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
121 lines
3.3 KiB
C++
121 lines
3.3 KiB
C++
/*
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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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#ifndef _WINDOWS
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#include "DemoApplication.h"
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//glut is C code, this global gDemoApplication links glut to the C++ demo
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static DemoApplication* gDemoApplication = 0;
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#include "GlutStuff.h"
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static void glutKeyboardCallback(unsigned char key, int x, int y)
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{
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gDemoApplication->keyboardCallback(key,x,y);
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}
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static void glutKeyboardUpCallback(unsigned char key, int x, int y)
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{
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gDemoApplication->keyboardUpCallback(key,x,y);
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}
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static void glutSpecialKeyboardCallback(int key, int x, int y)
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{
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gDemoApplication->specialKeyboard(key,x,y);
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}
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static void glutSpecialKeyboardUpCallback(int key, int x, int y)
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{
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gDemoApplication->specialKeyboardUp(key,x,y);
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}
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static void glutReshapeCallback(int w, int h)
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{
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gDemoApplication->reshape(w,h);
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}
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static void glutMoveAndDisplayCallback()
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{
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gDemoApplication->moveAndDisplay();
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}
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static void glutMouseFuncCallback(int button, int state, int x, int y)
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{
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gDemoApplication->mouseFunc(button,state,x,y);
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}
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static void glutMotionFuncCallback(int x,int y)
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{
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gDemoApplication->mouseMotionFunc(x,y);
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}
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static void glutDisplayCallback(void)
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{
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gDemoApplication->displayCallback();
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}
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int glutmain(int argc, char **argv,int width,int height,const char* title,DemoApplication* demoApp) {
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gDemoApplication = demoApp;
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
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glutInitWindowPosition(width/2, height/2);
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glutInitWindowSize(width, height);
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glutCreateWindow(title);
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#ifdef BT_USE_FREEGLUT
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glutSetOption (GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
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#endif
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gDemoApplication->myinit();
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glutKeyboardFunc(glutKeyboardCallback);
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glutKeyboardUpFunc(glutKeyboardUpCallback);
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glutSpecialFunc(glutSpecialKeyboardCallback);
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glutSpecialUpFunc(glutSpecialKeyboardUpCallback);
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glutReshapeFunc(glutReshapeCallback);
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//createMenu();
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glutIdleFunc(glutMoveAndDisplayCallback);
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glutMouseFunc(glutMouseFuncCallback);
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glutPassiveMotionFunc(glutMotionFuncCallback);
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glutMotionFunc(glutMotionFuncCallback);
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glutDisplayFunc( glutDisplayCallback );
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glutMoveAndDisplayCallback();
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//enable vsync to avoid tearing on Apple (todo: for Windows)
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#if defined(__APPLE__) && !defined (VMDMESA)
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int swap_interval = 1;
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CGLContextObj cgl_context = CGLGetCurrentContext();
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CGLSetParameter(cgl_context, kCGLCPSwapInterval, &swap_interval);
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#endif
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glutMainLoop();
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return 0;
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}
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#endif //_WINDOWS
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