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https://github.com/bulletphysics/bullet3
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Added a very basic dynamics demo, only using spheres (and optionally boxes)
This commit is contained in:
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659207e7a3
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164
Demos/BasicDemo/BasicDemo.cpp
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164
Demos/BasicDemo/BasicDemo.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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//#define USE_GROUND_BOX 1
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#define PRINT_CONTACT_STATISTICS 1
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int gNumObjects = 120;
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#define HALF_EXTENTS 1.f
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#include "btBulletDynamicsCommon.h"
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#include "LinearMath/btIDebugDraw.h"
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#include "GLDebugDrawer.h"
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#include "BMF_Api.h"
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#include <stdio.h> //printf debugging
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float deltaTime = 1.f/60.f;
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float gCollisionMargin = 0.05f;
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#include "BasicDemo.h"
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#include "GL_ShapeDrawer.h"
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#include "GlutStuff.h"
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////////////////////////////////////
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GLDebugDrawer debugDrawer;
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int main(int argc,char** argv)
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{
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BasicDemo* ccdDemo = new BasicDemo();
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ccdDemo->initPhysics();
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ccdDemo->setCameraDistance(50.f);
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return glutmain(argc, argv,640,480,"Bullet Physics Demo. http://bullet.sf.net",ccdDemo);
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}
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extern int gNumManifold;
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extern int gOverlappingPairs;
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extern int gTotalContactPoints;
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void BasicDemo::clientMoveAndDisplay()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (m_dynamicsWorld)
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m_dynamicsWorld->stepSimulation(deltaTime);
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renderme();
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glFlush();
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//some additional debugging info
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#ifdef PRINT_CONTACT_STATISTICS
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printf("num manifolds: %i\n",gNumManifold);
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printf("num gOverlappingPairs: %i\n",gOverlappingPairs);
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printf("num gTotalContactPoints : %i\n",gTotalContactPoints );
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#endif //PRINT_CONTACT_STATISTICS
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gTotalContactPoints = 0;
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glutSwapBuffers();
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}
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void BasicDemo::displayCallback(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_dynamicsWorld->updateAabbs();
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renderme();
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glFlush();
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glutSwapBuffers();
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}
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///make this positive to show stack falling from a distance
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///this shows the penalty tresholds in action, springy/spungy look
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void BasicDemo::clientResetScene()
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{
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}
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void BasicDemo::initPhysics()
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{
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btCollisionDispatcher* dispatcher = new btCollisionDispatcher(true);
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#ifdef USE_SWEEP_AND_PRUNE
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btVector3 worldAabbMin(-10000,-10000,-10000);
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btVector3 worldAabbMax(10000,10000,10000);
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btOverlappingPairCache* broadphase = new btAxisSweep3(worldAabbMin,worldAabbMax,maxProxies);
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#else
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btOverlappingPairCache* broadphase = new btSimpleBroadphase;
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#endif //USE_SWEEP_AND_PRUNE
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dispatcher->registerCollisionCreateFunc(SPHERE_SHAPE_PROXYTYPE,SPHERE_SHAPE_PROXYTYPE,new btSphereSphereCollisionAlgorithm::CreateFunc);
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#ifdef USE_GROUND_BOX
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dispatcher->registerCollisionCreateFunc(SPHERE_SHAPE_PROXYTYPE,BOX_SHAPE_PROXYTYPE,new btSphereBoxCollisionAlgorithm::CreateFunc);
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btCollisionAlgorithmCreateFunc* swappedSphereBox = new btSphereBoxCollisionAlgorithm::CreateFunc;
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swappedSphereBox->m_swapped = true;
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dispatcher->registerCollisionCreateFunc(BOX_SHAPE_PROXYTYPE,SPHERE_SHAPE_PROXYTYPE,swappedSphereBox);
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#endif //USE_GROUND_BOX
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btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
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m_dynamicsWorld = new btSimpleDynamicsWorld(dispatcher,broadphase,solver);
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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m_dynamicsWorld->setDebugDrawer(&debugDrawer);
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///create a few basic rigid bodies
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//static ground
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#ifdef USE_GROUND_BOX
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btCollisionShape* groundShape = new btBoxShape(btVector3(50.f,50.f,50.f));
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#else
