Created
December 10, 2016 15:45
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///-----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----- | |
///create a few basic rigid bodies | |
btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.))); | |
//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; | |
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 recommended, 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<100;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); | |
if (body && body->getMotionState()) | |
{ | |
btTransform trans; | |
body->getMotionState()->getWorldTransform(trans); | |
printf("world pos = %f,%f,%f\n",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(); | |
///-----cleanup_end----- | |
} |
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