
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void btSimpleDynamicsWorld::removeRigidBody(btRigidBody* body)
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{
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removeCollisionObject(body);
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}
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void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body)
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{
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body->setGravity(m_gravity);
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@@ -70,6 +70,8 @@ public:
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virtual void addRigidBody(btRigidBody* body);
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virtual void removeRigidBody(btRigidBody* body);
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virtual void updateAabbs();
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};
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