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- add build process for android bullet native (thanks to @iwgeric)
- add bullet native libraries for android

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8803 75d07b2b-3a1a-0410-a2c5-0572b91ccdca

nor..67 14 anos atrás
pai
commit
a5d2fe07bc

+ 1 - 0
engine/build.xml

@@ -201,6 +201,7 @@
             <include name="**/jME3-jbullet.jar"/>
             <include name="**/jME3-bullet.jar"/>
             <include name="**/jME3-bullet-natives.jar"/>
+            <include name="**/jME3-bullet-natives-android.jar"/>
         </fileset>
 
         <!--clear old files-->

BIN
engine/lib/bullet/android/armeabi-v7a/libbulletjme.so


BIN
engine/lib/bullet/android/armeabi/libbulletjme.so


BIN
engine/lib/bullet/android/x86/libbulletjme.so


BIN
engine/lib/bullet/jME3-bullet-android-natives.jar


BIN
engine/lib/bullet/jME3-bullet-natives.jar


BIN
engine/lib/bullet/jarcontent/native/macosx/libbulletjme.jnilib


+ 259 - 0
engine/src/bullet/native/android/Android.mk

@@ -0,0 +1,259 @@
+# /*
+# Bullet Continuous Collision Detection and Physics Library for Android NDK
+# Copyright (c) 2006-2009 Noritsuna Imamura  <a href="http://www.siprop.org/" rel="nofollow">http://www.siprop.org/</a>
+#
+# 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.
+# */
+LOCAL_PATH:= $(call my-dir)
+JME3_PATH:=
+BULLET_PATH:=
+ 
+include $(CLEAR_VARS)
+ 
+LOCAL_MODULE    := bulletjme
+LOCAL_C_INCLUDES := $(BULLET_PATH)/\
+    $(BULLET_PATH)/BulletCollision/BroadphaseCollision\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes\
+    $(BULLET_PATH)/BulletCollision/NarrowPhaseCollision\
+    $(BULLET_PATH)/BulletDynamics/ConstraintSolver\
+    $(BULLET_PATH)/BulletDynamics/Dynamics\
+    $(BULLET_PATH)/BulletDynamics/Vehicle\
+    $(BULLET_PATH)/LinearMath\
+    $(BULLET_PATH)/BulletCollision\
+    $(BULLET_PATH)/BulletDynamics\
+    $(BULLET_PATH)/BulletMultiThreaded\
+    $(BULLET_PATH)/BulletSoftBody\
+    $(BULLET_PATH)/ibmsdk\
+    $(BULLET_PATH)/LinearMath\
+    $(BULLET_PATH)/MiniCL\
+    $(BULLET_PATH)/vectormath\
+    $(BULLET_PATH)/BulletCollision/BroadphaseCollision\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes\
+    $(BULLET_PATH)/BulletCollision/Gimpact\
+    $(BULLET_PATH)/BulletCollision/ibmsdk\
+    $(BULLET_PATH)/BulletCollision/NarrowPhaseCollision\
+    $(BULLET_PATH)/BulletDynamics/Character\
+    $(BULLET_PATH)/BulletDynamics/ConstraintSolver\
+    $(BULLET_PATH)/BulletDynamics/Dynamics\
+    $(BULLET_PATH)/BulletDynamics/ibmsdk\
+    $(BULLET_PATH)/BulletDynamics/Vehicle\
+    $(BULLET_PATH)/BulletMultiThreaded/GpuSoftBodySolvers\
+    $(BULLET_PATH)/BulletMultiThreaded/out\
+    $(BULLET_PATH)/BulletMultiThreaded/SpuNarrowPhaseCollisionTask\
+    $(BULLET_PATH)/BulletMultiThreaded/SpuSampleTask\
+    $(BULLET_PATH)/BulletMultiThreaded/GpuSoftBodySolvers/CPU\
+    $(BULLET_PATH)/BulletMultiThreaded/GpuSoftBodySolvers/DX11\
+    $(BULLET_PATH)/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL\
+    $(BULLET_PATH)/BulletMultiThreaded/GpuSoftBodySolvers/DX11/HLSL\
+    $(BULLET_PATH)/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/AMD\
+    $(BULLET_PATH)/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/Apple\
+    $(BULLET_PATH)/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/MiniCL\
+    $(BULLET_PATH)/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/NVidia\
+    $(BULLET_PATH)/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/OpenCLC\
+    $(BULLET_PATH)/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/OpenCLC10\
+    $(BULLET_PATH)/LinearMath/ibmsdk\
+    $(BULLET_PATH)/MiniCL/MiniCLTask\
+    $(BULLET_PATH)/vectormath/scalar\
+    $(BULLET_PATH)/vectormath/sse
+ 
+LOCAL_CFLAGS := $(LOCAL_C_INCLUDES:%=-I%)
+LOCAL_LDLIBS := -L$(SYSROOT)/usr/lib -ldl -lm -llog
+ 
+LOCAL_SRC_FILES := $(JME3_PATH)/com_jme3_bullet_collision_PhysicsCollisionEvent.cpp\
+    $(JME3_PATH)/com_jme3_bullet_collision_PhysicsCollisionObject.cpp\
+    $(JME3_PATH)/com_jme3_bullet_collision_shapes_BoxCollisionShape.cpp\
