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e36b7e02aa
_clang-format file and applied to HelloWorld.cpp usage: clang-format -style=file -i examples/HelloWorld/HelloWorld.cpp THere are still some issues with clang-format and its style
181 lines
6.1 KiB
C++
181 lines
6.1 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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//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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///create a few basic rigid bodies
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//the ground is a cube of side 100 at position y = -56.
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//the sphere will hit it at y = -6, with center at -5
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{
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.), btScalar(50.), btScalar(50.)));
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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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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 optional, 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 < 150; 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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btTransform trans;
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if (body && body->getMotionState())
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{
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body->getMotionState()->getWorldTransform(trans);
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}
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else
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{
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trans = obj->getWorldTransform();
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}
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printf("world pos object %d = %f,%f,%f\n", j, float(trans.getOrigin().getX()), float(trans.getOrigin().getY()), float(trans.getOrigin().getZ()));
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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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}
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