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dca5bbb744
add a few more (experimental) command line arguments to readme.txt
100 lines
3.9 KiB
Plaintext
100 lines
3.9 KiB
Plaintext
Bullet 3.x GPU rigid body pipeline using OpenCL.
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The entire collision detection and rigid body dynamics is executed on the GPU.
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Requirements:
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A high-end desktop GPU, such as an AMD Radeon 7970 or NVIDIA GTX 680 or similar.
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We succesfully tested the software under Windows, Linux and Mac OSX.
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The software currently doesn't work on OpenCL CPU devices. It might run
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on a laptop GPU but performance is likely not very good.
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License
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All source code files are licensed under the permissive zlib license
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(http://opensource.org/licenses/Zlib) unless marked differently in a particular folder/file.
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Build instructions:
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Windows:
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Click on build3/vs2010.bat and open build3/vs2010/0MySolution.sln
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Linux and Mac OSX gnu make
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In a terminal type:
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cd build3
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Dependend on your system (Linux 32bit, 64bit or Mac OSX) use one of the following lines
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./premake4_linux gmake
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./premake4_linux64 gmake
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./premake4_osx gmake
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Then
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cd gmake
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make
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Mac OSX Xcode
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Click on build3/xcode4.command or in a terminal window execute
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./premake_osx xcode4
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Usage:
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The main demo executable will be located in the bin folder.
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The demo starts with App_Bullet3_OpenCL_Demos_*
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You can just run it though a terminal/command prompt, or by clicking it.
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There are some command-line options, you can see using the --help option. For example, this will perform a benchmark writing to some files:
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./App_Bullet3_OpenCL_Demos_clew_gmake --benchmark
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[--selected_demo=<int>] Start with a selected demo
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[--benchmark] Run benchmark and export results to file
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[--maxFrameCount=<int>] Run the benchmark for <int> frames
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[--dump_timings] Print the profile timings to console
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[--cl_device=<int>] Choose a certain OpenCL device
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[--cl_platform=<int>] Choose a certain OpenCL platform
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[--disable_cached_cl_kernels] Disable loading cached binary OpenCL kernels
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[--x_dim=<int>] Change default demo settings (x,y,z)
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[--pair_benchmark_file=<filename>] Load AABB's from disk for the PairBench
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[--no_instanced_collision_shapes] Disable collision shape instancing (for tests)
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[--no_shadow_map] Disable shadowmap rendering
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[--shadowmap_resolution=<int>] Change the resolution of the shadowmap
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[--shadowmap_size=<int>] Change the worldspace size of the shadowmap
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[--use_uniform_grid] Use uniform grid broadphase (no all scenes work)
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[--use_jacobi] Use GPU parallel Jacobi solver (instead of PGS)
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[--use_large_batches] Use a different strategy for the constrains solver
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[--debug_kernel_launch] Show debug info at start/end of each kernel launch
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[--use_dbvt] Use the CPU dynamic BVH tree broadphase
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[--allow_opencl_cpu] Allow to use an OpenCL CPU device
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You can use mouse picking to grab objects. When holding the ALT of CONTROL key, you have Maya style camera mouse controls.
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Press F1 to create a screenshot. Hit ESCAPE to exit the demo app.
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Bullet 3.x only implements a small set of collision shapes and constraints:
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Static plane
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Static concave triangle mesh
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Sphere
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Convex Polyhedron
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Compound of Convex Polyhedra
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Bullet 3.x uses the separating axis test (SAT) between convex polyhedra, testing all vertex - face and edge - edge combinations. For performance it is best to keep the number of edges in a convex polyhedron low, using simple shapes such as a tetrahedron or a box.
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The constraint solver currently supports two constraints:
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point to point constraint (ball-socket
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fixed constraint
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It can be extended to other constraint types. The constraint solver uses the same algorithm as Bullet 2.x.
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It is possibly to try out Bullet 3.x using the Bullet 2.x API, using the b3GpuDynamicsWorld bridge:
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Copy the source code of both versions in the same location, and click on build3/vs2010_bullet2gpu.bat to generate Visual Studio project files.
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See docs folder for further information.
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