+    $(JME3_PATH)/com_jme3_bullet_collision_shapes_CapsuleCollisionShape.cpp\
+    $(JME3_PATH)/com_jme3_bullet_collision_shapes_CollisionShape.cpp\
+    $(JME3_PATH)/com_jme3_bullet_collision_shapes_CompoundCollisionShape.cpp\
+    $(JME3_PATH)/com_jme3_bullet_collision_shapes_ConeCollisionShape.cpp\
+    $(JME3_PATH)/com_jme3_bullet_collision_shapes_CylinderCollisionShape.cpp\
+    $(JME3_PATH)/com_jme3_bullet_collision_shapes_GImpactCollisionShape.cpp\
+    $(JME3_PATH)/com_jme3_bullet_collision_shapes_HeightfieldCollisionShape.cpp\
+    $(JME3_PATH)/com_jme3_bullet_collision_shapes_HullCollisionShape.cpp\
+    $(JME3_PATH)/com_jme3_bullet_collision_shapes_MeshCollisionShape.cpp\
+    $(JME3_PATH)/com_jme3_bullet_collision_shapes_PlaneCollisionShape.cpp\
+    $(JME3_PATH)/com_jme3_bullet_collision_shapes_SimplexCollisionShape.cpp\
+    $(JME3_PATH)/com_jme3_bullet_collision_shapes_SphereCollisionShape.cpp\
+    $(JME3_PATH)/com_jme3_bullet_joints_ConeJoint.cpp\
+    $(JME3_PATH)/com_jme3_bullet_joints_HingeJoint.cpp\
+    $(JME3_PATH)/com_jme3_bullet_joints_motors_RotationalLimitMotor.cpp\
+    $(JME3_PATH)/com_jme3_bullet_joints_motors_TranslationalLimitMotor.cpp\
+    $(JME3_PATH)/com_jme3_bullet_joints_PhysicsJoint.cpp\
+    $(JME3_PATH)/com_jme3_bullet_joints_Point2PointJoint.cpp\
+    $(JME3_PATH)/com_jme3_bullet_joints_SixDofJoint.cpp\
+    $(JME3_PATH)/com_jme3_bullet_joints_SixDofSpringJoint.cpp\
+    $(JME3_PATH)/com_jme3_bullet_joints_SliderJoint.cpp\
+    $(JME3_PATH)/com_jme3_bullet_objects_infos_RigidBodyMotionState.cpp\
+    $(JME3_PATH)/com_jme3_bullet_objects_PhysicsCharacter.cpp\
+    $(JME3_PATH)/com_jme3_bullet_objects_PhysicsGhostObject.cpp\
+    $(JME3_PATH)/com_jme3_bullet_objects_PhysicsRigidBody.cpp\
+    $(JME3_PATH)/com_jme3_bullet_objects_PhysicsVehicle.cpp\
+    $(JME3_PATH)/com_jme3_bullet_objects_VehicleWheel.cpp\
+    $(JME3_PATH)/com_jme3_bullet_PhysicsSpace.cpp\
+    $(JME3_PATH)/com_jme3_bullet_util_DebugShapeFactory.cpp\
+    $(JME3_PATH)/com_jme3_bullet_util_NativeMeshUtil.cpp\
+    $(JME3_PATH)/jmeBulletUtil.cpp\
+    $(JME3_PATH)/jmeClasses.cpp\
+    $(JME3_PATH)/jmeMotionState.cpp\
+    $(JME3_PATH)/jmePhysicsSpace.cpp\
+    $(BULLET_PATH)/BulletCollision/BroadphaseCollision/btAxisSweep3.cpp\
+    $(BULLET_PATH)/BulletCollision/BroadphaseCollision/btBroadphaseProxy.cpp\
+    $(BULLET_PATH)/BulletCollision/BroadphaseCollision/btCollisionAlgorithm.cpp\
+    $(BULLET_PATH)/BulletCollision/BroadphaseCollision/btDbvt.cpp\
+    $(BULLET_PATH)/BulletCollision/BroadphaseCollision/btDbvtBroadphase.cpp\
+    $(BULLET_PATH)/BulletCollision/BroadphaseCollision/btDispatcher.cpp\
+    $(BULLET_PATH)/BulletCollision/BroadphaseCollision/btMultiSapBroadphase.cpp\
+    $(BULLET_PATH)/BulletCollision/BroadphaseCollision/btOverlappingPairCache.cpp\
+    $(BULLET_PATH)/BulletCollision/BroadphaseCollision/btQuantizedBvh.cpp\
+    $(BULLET_PATH)/BulletCollision/BroadphaseCollision/btSimpleBroadphase.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btBox2dBox2dCollisionAlgorithm.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btBoxBoxCollisionAlgorithm.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btBoxBoxDetector.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btCollisionDispatcher.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btCollisionObject.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btCollisionWorld.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btCompoundCollisionAlgorithm.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btConvex2dConvex2dAlgorithm.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btConvexConcaveCollisionAlgorithm.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btConvexPlaneCollisionAlgorithm.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btEmptyCollisionAlgorithm.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btGhostObject.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btInternalEdgeUtility.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btManifoldResult.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btSphereBoxCollisionAlgorithm.