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btCollisionShape* groundShape = new btSphereShape(50.f);
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#endif//USE_GROUND_BOX
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0,-50,0));
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localCreateRigidBody(0.f,groundTransform,groundShape);
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//create a few dynamic sphere rigidbodies (re-using the same sphere shape)
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btCollisionShape* sphereShape = new btSphereShape(1.f);
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int i;
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for (i=0;i<gNumObjects;i++)
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{
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sphereShape->setMargin(gCollisionMargin);
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btTransform trans;
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trans.setIdentity();
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//stack them
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int colsize = 10;
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int row = (i*HALF_EXTENTS*2)/(colsize*2*HALF_EXTENTS);
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int row2 = row;
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int col = (i)%(colsize)-colsize/2;
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btVector3 pos(col*2*HALF_EXTENTS + (row2%2)*HALF_EXTENTS,
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row*2*HALF_EXTENTS+HALF_EXTENTS,0);
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trans.setOrigin(pos);
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btRigidBody* body = localCreateRigidBody(1.f,trans,sphereShape);
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}
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clientResetScene();
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}
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36
Demos/BasicDemo/BasicDemo.h
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36
Demos/BasicDemo/BasicDemo.h
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@ -0,0 +1,36 @@
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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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#ifndef BASIC_DEMO_H
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#define BASIC_DEMO_H
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#include "DemoApplication.h"
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///BasicDemo is good starting point for learning the code base and porting.
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class BasicDemo : public DemoApplication
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{
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public:
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void initPhysics();
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virtual void clientMoveAndDisplay();
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virtual void displayCallback();
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virtual void clientResetScene();
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};
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#endif //BASIC_DEMO_H
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61
Demos/BasicDemo/CMakeLists.txt
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61
Demos/BasicDemo/CMakeLists.txt
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# This is basically the overall name of the project in Visual Studio this is the name of the Solution File
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# For every executable you have with a main method you should have an add_executable line below.
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# For every add executable line you should list every .cpp and .h file you have associated with that executable.
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# This is the variable for Windows. I use this to define the root of my directory structure.
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SET(GLUT_ROOT ${BULLET_PHYSICS_SOURCE_DIR}/Glut)
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# You shouldn't have to modify anything below this line
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########################################################
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# This is the shortcut to finding GLU, GLUT and OpenGL if they are properly installed on your system
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# This should be the case.
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INCLUDE (${CMAKE_ROOT}/Modules/FindGLU.cmake)
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INCLUDE (${CMAKE_ROOT}/Modules/FindGLUT.cmake)
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INCLUDE (${CMAKE_ROOT}/Modules/FindOpenGL.cmake)
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IF (WIN32)
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# This is the Windows code for which Opengl, and Glut are not properly installed
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# since I can't install them I must cheat and copy libraries around
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INCLUDE_DIRECTORIES(${GLUT_ROOT})
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# LINK_DIRECTORIES(${GLUT_ROOT}\\lib)
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IF (${GLUT_glut_LIBRARY} MATCHES "GLUT_glut_LIBRARY-NOTFOUND")
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SET(GLUT_glut_LIBRARY ${BULLET_PHYSICS_SOURCE_DIR}/Glut/glut32.lib)
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# LINK_LIBRARIES(${GLUT_ROOT}\\lib\\glut32 ${OPENGL_gl_LIBRARY} ${OPENGL_glU_LIBRARY})
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# TARGET_LINK_LIBRARIES(table ${GLUT_ROOT}\\lib\\glut32)
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#
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# ADD_CUSTOM_COMMAND(TARGET table POST_BUILD COMMAND copy ${GLUT_ROOT}\\lib\\glut32.dll ${GLUT_ROOT}\\bin\\vs2005\\Debug
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# COMMAND copy ${GLUT_ROOT}\\lib\\glut32.dll ${GLUT_ROOT}\\bin\\vs2003\\Debug
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# COMMAND copy ${GLUT_ROOT}\\lib\\glut32.dll ${GLUT_ROOT}\\bin\\vs6\\Debug)
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ELSE (${GLUT_glut_LIBRARY} MATCHES "GLUT_glut_LIBRARY-NOTFOUND")
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# LINK_LIBRARIES(${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glU_LIBRARY})
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# TARGET_LINK_LIBRARIES(table ${GLUT_glut_LIBRARY})
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ENDIF(${GLUT_glut_LIBRARY} MATCHES "GLUT_glut_LIBRARY-NOTFOUND")
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# TARGET_LINK_LIBRARIES(table ${OPENGL_gl_LIBRARY})
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# TARGET_LINK_LIBRARIES(table ${OPENGL_glu_LIBRARY})
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ELSE (WIN32)
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# This is the lines for linux. This should always work if everything is installed and working fine.
