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- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2007 Erwin Coumans http://continuousphysics.com/Bullet/
- This software is provided 'as-is', without any express or implied warranty.
- In no event will the authors be held liable for any damages arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it freely,
- subject to the following restrictions:
- 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.
- 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- ///-----includes_start-----
- #include "btBulletDynamicsCommon.h"
- #include <stdio.h>
- /// This is a Hello World program for running a basic Bullet physics simulation
- int main(int argc, char** argv)
- {
- ///-----includes_end-----
- int i;
- ///-----initialization_start-----
- ///collision configuration contains default setup for memory, collision setup. Advanced users can create their own configuration.
- btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
- ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
- btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
- ///btDbvtBroadphase is a good general purpose broadphase. You can also try out btAxis3Sweep.
- btBroadphaseInterface* overlappingPairCache = new btDbvtBroadphase();
- ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
- btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
- btDiscreteDynamicsWorld* dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,overlappingPairCache,solver,collisionConfiguration);
- dynamicsWorld->setGravity(btVector3(0,-10,0));
- ///-----initialization_end-----
- //keep track of the shapes, we release memory at exit.
- //make sure to re-use collision shapes among rigid bodies whenever possible!
- btAlignedObjectArray<btCollisionShape*> collisionShapes;
- ///create a few basic rigid bodies
- //the ground is a cube of side 100 at position y = -56.
- //the sphere will hit it at y = -6, with center at -5
- {
- btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
- collisionShapes.push_back(groundShape);
- btTransform groundTransform;
- groundTransform.setIdentity();
- groundTransform.setOrigin(btVector3(0,-56,0));
- btScalar mass(0.);
- //rigidbody is dynamic if and only if mass is non zero, otherwise static
- bool isDynamic = (mass != 0.f);
- btVector3 localInertia(0,0,0);
- if (isDynamic)
- groundShape->calculateLocalInertia(mass,localInertia);
- //using motionstate is optional, it provides interpolation capabilities, and only synchronizes 'active' objects
- btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
- btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
- btRigidBody* body = new btRigidBody(rbInfo);
- //add the body to the dynamics world
- dynamicsWorld->addRigidBody(body);
- }
- {
- //create a dynamic rigidbody
- //btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
- btCollisionShape* colShape = new btSphereShape(btScalar(1.));
- collisionShapes.push_back(colShape);
- /// Create Dynamic Objects
- btTransform startTransform;
- startTransform.setIdentity();
- btScalar mass(1.f);
- //rigidbody is dynamic if and only if mass is non zero, otherwise static
- bool isDynamic = (mass != 0.f);
- btVector3 localInertia(0,0,0);
- if (isDynamic)
- colShape->calculateLocalInertia(mass,localInertia);
- startTransform.setOrigin(btVector3(2,10,0));
-
- //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
- btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
- btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
- btRigidBody* body = new btRigidBody(rbInfo);
- dynamicsWorld->addRigidBody(body);
- }
- /// Do some simulation
- ///-----stepsimulation_start-----
- for (i=0;i<150;i++)
- {
- dynamicsWorld->stepSimulation(1.f/60.f,10);
-
- //print positions of all objects
- for (int j=dynamicsWorld->getNumCollisionObjects()-1; j>=0 ;j--)
- {
- btCollisionObject* obj = dynamicsWorld->getCollisionObjectArray()[j];
- btRigidBody* body = btRigidBody::upcast(obj);
- btTransform trans;
- if (body && body->getMotionState())
- {
- body->getMotionState()->getWorldTransform(trans);
- } else
- {
- trans = obj->getWorldTransform();
- }
- printf("world pos object %d = %f,%f,%f\n",j,float(trans.getOrigin().getX()),float(trans.getOrigin().getY()),float(trans.getOrigin().getZ()));
- }
- }
- ///-----stepsimulation_end-----
- //cleanup in the reverse order of creation/initialization
-
- ///-----cleanup_start-----
- //remove the rigidbodies from the dynamics world and delete them
- for (i=dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
- {
- btCollisionObject* obj = dynamicsWorld->getCollisionObjectArray()[i];
- btRigidBody* body = btRigidBody::upcast(obj);
- if (body && body->getMotionState())
- {
- delete body->getMotionState();
- }
- dynamicsWorld->removeCollisionObject( obj );
- delete obj;
- }
- //delete collision shapes
- for (int j=0;j<collisionShapes.size();j++)
- {
- btCollisionShape* shape = collisionShapes[j];
- collisionShapes[j] = 0;
- delete shape;
- }
- //delete dynamics world
- delete dynamicsWorld;
- //delete solver
- delete solver;
- //delete broadphase
- delete overlappingPairCache;
- //delete dispatcher
- delete dispatcher;
- delete collisionConfiguration;
- //next line is optional: it will be cleared by the destructor when the array goes out of scope
- collisionShapes.clear();
- }
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