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btSphereSphereCollisionAlgorithm.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btSphereTriangleCollisionAlgorithm.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/btUnionFind.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btBox2dShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btBoxShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btCapsuleShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btCollisionShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btCompoundShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btConcaveShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btConeShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btConvex2dShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btConvexHullShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btConvexInternalShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btConvexPointCloudShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btConvexPolyhedron.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btConvexShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btCylinderShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btEmptyShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btMinkowskiSumShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btMultimaterialTriangleMeshShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btMultiSphereShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btOptimizedBvh.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btPolyhedralConvexShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btShapeHull.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btSphereShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btStaticPlaneShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btStridingMeshInterface.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btTetrahedronShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btTriangleBuffer.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btTriangleCallback.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btTriangleIndexVertexMaterialArray.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btTriangleMesh.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btTriangleMeshShape.cpp\
+    $(BULLET_PATH)/BulletCollision/CollisionShapes/btUniformScalingShape.cpp\
+    $(BULLET_PATH)/BulletCollision/Gimpact/btContactProcessing.cpp\
+    $(BULLET_PATH)/BulletCollision/Gimpact/btGenericPoolAllocator.cpp\
+    $(BULLET_PATH)/BulletCollision/Gimpact/btGImpactBvh.cpp\
+    $(BULLET_PATH)/BulletCollision/Gimpact/btGImpactCollisionAlgorithm.cpp\
+    $(BULLET_PATH)/BulletCollision/Gimpact/btGImpactQuantizedBvh.cpp\
+    $(BULLET_PATH)/BulletCollision/Gimpact/btGImpactShape.cpp\
+    $(BULLET_PATH)/BulletCollision/Gimpact/btTriangleShapeEx.cpp\
+    $(BULLET_PATH)/BulletCollision/Gimpact/gim_box_set.cpp\
+    $(BULLET_PATH)/BulletCollision/Gimpact/gim_contact.cpp\
+    $(BULLET_PATH)/BulletCollision/Gimpact/gim_memory.cpp\
+    $(BULLET_PATH)/BulletCollision/Gimpact/gim_tri_collision.cpp\
+    $(BULLET_PATH)/BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.cpp\
+    $(BULLET_PATH)/BulletCollision/NarrowPhaseCollision/btConvexCast.cpp\
+    $(BULLET_PATH)/BulletCollision/NarrowPhaseCollision/btGjkConvexCast.cpp\
+    $(BULLET_PATH)/BulletCollision/NarrowPhaseCollision/btGjkEpa2.cpp\
+    $(BULLET_PATH)/BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.cpp\
+    $(BULLET_PATH)/BulletCollision/NarrowPhaseCollision/btGjkPairDetector.cpp\
+    $(BULLET_PATH)/BulletCollision/NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.cpp\
+    $(BULLET_PATH)/BulletCollision/NarrowPhaseCollision/btPersistentManifold.cpp\
+    $(BULLET_PATH)/BulletCollision/NarrowPhaseCollision/btPolyhedralContactClipping.cpp\
+    $(BULLET_PATH)/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp\
+    $(BULLET_PATH)/BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.cpp\
+    $(BULLET_PATH)/BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.cpp\
