rename ObsoleteDemos back to Demos
fix some relative path issues for loading assets
This commit is contained in:
370
Demos/Box2dDemo/Box2dDemo.cpp
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370
Demos/Box2dDemo/Box2dDemo.cpp
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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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#include "BulletCollision/CollisionShapes/btBox2dShape.h"
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#include "BulletCollision/CollisionDispatch/btEmptyCollisionAlgorithm.h"
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#include "BulletCollision/CollisionDispatch/btBox2dBox2dCollisionAlgorithm.h"
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#include "BulletCollision/CollisionDispatch/btConvex2dConvex2dAlgorithm.h"
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#include "GL_DialogDynamicsWorld.h"
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#include "GL_DialogWindow.h"
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#include "BulletCollision/CollisionShapes/btBox2dShape.h"
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#include "BulletCollision/CollisionShapes/btConvex2dShape.h"
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#include "BulletCollision/NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.h"
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///create 125 (5x5x5) dynamic object
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#define ARRAY_SIZE_X 5
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#define ARRAY_SIZE_Y 5
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#define ARRAY_SIZE_Z 1
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//maximum number of objects (and allow user to shoot additional boxes)
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#define MAX_PROXIES (ARRAY_SIZE_X*ARRAY_SIZE_Y*ARRAY_SIZE_Z + 1024)
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///scaling of the objects (0.1 = 20 centimeter boxes )
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#define SCALING 1
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#define START_POS_X -5
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#define START_POS_Y -5
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#define START_POS_Z -3
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#include "Box2dDemo.h"
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#include "GlutStuff.h"
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///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
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#include "btBulletDynamicsCommon.h"
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#include <stdio.h> //printf debugging
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void Box2dDemo::clientMoveAndDisplay()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//simple dynamics world doesn't handle fixed-time-stepping
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float ms = getDeltaTimeMicroseconds();
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///step the simulation
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if (m_dynamicsWorld)
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{
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m_dynamicsWorld->stepSimulation(ms / 1000000.f);
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//optional but useful: debug drawing
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m_dynamicsWorld->debugDrawWorld();
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}
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renderme();
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if (m_dialogDynamicsWorld)
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m_dialogDynamicsWorld->draw(ms / 1000000.f);
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glFlush();
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swapBuffers();
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}
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void Box2dDemo::displayCallback(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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renderme();
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//optional but useful: debug drawing to detect problems
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if (m_dynamicsWorld)
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m_dynamicsWorld->debugDrawWorld();
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if (m_dialogDynamicsWorld)
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m_dialogDynamicsWorld->draw(0.f);
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glFlush();
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swapBuffers();
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}
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void Box2dDemo::reshape(int w, int h)
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{
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if (m_dialogDynamicsWorld)
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m_dialogDynamicsWorld->setScreenSize(w,h);
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PlatformDemoApplication::reshape(w,h);
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}
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void Box2dDemo::initPhysics()
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{
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m_dialogDynamicsWorld = new GL_DialogDynamicsWorld();
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//m_dialogDynamicsWorld->createDialog(100,110,200,50);
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//m_dialogDynamicsWorld->createDialog(100,00,100,100);
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//m_dialogDynamicsWorld->createDialog(0,0,100,100);
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GL_DialogWindow* settings = m_dialogDynamicsWorld->createDialog(50,0,200,120,"Settings");
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GL_ToggleControl* toggle = m_dialogDynamicsWorld->createToggle(settings,"Toggle 1");
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toggle = m_dialogDynamicsWorld->createToggle(settings,"Toggle 2");
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toggle ->m_active = true;
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toggle = m_dialogDynamicsWorld->createToggle(settings,"Toggle 3");
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//GL_SliderControl* slider = m_dialogDynamicsWorld->createSlider(settings,"Slider");
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GL_DialogWindow* dialog = m_dialogDynamicsWorld->createDialog(0,200,420,300,"Help");
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GL_TextControl* txt = new GL_TextControl;
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dialog->addControl(txt);
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txt->m_textLines.push_back("Mouse to move");
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txt->m_textLines.push_back("Test 2");
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txt->m_textLines.push_back("mouse to interact");
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txt->m_textLines.push_back("ALT + mouse to move camera");
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txt->m_textLines.push_back("space to reset");
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txt->m_textLines.push_back("cursor keys and z,x to navigate");
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txt->m_textLines.push_back("i to toggle simulation, s single step");
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txt->m_textLines.push_back("q to quit");
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txt->m_textLines.push_back(". to shoot box");
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txt->m_textLines.push_back("d to toggle deactivation");