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# SET(CMAKE_BUILD_TYPE Debug)
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# SET(CMAKE_CXX_FLAGS_DEBUG "-g")
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INCLUDE_DIRECTORIES(/usr/include /usr/local/include ${GLUT_INCLUDE_DIR})
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# TARGET_LINK_LIBRARIES(table ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glU_LIBRARY})
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# TARGET_LINK_LIBRARIES(checker ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glU_LIBRARY})
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ENDIF (WIN32)
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INCLUDE_DIRECTORIES(
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${BULLET_PHYSICS_SOURCE_DIR}/src ${BULLET_PHYSICS_SOURCE_DIR}/Demos/OpenGL }
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)
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LINK_LIBRARIES(
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LibOpenGLSupport LibBulletDynamics LibBulletCollision LibLinearMath ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glU_LIBRARY}
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)
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ADD_EXECUTABLE(BasicDemo
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BasicDemo.cpp
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)
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3
Demos/BasicDemo/Jamfile
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3
Demos/BasicDemo/Jamfile
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SubDir TOP Demos BasicDemo ;
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BulletDemo BasicDemo : [ Wildcard *.h *.cpp ] ;
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@ -1,2 +1,2 @@
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SUBDIRS( OpenGL CcdPhysicsDemo BspDemo ColladaDemo UserCollisionAlgorithm )
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SUBDIRS( OpenGL CcdPhysicsDemo BasicDemo BspDemo ColladaDemo UserCollisionAlgorithm )
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"../../src" ;
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}
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SubInclude TOP Demos CcdPhysicsDemo ;
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SubInclude TOP Demos UserCollisionAlgorithm ;
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#SubInclude TOP Demos ForkLiftDemo ;
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SubInclude TOP Demos BspDemo ;
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SubInclude TOP Demos BasicDemo ;
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SubInclude TOP Demos ConvexDecompositionDemo ;
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SubInclude TOP Demos ColladaDemo ;
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SubInclude TOP Demos BspDemo ;
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#include <stdio.h>
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btCollisionDispatcher::btCollisionDispatcher(bool noDefaultAlgorithms)
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:m_useIslands(true),
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m_count(0),
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m_convexConvexCreateFunc(0),
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m_convexConcaveCreateFunc(0),
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m_swappedConvexConcaveCreateFunc(0),
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m_compoundCreateFunc(0),
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m_swappedCompoundCreateFunc(0),
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m_emptyCreateFunc(0)
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{
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int i;
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m_emptyCreateFunc = new btEmptyAlgorithm::CreateFunc;
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for (i=0;i<MAX_BROADPHASE_COLLISION_TYPES;i++)
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{
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for (int j=0;j<MAX_BROADPHASE_COLLISION_TYPES;j++)
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{
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m_doubleDispatch[i][j] = m_emptyCreateFunc;
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}
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}
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}
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btCollisionDispatcher::btCollisionDispatcher ():
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btCollisionAlgorithmCreateFunc* m_swappedCompoundCreateFunc;
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btCollisionAlgorithmCreateFunc* m_emptyCreateFunc;
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btCollisionAlgorithm* internalFindAlgorithm(btCollisionObject* body0,btCollisionObject* body1);
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public:
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@ -99,7 +98,12 @@ public:
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int m_count;
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///the default constructor creates/register default collision algorithms, for convex, compound and concave shape support
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btCollisionDispatcher ();
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///a special constructor that doesn't create/register the default collision algorithms