+    $(BULLET_PATH)/BulletDynamics/Character/btKinematicCharacterController.cpp\
+    $(BULLET_PATH)/BulletDynamics/ConstraintSolver/btConeTwistConstraint.cpp\
+    $(BULLET_PATH)/BulletDynamics/ConstraintSolver/btContactConstraint.cpp\
+    $(BULLET_PATH)/BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.cpp\
+    $(BULLET_PATH)/BulletDynamics/ConstraintSolver/btGeneric6DofSpringConstraint.cpp\
+    $(BULLET_PATH)/BulletDynamics/ConstraintSolver/btHinge2Constraint.cpp\
+    $(BULLET_PATH)/BulletDynamics/ConstraintSolver/btHingeConstraint.cpp\
+    $(BULLET_PATH)/BulletDynamics/ConstraintSolver/btPoint2PointConstraint.cpp\
+    $(BULLET_PATH)/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp\
+    $(BULLET_PATH)/BulletDynamics/ConstraintSolver/btSliderConstraint.cpp\
+    $(BULLET_PATH)/BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.cpp\
+    $(BULLET_PATH)/BulletDynamics/ConstraintSolver/btTypedConstraint.cpp\
+    $(BULLET_PATH)/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp\
+    $(BULLET_PATH)/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp\
+    $(BULLET_PATH)/BulletDynamics/Dynamics/btRigidBody.cpp\
+    $(BULLET_PATH)/BulletDynamics/Dynamics/btSimpleDynamicsWorld.cpp\
+    $(BULLET_PATH)/BulletDynamics/Dynamics/Bullet-C-API.cpp\
+    $(BULLET_PATH)/BulletDynamics/Vehicle/btRaycastVehicle.cpp\
+    $(BULLET_PATH)/BulletDynamics/Vehicle/btWheelInfo.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/btGpu3DGridBroadphase.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/btParallelConstraintSolver.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/btThreadSupportInterface.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/PosixThreadSupport.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/SequentialThreadSupport.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/SpuCollisionObjectWrapper.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/SpuCollisionTaskProcess.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/SpuContactManifoldCollisionAlgorithm.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/SpuFakeDma.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/SpuGatheringCollisionDispatcher.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/SpuLibspe2Support.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/SpuSampleTaskProcess.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/Win32ThreadSupport.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/GpuSoftBodySolvers/CPU/btSoftBodySolver_CPU.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/MiniCL/MiniCLTaskWrap.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/boxBoxDistance.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuCollisionShapes.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuContactResult.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuGatheringCollisionTask.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuMinkowskiPenetrationDepthSolver.cpp\
+    $(BULLET_PATH)/BulletMultiThreaded/SpuSampleTask/SpuSampleTask.cpp\
+    $(BULLET_PATH)/BulletSoftBody/btDefaultSoftBodySolver.cpp\
+    $(BULLET_PATH)/BulletSoftBody/btSoftBody.cpp\
+    $(BULLET_PATH)/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.cpp\
+    $(BULLET_PATH)/BulletSoftBody/btSoftBodyHelpers.cpp\
+    $(BULLET_PATH)/BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.cpp\
+    $(BULLET_PATH)/BulletSoftBody/btSoftRigidCollisionAlgorithm.cpp\
+    $(BULLET_PATH)/BulletSoftBody/btSoftRigidDynamicsWorld.cpp\
+    $(BULLET_PATH)/BulletSoftBody/btSoftSoftCollisionAlgorithm.cpp\
+    $(BULLET_PATH)/LinearMath/btAlignedAllocator.cpp\
+    $(BULLET_PATH)/LinearMath/btConvexHull.cpp\
+    $(BULLET_PATH)/LinearMath/btConvexHullComputer.cpp\
+    $(BULLET_PATH)/LinearMath/btGeometryUtil.cpp\
+    $(BULLET_PATH)/LinearMath/btQuickprof.cpp\
+    $(BULLET_PATH)/LinearMath/btSerializer.cpp\
+    $(BULLET_PATH)/MiniCL/MiniCL.cpp\
+    $(BULLET_PATH)/MiniCL/MiniCLTaskScheduler.cpp\
+    $(BULLET_PATH)/MiniCL/MiniCLTask/MiniCLTask.cpp
+ 
+include $(BUILD_SHARED_LIBRARY)