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txt->m_textLines.push_back("g to toggle mesh animation (ConcaveDemo)");
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txt->m_textLines.push_back("h to toggle help text");
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txt->m_textLines.push_back("o to toggle orthogonal/perspective view");
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//txt->m_textLines.push_back("+- shooting speed = %10.2f",m_ShootBoxInitialSpeed);
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setTexturing(true);
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setShadows(true);
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setCameraDistance(btScalar(SCALING*50.));
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m_cameraTargetPosition.setValue(0,0,0);//0, ARRAY_SIZE_Y, 0);
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///collision configuration contains default setup for memory, collision setup
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m_collisionConfiguration = new btDefaultCollisionConfiguration();
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//m_collisionConfiguration->setConvexConvexMultipointIterations();
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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btVoronoiSimplexSolver* simplex = new btVoronoiSimplexSolver();
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btMinkowskiPenetrationDepthSolver* pdSolver = new btMinkowskiPenetrationDepthSolver();
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btConvex2dConvex2dAlgorithm::CreateFunc* convexAlgo2d = new btConvex2dConvex2dAlgorithm::CreateFunc(simplex,pdSolver);
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m_dispatcher->registerCollisionCreateFunc(CONVEX_2D_SHAPE_PROXYTYPE,CONVEX_2D_SHAPE_PROXYTYPE,convexAlgo2d);
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m_dispatcher->registerCollisionCreateFunc(BOX_2D_SHAPE_PROXYTYPE,CONVEX_2D_SHAPE_PROXYTYPE,convexAlgo2d);
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m_dispatcher->registerCollisionCreateFunc(CONVEX_2D_SHAPE_PROXYTYPE,BOX_2D_SHAPE_PROXYTYPE,convexAlgo2d);
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m_dispatcher->registerCollisionCreateFunc(BOX_2D_SHAPE_PROXYTYPE,BOX_2D_SHAPE_PROXYTYPE,new btBox2dBox2dCollisionAlgorithm::CreateFunc());
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m_broadphase = new btDbvtBroadphase();
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//m_broadphase = new btSimpleBroadphase();
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///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
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btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver;
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m_solver = sol;
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m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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//m_dynamicsWorld->getSolverInfo().m_erp = 1.f;
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//m_dynamicsWorld->getSolverInfo().m_numIterations = 4;
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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///create a few basic rigid bodies
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(150.),btScalar(50.),btScalar(150.)));
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// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
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m_collisionShapes.push_back(groundShape);
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0,-43,0));
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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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{
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btScalar mass(0.);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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groundShape->calculateLocalInertia(mass,localInertia);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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//add the body to the dynamics world
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m_dynamicsWorld->addRigidBody(body);
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}
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{
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//create a few dynamic rigidbodies
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// Re-using the same collision is better for memory usage and performance
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btScalar u= btScalar(1*SCALING-0.04);
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btVector3 points[3] = {btVector3(0,u,0),btVector3(-u,-u,0),btVector3(u,-u,0)};
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btConvexShape* childShape0 = new btBoxShape(btVector3(btScalar(SCALING*1),btScalar(SCALING*1),btScalar(0.04)));
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btConvexShape* colShape= new btConvex2dShape(childShape0);
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//btCollisionShape* colShape = new btBox2dShape(btVector3(SCALING*1,SCALING*1,0.04));
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btConvexShape* childShape1 = new btConvexHullShape(&points[0].getX(),3);
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btConvexShape* colShape2= new btConvex2dShape(childShape1);
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btConvexShape* childShape2 = new btCylinderShapeZ(btVector3(btScalar(SCALING*1),btScalar(SCALING*1),btScalar(0.04)));
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btConvexShape* colShape3= new btConvex2dShape(childShape2);
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m_collisionShapes.push_back(colShape);
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m_collisionShapes.push_back(colShape2);
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m_collisionShapes.push_back(colShape3);
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m_collisionShapes.push_back(childShape0);
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m_collisionShapes.push_back(childShape1);
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m_collisionShapes.push_back(childShape2);
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//btUniformScalingShape* colShape = new btUniformScalingShape(convexColShape,1.f);
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colShape->setMargin(btScalar(0.03));
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//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
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/// Create Dynamic Objects
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btTransform startTransform;
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startTransform.setIdentity();
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btScalar mass(1.f);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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colShape->calculateLocalInertia(mass,localInertia);
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// float start_x = START_POS_X - ARRAY_SIZE_X/2;
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// float start_y = START_POS_Y;
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// float start_z = START_POS_Z - ARRAY_SIZE_Z/2;
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btVector3 x(-ARRAY_SIZE_X, 8.0f,-20.f);
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btVector3 y;
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btVector3 deltaX(SCALING*1, SCALING*2,0.f);
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btVector3 deltaY(SCALING*2, 0.0f,0.f);
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for (int i = 0; i < ARRAY_SIZE_X; ++i)
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{
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y = x;
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for (int j = i; j < ARRAY_SIZE_Y; ++j)