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btCollisionDispatcher(bool noDefaultAlgorithms);
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virtual ~btCollisionDispatcher();
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virtual btPersistentManifold* getNewManifold(void* b0,void* b1);
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@ -111,9 +115,7 @@ public:
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btCollisionAlgorithm* findAlgorithm(btCollisionObject* body0,btCollisionObject* body1);
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btCollisionAlgorithm* internalFindAlgorithm(btCollisionObject* body0,btCollisionObject* body1);
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virtual bool needsCollision(btCollisionObject* body0,btCollisionObject* body1);
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virtual bool needsResponse(btCollisionObject* body0,btCollisionObject* body1);
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m_manifoldPtr(mf),
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m_isSwapped(isSwapped)
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{
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btCollisionObject* sphereObj = m_isSwapped? col1 : col0;
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btCollisionObject* boxObj = m_isSwapped? col0 : col1;
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if (!m_manifoldPtr && m_dispatcher->needsCollision(col0,col1))
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if (!m_manifoldPtr && m_dispatcher->needsCollision(sphereObj,boxObj))
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{
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m_manifoldPtr = m_dispatcher->getNewManifold(col0,col1);
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m_manifoldPtr = m_dispatcher->getNewManifold(sphereObj,boxObj);
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m_ownManifold = true;
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}
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}
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delete m_constraintSolver;
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}
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void btSimpleDynamicsWorld::stepSimulation(float timeStep)
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void btSimpleDynamicsWorld::stepSimulation(float timeStep,int numSubsteps)
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{
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///apply gravity, predict motion
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predictUnconstraintMotion(timeStep);
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@ -56,12 +56,16 @@ void btSimpleDynamicsWorld::stepSimulation(float timeStep)
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performDiscreteCollisionDetection();
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///solve contact constraints
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btPersistentManifold** manifoldPtr = ((btCollisionDispatcher*)m_dispatcher1)->getInternalManifoldPointer();
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int numManifolds = m_dispatcher1->getNumManifolds();
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btContactSolverInfo infoGlobal;
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infoGlobal.m_timeStep = timeStep;
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m_constraintSolver->solveGroup(manifoldPtr, numManifolds,infoGlobal,m_debugDrawer);
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if (numManifolds)
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{
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btPersistentManifold** manifoldPtr = ((btCollisionDispatcher*)m_dispatcher1)->getInternalManifoldPointer();
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btContactSolverInfo infoGlobal;
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infoGlobal.m_timeStep = timeStep;
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m_constraintSolver->solveGroup(manifoldPtr, numManifolds,infoGlobal,m_debugDrawer);
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}
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///integrate transforms
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integrateTransforms(timeStep);
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virtual ~btSimpleDynamicsWorld();
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virtual void stepSimulation( float timeStep);
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virtual void stepSimulation( float timeStep,int numSubsteps=1);
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virtual void setDebugDrawer(btIDebugDraw* debugDrawer)
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{
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@ -41,7 +41,7 @@ subject to the following restrictions:
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///Narrowphase Collision Detector
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#include "BulletCollision/CollisionDispatch/btSphereSphereCollisionAlgorithm.h"
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#include "BulletCollision/CollisionDispatch/btSphereBoxCollisionAlgorithm.h"
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///Dispatching and generation of collision pairs (broadphase)
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#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
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