+ 2 - 0
engine/src/bullet/native/android/Application.mk

@@ -0,0 +1,2 @@
+APP_MODULES      := bulletjme
+APP_ABI          := all

+ 273 - 0
engine/src/bullet/native/android/jmePhysicsSpace.cpp

@@ -0,0 +1,273 @@
+/*
+ * Copyright (c) 2009-2010 jMonkeyEngine
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ *   notice, this list of conditions and the following disclaimer.
+ *
+ * * Redistributions in binary form must reproduce the above copyright
+ *   notice, this list of conditions and the following disclaimer in the
+ *   documentation and/or other materials provided with the distribution.
+ *
+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
+ *   may be used to endorse or promote products derived from this software
+ *   without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+#include "jmePhysicsSpace.h"
+#include "jmeBulletUtil.h"
+#include <stdio.h>
+
+/**
+ * Author: Normen Hansen
+ */
+jmePhysicsSpace::jmePhysicsSpace(JNIEnv* env, jobject javaSpace) {
+    //TODO: global ref? maybe not -> cleaning, rather callback class?
+    this->javaPhysicsSpace = env->NewWeakGlobalRef(javaSpace);
+    this->env = env;
+    env->GetJavaVM(&vm);
+    if (env->ExceptionCheck()) {
+        env->Throw(env->ExceptionOccurred());
+        return;
+    }
+}
+
+void jmePhysicsSpace::attachThread() {
+#ifdef JNI_VERSION_1_2
+    vm->AttachCurrentThread((JNIEnv**) &env, NULL);
+#else
+    vm->AttachCurrentThread(&env, NULL);
+#endif
+}
+
+JNIEnv* jmePhysicsSpace::getEnv() {
+    attachThread();
+    return this->env;
+}
+
+void jmePhysicsSpace::stepSimulation(jfloat tpf, jint maxSteps, jfloat accuracy) {
+    dynamicsWorld->stepSimulation(tpf, maxSteps, accuracy);
+}
+
+btThreadSupportInterface* jmePhysicsSpace::createSolverThreadSupport(int maxNumThreads) {
+#ifdef _WIN32
+    Win32ThreadSupport::Win32ThreadConstructionInfo threadConstructionInfo("solverThreads", SolverThreadFunc, SolverlsMemoryFunc, maxNumThreads);
+    Win32ThreadSupport* threadSupport = new Win32ThreadSupport(threadConstructionInfo);
+    threadSupport->startSPU();
+#elif defined (USE_PTHREADS)
+    PosixThreadSupport::ThreadConstructionInfo constructionInfo("collision", SolverThreadFunc,
+            SolverlsMemoryFunc, maxNumThreads);
+    PosixThreadSupport* threadSupport = new PosixThreadSupport(constructionInfo);
+    threadSupport->startSPU();
+#else
+    SequentialThreadSupport::SequentialThreadConstructionInfo tci("solverThreads", SolverThreadFunc, SolverlsMemoryFunc);
+    SequentialThreadSupport* threadSupport = new SequentialThreadSupport(tci);
+    threadSupport->startSPU();
+#endif
+    return threadSupport;
+}
+
+btThreadSupportInterface* jmePhysicsSpace::createDispatchThreadSupport(int maxNumThreads) {
+#ifdef _WIN32
+    Win32ThreadSupport::Win32ThreadConstructionInfo threadConstructionInfo("solverThreads", processCollisionTask, createCollisionLocalStoreMemory, maxNumThreads);
+    Win32ThreadSupport* threadSupport = new Win32ThreadSupport(threadConstructionInfo);
+    threadSupport->startSPU();
+#elif defined (USE_PTHREADS)
+    PosixThreadSupport::ThreadConstructionInfo solverConstructionInfo("solver", processCollisionTask,
+            createCollisionLocalStoreMemory, maxNumThreads);
+    PosixThreadSupport* threadSupport = new PosixThreadSupport(solverConstructionInfo);
+    threadSupport->startSPU();
+#else
+    SequentialThreadSupport::SequentialThreadConstructionInfo tci("solverThreads", processCollisionTask, createCollisionLocalStoreMemory);
+    SequentialThreadSupport* threadSupport = new SequentialThreadSupport(tci);
+    threadSupport->startSPU();
+#endif
+    return threadSupport;
+}
+
+void jmePhysicsSpace::createPhysicsSpace(jfloat minX, jfloat minY, jfloat minZ, jfloat maxX, jfloat maxY, jfloat maxZ, jint broadphaseId, jboolean threading) {