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{
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startTransform.setOrigin(y-btVector3(-10,0,0));
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(0,0,0);
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switch (j%3)
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{
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#if 1
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case 0:
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rbInfo = btRigidBody::btRigidBodyConstructionInfo(mass,myMotionState,colShape,localInertia);
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break;
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case 1:
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rbInfo = btRigidBody::btRigidBodyConstructionInfo(mass,myMotionState,colShape3,localInertia);
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break;
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#endif
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default:
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rbInfo = btRigidBody::btRigidBodyConstructionInfo(mass,myMotionState,colShape2,localInertia);
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}
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btRigidBody* body = new btRigidBody(rbInfo);
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//body->setContactProcessingThreshold(colShape->getContactBreakingThreshold());
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body->setActivationState(ISLAND_SLEEPING);
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body->setLinearFactor(btVector3(1,1,0));
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body->setAngularFactor(btVector3(0,0,1));
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m_dynamicsWorld->addRigidBody(body);
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body->setActivationState(ISLAND_SLEEPING);
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// y += -0.8*deltaY;
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y += deltaY;
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}
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x += deltaX;
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}
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}
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clientResetScene();
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}
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void Box2dDemo::exitPhysics()
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{
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delete m_dialogDynamicsWorld;
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m_dialogDynamicsWorld = 0;
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//cleanup in the reverse order of creation/initialization
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//remove the rigidbodies from the dynamics world and delete them
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int i;
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if (m_dynamicsWorld)
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for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
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{
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btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(obj);
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if (body && body->getMotionState())
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{
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delete body->getMotionState();
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}
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m_dynamicsWorld->removeCollisionObject( obj );
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delete obj;
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}
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//delete collision shapes
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for (int j=0;j<m_collisionShapes.size();j++)
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{
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btCollisionShape* shape = m_collisionShapes[j];
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delete shape;
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}
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m_collisionShapes.clear();
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delete m_dynamicsWorld;
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delete m_solver;
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delete m_broadphase;
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delete m_dispatcher;
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delete m_collisionConfiguration;
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m_dynamicsWorld = 0;
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m_solver = 0;
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m_broadphase = 0;
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m_dispatcher = 0;
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m_collisionConfiguration = 0;
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}
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void Box2dDemo::mouseFunc(int button, int state, int x, int y)
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{
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if (!m_dialogDynamicsWorld->mouseFunc(button,state,x,y))
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{
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DemoApplication::mouseFunc(button,state,x,y);
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}
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}
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void Box2dDemo::mouseMotionFunc(int x,int y)
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{
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m_dialogDynamicsWorld->mouseMotionFunc(x,y);
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DemoApplication::mouseMotionFunc(x,y);
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}
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89
Demos/Box2dDemo/Box2dDemo.h
Normal file
89
Demos/Box2dDemo/Box2dDemo.h
Normal file
@@ -0,0 +1,89 @@
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||||
/*
|
||||
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 BOX2D_DEMO_H
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#define BOX2D_DEMO_H
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#ifdef _WINDOWS
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#include "Win32DemoApplication.h"
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||||
#define PlatformDemoApplication Win32DemoApplication
|
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#else
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#include "GlutDemoApplication.h"
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#define PlatformDemoApplication GlutDemoApplication
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#endif
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#include "LinearMath/btAlignedObjectArray.h"
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class btBroadphaseInterface;
|
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class btCollisionShape;
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class btOverlappingPairCache;
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class btCollisionDispatcher;
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class btConstraintSolver;
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struct btCollisionAlgorithmCreateFunc;
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class btDefaultCollisionConfiguration;
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class GL_DialogDynamicsWorld;
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||||
///Box2dDemo is good starting point for learning the code base and porting.
