Use statically linked freeglut, instead of dynamic glut for the obsolete Bullet 2.x demos Add the 'reset' method to b3GpuDynamicsWorld, and use it in the BasicGpuDemo (pretty slow in debug mode, use release mode) Don't crash in btCollisionWorld, if there is no collision dispatcher
181 lines
5.9 KiB
C++
181 lines
5.9 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2007 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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///-----includes_start-----
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#include "btBulletDynamicsCommon.h"
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#include <stdio.h>
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/// This is a Hello World program for running a basic Bullet physics simulation
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int main(int argc, char** argv)
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{
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///-----includes_end-----
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int i;
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///-----initialization_start-----
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///collision configuration contains default setup for memory, collision setup. Advanced users can create their own configuration.
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btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
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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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btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
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///btDbvtBroadphase is a good general purpose broadphase. You can also try out btAxis3Sweep.
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btBroadphaseInterface* overlappingPairCache = new btDbvtBroadphase();
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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* solver = new btSequentialImpulseConstraintSolver;
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btDiscreteDynamicsWorld* dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,overlappingPairCache,solver,collisionConfiguration);
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dynamicsWorld->setGravity(btVector3(0,-10,0));
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///-----initialization_end-----
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///create a few basic rigid bodies
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
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//keep track of the shapes, we release memory at exit.
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//make sure to re-use collision shapes among rigid bodies whenever possible!
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btAlignedObjectArray<btCollisionShape*> collisionShapes;
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collisionShapes.push_back(groundShape);
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0,-56,0));
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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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dynamicsWorld->addRigidBody(body);
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}
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{
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//create a dynamic rigidbody
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//btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
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btCollisionShape* colShape = new btSphereShape(btScalar(1.));
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collisionShapes.push_back(colShape);
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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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startTransform.setOrigin(btVector3(2,10,0));
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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(mass,myMotionState,colShape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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dynamicsWorld->addRigidBody(body);
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}
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/// Do some simulation
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///-----stepsimulation_start-----
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for (i=0;i<100;i++)
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{
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dynamicsWorld->stepSimulation(1.f/60.f,10);
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//print positions of all objects
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for (int j=dynamicsWorld->getNumCollisionObjects()-1; j>=0 ;j--)
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{
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btCollisionObject* obj = dynamicsWorld->getCollisionObjectArray()[j];
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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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btTransform trans;
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body->getMotionState()->getWorldTransform(trans);
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printf("world pos = %f,%f,%f\n",float(trans.getOrigin().getX()),float(trans.getOrigin().getY()),float(trans.getOrigin().getZ()));
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}
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}
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}
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///-----stepsimulation_end-----
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//cleanup in the reverse order of creation/initialization
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///-----cleanup_start-----
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//remove the rigidbodies from the dynamics world and delete them
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for (i=dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
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{
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btCollisionObject* obj = 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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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<collisionShapes.size();j++)
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{
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btCollisionShape* shape = collisionShapes[j];
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collisionShapes[j] = 0;
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delete shape;
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}
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//delete dynamics world
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delete dynamicsWorld;
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//delete solver
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delete solver;
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//delete broadphase
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delete overlappingPairCache;
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//delete dispatcher
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delete dispatcher;
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delete collisionConfiguration;
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//next line is optional: it will be cleared by the destructor when the array goes out of scope
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collisionShapes.clear();
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///-----cleanup_end-----
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}
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