+    // collision configuration contains default setup for memory, collision setup
+    btDefaultCollisionConstructionInfo cci;
+    //    if(threading){
+    //        cci.m_defaultMaxPersistentManifoldPoolSize = 32768;
+    //    }
+    btCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration(cci);
+
+    btVector3 min = btVector3(minX, minY, minZ);
+    btVector3 max = btVector3(maxX, maxY, maxZ);
+
+    btBroadphaseInterface* broadphase;
+
+    switch (broadphaseId) {
+        case 0:
+            broadphase = new btSimpleBroadphase();
+            break;
+        case 1:
+            broadphase = new btAxisSweep3(min, max);
+            break;
+        case 2:
+            //TODO: 32bit!
+            broadphase = new btAxisSweep3(min, max);
+            break;
+        case 3:
+            broadphase = new btDbvtBroadphase();
+            break;
+        case 4:
+            //            broadphase = new btGpu3DGridBroadphase(
+            //                    min, max,
+            //                    20, 20, 20,
+            //                    10000, 1000, 25);
+            break;
+    }
+
+    btCollisionDispatcher* dispatcher;
+    btConstraintSolver* solver;
+    // use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
+    if (threading) {
+        btThreadSupportInterface* dispatchThreads = createDispatchThreadSupport(4);
+        dispatcher = new SpuGatheringCollisionDispatcher(dispatchThreads, 4, collisionConfiguration);
+        dispatcher->setDispatcherFlags(btCollisionDispatcher::CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION);
+    } else {
+        dispatcher = new btCollisionDispatcher(collisionConfiguration);
+    }
+
+    // the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
+    if (threading) {
+        btThreadSupportInterface* solverThreads = createSolverThreadSupport(4);
+        solver = new btParallelConstraintSolver(solverThreads);
+    } else {
+        solver = new btSequentialImpulseConstraintSolver;
+    }
+
+    //create dynamics world
+    btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
+    dynamicsWorld = world;
+    dynamicsWorld->setWorldUserInfo(this);
+
+    //parallel solver requires the contacts to be in a contiguous pool, so avoid dynamic allocation
+    if (threading) {
+        world->getSimulationIslandManager()->setSplitIslands(false);
+        world->getSolverInfo().m_numIterations = 4;
+        world->getSolverInfo().m_solverMode = SOLVER_SIMD + SOLVER_USE_WARMSTARTING; //+SOLVER_RANDMIZE_ORDER;
+        world->getDispatchInfo().m_enableSPU = true;
+    }
+
+    broadphase->getOverlappingPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
+
+    dynamicsWorld->setGravity(btVector3(0, -9.81f, 0));
+
+    struct jmeFilterCallback : public btOverlapFilterCallback {
+        // return true when pairs need collision
+
+        virtual bool needBroadphaseCollision(btBroadphaseProxy* proxy0, btBroadphaseProxy * proxy1) const {
+            //            bool collides = (proxy0->m_collisionFilterGroup & proxy1->m_collisionFilterMask) != 0;
+            //            collides = collides && (proxy1->m_collisionFilterGroup & proxy0->m_collisionFilterMask);
+            bool collides = (proxy0->m_collisionFilterGroup & proxy1->m_collisionFilterMask) != 0;
+            collides = collides && (proxy1->m_collisionFilterGroup & proxy0->m_collisionFilterMask);
+            if (collides) {
+                btCollisionObject* co0 = (btCollisionObject*) proxy0->m_clientObject;
+                btCollisionObject* co1 = (btCollisionObject*) proxy1->m_clientObject;
+                jmeUserPointer *up0 = (jmeUserPointer*) co0 -> getUserPointer();
+                jmeUserPointer *up1 = (jmeUserPointer*) co1 -> getUserPointer();