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||||
class Box2dDemo : public PlatformDemoApplication
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||||
{
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||||
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||||
//keep the collision shapes, for deletion/cleanup
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||||
btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
|
||||
|
||||
btBroadphaseInterface* m_broadphase;
|
||||
|
||||
btCollisionDispatcher* m_dispatcher;
|
||||
|
||||
btConstraintSolver* m_solver;
|
||||
|
||||
btDefaultCollisionConfiguration* m_collisionConfiguration;
|
||||
|
||||
GL_DialogDynamicsWorld* m_dialogDynamicsWorld;
|
||||
|
||||
public:
|
||||
|
||||
Box2dDemo() : m_dialogDynamicsWorld(0)
|
||||
{
|
||||
}
|
||||
virtual ~Box2dDemo()
|
||||
{
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||||
exitPhysics();
|
||||
}
|
||||
|
||||
virtual void reshape(int w, int h);
|
||||
|
||||
void initPhysics();
|
||||
|
||||
void exitPhysics();
|
||||
|
||||
virtual void clientMoveAndDisplay();
|
||||
|
||||
virtual void displayCallback();
|
||||
|
||||
static DemoApplication* Create()
|
||||
{
|
||||
Box2dDemo* demo = new Box2dDemo;
|
||||
demo->myinit();
|
||||
demo->initPhysics();
|
||||
return demo;
|
||||
}
|
||||
|
||||
virtual void mouseFunc(int button, int state, int x, int y);
|
||||
virtual void mouseMotionFunc(int x,int y);