+                if (up0 != NULL && up1 != NULL) {
+                    collides = (up0->group & up1->groups) != 0;
+                    collides = collides && (up1->group & up0->groups);
+
+                    //add some additional logic here that modified 'collides'
+                    return collides;
+                }
+                return false;
+            }
+            return collides;
+        }
+    };
+    dynamicsWorld->getPairCache()->setOverlapFilterCallback(new jmeFilterCallback());
+    dynamicsWorld->setInternalTickCallback(&jmePhysicsSpace::preTickCallback, static_cast<void *> (this), true);
+    dynamicsWorld->setInternalTickCallback(&jmePhysicsSpace::postTickCallback, static_cast<void *> (this));
+    if (gContactProcessedCallback == NULL) {
+        gContactProcessedCallback = &jmePhysicsSpace::contactProcessedCallback;
+    }
+}
+
+void jmePhysicsSpace::preTickCallback(btDynamicsWorld *world, btScalar timeStep) {
+    jmePhysicsSpace* dynamicsWorld = (jmePhysicsSpace*) world->getWorldUserInfo();
+    JNIEnv* env = dynamicsWorld->getEnv();
+    jobject javaPhysicsSpace = env->NewLocalRef(dynamicsWorld->getJavaPhysicsSpace());
+    if (javaPhysicsSpace != NULL) {
+        env->CallVoidMethod(javaPhysicsSpace, jmeClasses::PhysicsSpace_preTick, timeStep);
+        env->DeleteLocalRef(javaPhysicsSpace);
+        if (env->ExceptionCheck()) {
+            env->Throw(env->ExceptionOccurred());
+            return;
+        }
+    }
+}
+
+void jmePhysicsSpace::postTickCallback(btDynamicsWorld *world, btScalar timeStep) {
+    jmePhysicsSpace* dynamicsWorld = (jmePhysicsSpace*) world->getWorldUserInfo();
+    JNIEnv* env = dynamicsWorld->getEnv();
+    jobject javaPhysicsSpace = env->NewLocalRef(dynamicsWorld->getJavaPhysicsSpace());
+    if (javaPhysicsSpace != NULL) {
+        env->CallVoidMethod(javaPhysicsSpace, jmeClasses::PhysicsSpace_postTick, timeStep);
+        env->DeleteLocalRef(javaPhysicsSpace);
+        if (env->ExceptionCheck()) {
+            env->Throw(env->ExceptionOccurred());
+            return;
+        }
+    }
+}
+
+bool jmePhysicsSpace::contactProcessedCallback(btManifoldPoint &cp, void *body0, void *body1) {
+    //    printf("contactProcessedCallback %d %dn", body0, body1);
+    btCollisionObject* co0 = (btCollisionObject*) body0;
+    jmeUserPointer *up0 = (jmeUserPointer*) co0 -> getUserPointer();
+    btCollisionObject* co1 = (btCollisionObject*) body1;
+    jmeUserPointer *up1 = (jmeUserPointer*) co1 -> getUserPointer();
+    if (up0 != NULL) {
+        jmePhysicsSpace *dynamicsWorld = (jmePhysicsSpace *)up0->space;
+        if (dynamicsWorld != NULL) {
+            JNIEnv* env = dynamicsWorld->getEnv();
+            jobject javaPhysicsSpace = env->NewLocalRef(dynamicsWorld->getJavaPhysicsSpace());
+            if (javaPhysicsSpace != NULL) {
+                jobject javaCollisionObject0 = env->NewLocalRef(up0->javaCollisionObject);
+                jobject javaCollisionObject1 = env->NewLocalRef(up1->javaCollisionObject);
+                env->CallVoidMethod(javaPhysicsSpace, jmeClasses::PhysicsSpace_addCollisionEvent, javaCollisionObject0, javaCollisionObject1, (jlong) & cp);
+                env->DeleteLocalRef(javaPhysicsSpace);
+                env->DeleteLocalRef(javaCollisionObject0);
+                env->DeleteLocalRef(javaCollisionObject1);
+                if (env->ExceptionCheck()) {
+                    env->Throw(env->ExceptionOccurred());
+                    return true;
+                }
+            }
+        }
+    }
+    return true;
+}
+
+btDynamicsWorld* jmePhysicsSpace::getDynamicsWorld() {
+    return dynamicsWorld;
+}
+
+jobject jmePhysicsSpace::getJavaPhysicsSpace() {
+    return javaPhysicsSpace;
+}
+
+jmePhysicsSpace::~jmePhysicsSpace() {
+    delete(dynamicsWorld);
+}

+ 62 - 1
engine/src/bullet/native/build.xml

@@ -35,6 +35,10 @@
         <os arch="x86_64" />
     </condition>
     
+    <condition property="ndk-build-name" value="ndk-build.cmd" else="ndk-build">
+        <os family="windows" />
+    </condition>
+    
     <fileset id="lib.jars" dir="${bullet.lib.dir}">
         <include name="**/*.jar"/>
     </fileset>
@@ -47,10 +51,12 @@
         <fileset refid="lib.jme.jars"/>
     </pathconvert>
 
-    <target name="build-bullet-natives" description="builds the native bullet library for the platform being run on" depends="-create-folders, create-native-headers, -nativelib-osx, -nativelib-windows, -nativelib-linux, -nativelib-solaris">
+    <target name="build-bullet-natives" description="builds the native bullet library for the platform being run on" depends="">
         <echo message="Updating native jME3-bullet-natives.jar"/>
         <zip basedir="${bullet.output.base}/jarcontent" file="${bullet.output.base}/jME3-bullet-natives.jar" compress="true"/>
+        <zip basedir="${bullet.output.base}/android" file="${bullet.output.base}/jME3-bullet-android-natives.jar" compress="true"/>
         <copy file="${bullet.output.base}/jME3-bullet-natives.jar" todir="dist/opt/native-bullet/lib/"/>
+        <copy file="${bullet.output.base}/jME3-bullet-android-natives.jar" todir="dist/opt/native-bullet/lib/"/>
     </target>
     
     <target name="create-native-headers" description="creates the native headers">
@@ -245,4 +251,59 @@
         </cc>
         <delete file="${bullet.output.dir}/windows/history.xml"/>
     </target>
+
+    <target name="-nativelib-android" depends="-check-android-ndk" if="haveAndoidNdk">
+        <!-- delete previous android jni, libs, and obj subdirectories for a clean start -->
+        <delete dir="build/bullet-android/jni" failonerror="false"/>
+        <delete dir="build/bullet-android/libs" failonerror="false"/>
+        <delete dir="build/bullet-android/obj" failonerror="false"/>
+        <!-- create the android subdirectory in jarcontent for the libbulletjme.so shared library -->
+        <mkdir dir="${bullet.output.dir}/../../android"/>
+        <!-- create the jni subdirectory -->
+        <mkdir dir="build/bullet-android/jni" />
+        <!-- copy Android.mk and Application.mk files into jni directory -->
+        <copy file="${bullet.source.dir}/android/Android.mk" todir="build/bullet-android/jni" verbose="true"/>
+        <copy file="${bullet.source.dir}/android/Application.mk" todir="build/bullet-android/jni" verbose="true"/>
+
+        <!-- copy edited version of jmePhysicsSpace to remove NDK compile error -->
+        <copy file="${bullet.source.dir}/android/jmePhysicsSpace.cpp" todir="build/bullet-android/jni" verbose="true"/>
+
+        <!-- copy jME3 Native Bullet files into jni directory -->
+        <copy todir="build/bullet-android/jni" verbose="true" flatten="false">
+            <fileset dir="${bullet.source.dir}">
+                <include name="*.cpp" />
+                <include name="*.h" />
+               <!-- skip jmePhysicsSpace (use edited one) to remove NDK compile error -->
+                <exclude name="jmePhysicsSpace.cpp" />
+            </fileset>
+        </copy>
+
+        <!-- copy Bullet-2.79 files into jni directory -->
+        <copy todir="build/bullet-android/jni" verbose="true" flatten="false">
+            <fileset dir="${bullet.bullet.include}">
+                <include name="**/*.cpp"/>
+                <include name="**/*.h"/>
+                <include name="**/*.cl"/>
+            </fileset>
+        </copy>
+
+        <exec executable="${ndk.dir}/${ndk-build-name}" failonerror="true" >
+            <arg line="-C build/bullet-android/"/>
+        </exec>
+
+        <!-- copy resulting library directories to jarcontent directory -->
+        <copy todir="${bullet.output.dir}/../../android" verbose="true" flatten="false">
+            <fileset dir="build/bullet-android/libs">
+                <include name="**/*.*"/>
+                <include name="**/*.*"/>
+                <!--exclude name="**/x86/*.*"/-->
+            </fileset>
+        </copy>
+
+    </target>
+    
+    <target name="-check-android-ndk">
+        <available file="${ndk.dir}/${ndk-build-name}" property="haveAndoidNdk"/>
+    </target>
+    
 </project>

+ 4 - 1
engine/src/bullet/native/bullet.properties

@@ -12,7 +12,7 @@ bullet.compile.debug=false
 
 # native library compilation options
 bullet.osx.compiler=g++
-bullet.osx.syslibroot=/Developer/SDKs/MacOSX10.5u.sdk
+bullet.osx.syslibroot=/Developer/SDKs/MacOSX10.6.sdk
 # change this to msvc for MS Visual Studio compiler
 bullet.windows.compiler=g++
 bullet.linux.compiler=g++
@@ -22,6 +22,9 @@ bullet.java.include=${java.home}/../include
 # OSX has no JRE, only JDK
 bullet.osx.java.include=/System/Library/Frameworks/JavaVM.framework/Headers
 
+# location of Android NDK
+ndk.dir=/opt/android-ndk-r7
+
 # dont change these..
 bullet.bullet.include=${bullet.folder}/src
 bullet.build.dir=build/bullet/