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif //BOX2D_DEMO_H
|
||||
|
||||
59
Demos/Box2dDemo/CMakeLists.txt
Normal file
59
Demos/Box2dDemo/CMakeLists.txt
Normal file
@@ -0,0 +1,59 @@
|
||||
# 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.
|
||||
|
||||
|
||||
# This is the variable for Windows. I use this to define the root of my directory structure.
|
||||
SET(GLUT_ROOT ${BULLET_PHYSICS_SOURCE_DIR}/Glut)
|
||||
|
||||
# You shouldn't have to modify anything below this line
|
||||
########################################################
|
||||
|
||||
INCLUDE_DIRECTORIES(
|
||||
${BULLET_PHYSICS_SOURCE_DIR}/src
|
||||
../OpenGL
|
||||
)
|
||||
|
||||
IF (USE_GLUT)
|
||||
INCLUDE_DIRECTORIES( ${GLUT_INCLUDE_DIR} )
|
||||
LINK_LIBRARIES(
|
||||
OpenGLSupport BulletDynamics BulletCollision LinearMath ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
|
||||
)
|
||||
|
||||
IF (WIN32)
|
||||
ADD_EXECUTABLE(AppBox2dDemo
|
||||
main.cpp
|
||||
Box2dDemo.cpp
|
||||
Box2dDemo.h
|
||||
${BULLET_PHYSICS_SOURCE_DIR}/build3/bullet.rc
|
||||
)
|
||||
ELSE()
|
||||
ADD_EXECUTABLE(AppBox2dDemo
|
||||
main.cpp
|
||||
Box2dDemo.cpp
|
||||
Box2dDemo.h
|
||||
)
|
||||
ENDIF()
|
||||
ELSE (USE_GLUT)
|
||||
LINK_LIBRARIES(
|
||||
OpenGLSupport BulletDynamics BulletCollision LinearMath ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
|
||||
)
|
||||
|
||||
ADD_EXECUTABLE(AppBox2dDemo
|
||||
WIN32
|
||||
../OpenGL/Win32AppMain.cpp
|
||||
Win32Box2dDemo.cpp
|
||||
Box2dDemo.cpp
|
||||
Box2dDemo.h
|
||||
${BULLET_PHYSICS_SOURCE_DIR}/build3/bullet.rc
|
||||
)
|
||||
ENDIF (USE_GLUT)
|
||||
|
||||
IF (INTERNAL_ADD_POSTFIX_EXECUTABLE_NAMES)
|
||||
SET_TARGET_PROPERTIES(AppBox2dDemo PROPERTIES DEBUG_POSTFIX "_Debug")
|
||||
SET_TARGET_PROPERTIES(AppBox2dDemo PROPERTIES MINSIZEREL_POSTFIX "_MinsizeRel")
|
||||
SET_TARGET_PROPERTIES(AppBox2dDemo PROPERTIES RELWITHDEBINFO_POSTFIX "_RelWithDebugInfo")
|
||||
ENDIF(INTERNAL_ADD_POSTFIX_EXECUTABLE_NAMES)
|
||||
|
||||
25
Demos/Box2dDemo/Win32Box2dDemo.cpp
Normal file
25
Demos/Box2dDemo/Win32Box2dDemo.cpp
Normal file
@@ -0,0 +1,25 @@
|
||||
#ifdef _WINDOWS
|
||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
|
||||
|
||||
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 "Box2dDemo.h"
|
||||
|
||||
///The 'createDemo' function is called from Bullet/Demos/OpenGL/Win32AppMain.cpp to instantiate this particular demo
|
||||
DemoApplication* createDemo()
|
||||
{
|
||||
return new Box2dDemo();
|
||||
}
|
||||
|
||||
#endif
|
||||
61
Demos/Box2dDemo/main.cpp
Normal file
61
Demos/Box2dDemo/main.cpp
Normal file
@@ -0,0 +1,61 @@
|
||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2007 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 "Box2dDemo.h"
|
||||
#include "GlutStuff.h"
|
||||
#include "GLDebugDrawer.h"
|
||||
#include "btBulletDynamicsCommon.h"
|
||||
#include "LinearMath/btHashMap.h"
|
||||
|
||||
class OurValue
|
||||
{
|
||||
int m_uid;
|
||||
|
||||
public:
|
||||
OurValue(const btVector3& initialPos)
|
||||
:m_position(initialPos)
|
||||
{
|
||||
static int gUid=0;
|
||||
m_uid=gUid;
|
||||
gUid++;
|
||||
}
|
||||
|
||||
btVector3 m_position;
|
||||
int getUid() const
|
||||
{
|
||||
return m_uid;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
int main(int argc,char** argv)
|
||||
{
|
||||
GLDebugDrawer gDebugDrawer;
|
||||
|
||||
Box2dDemo ccdDemo;
|
||||
ccdDemo.initPhysics();
|
||||
ccdDemo.getDynamicsWorld()->setDebugDrawer(&gDebugDrawer);
|
||||
|
||||
|
||||
#ifdef CHECK_MEMORY_LEAKS
|
||||
ccdDemo.exitPhysics();
|
||||
#else
|
||||
return glutmain(argc, argv,640,480,"Bullet Physics Demo. http://bulletphysics.com",&ccdDemo);
|
||||
#endif
|
||||
|
||||
//default glut doesn't return from mainloop
|
||||
return 0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user