source: proiecte/SIMEO/HelloWorld/HelloWorld.cpp @ 20

Last change on this file since 20 was 20, checked in by (none), 14 years ago

Add HelloWorld? application

File size: 5.9 KB
Line 
1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2007 Erwin Coumans  http://continuousphysics.com/Bullet/
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16
17#include "btBulletDynamicsCommon.h"
18#include <stdio.h>
19
20/// This is a Hello World program for running a basic Bullet physics simulation
21
22int main(int argc, char** argv)
23{
24
25        int i;
26
27        ///collision configuration contains default setup for memory, collision setup. Advanced users can create their own configuration.
28        btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
29
30        ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
31        btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
32
33        ///btDbvtBroadphase is a good general purpose broadphase. You can also try out btAxis3Sweep.
34        btBroadphaseInterface* overlappingPairCache = new btDbvtBroadphase();
35
36        ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
37        btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
38
39        btDiscreteDynamicsWorld* dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,overlappingPairCache,solver,collisionConfiguration);
40
41        dynamicsWorld->setGravity(btVector3(0,-10,0));
42
43        ///create a few basic rigid bodies
44        btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
45
46        //keep track of the shapes, we release memory at exit.
47        //make sure to re-use collision shapes among rigid bodies whenever possible!
48        btAlignedObjectArray<btCollisionShape*> collisionShapes;
49
50        collisionShapes.push_back(groundShape);
51
52        btTransform groundTransform;
53        groundTransform.setIdentity();
54        groundTransform.setOrigin(btVector3(0,-56,0));
55
56        {
57                btScalar mass(0.);
58
59                //rigidbody is dynamic if and only if mass is non zero, otherwise static
60                bool isDynamic = (mass != 0.f);
61
62                btVector3 localInertia(0,0,0);
63                if (isDynamic)
64                        groundShape->calculateLocalInertia(mass,localInertia);
65
66                //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
67                btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
68                btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
69                btRigidBody* body = new btRigidBody(rbInfo);
70
71                //add the body to the dynamics world
72                dynamicsWorld->addRigidBody(body);
73        }
74
75
76        {
77                //create a dynamic rigidbody
78
79                //btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
80                btCollisionShape* colShape = new btSphereShape(btScalar(1.));
81                collisionShapes.push_back(colShape);
82
83                /// Create Dynamic Objects
84                btTransform startTransform;
85                startTransform.setIdentity();
86
87                btScalar        mass(1.f);
88
89                //rigidbody is dynamic if and only if mass is non zero, otherwise static
90                bool isDynamic = (mass != 0.f);
91
92                btVector3 localInertia(0,0,0);
93                if (isDynamic)
94                        colShape->calculateLocalInertia(mass,localInertia);
95
96                        startTransform.setOrigin(btVector3(2,10,0));
97               
98                        //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
99                        btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
100                        btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
101                        btRigidBody* body = new btRigidBody(rbInfo);
102
103                        dynamicsWorld->addRigidBody(body);
104        }
105
106
107
108/// Do some simulation
109
110
111
112        for (i=0;i<100;i++)
113        {
114                dynamicsWorld->stepSimulation(1.f/60.f,10);
115               
116                //print positions of all objects
117                for (int j=dynamicsWorld->getNumCollisionObjects()-1; j>=0 ;j--)
118                {
119                        btCollisionObject* obj = dynamicsWorld->getCollisionObjectArray()[j];
120                        btRigidBody* body = btRigidBody::upcast(obj);
121                        if (body && body->getMotionState())
122                        {
123                                btTransform trans;
124                                body->getMotionState()->getWorldTransform(trans);
125                                printf("world pos = %f,%f,%f\n",float(trans.getOrigin().getX()),float(trans.getOrigin().getY()),float(trans.getOrigin().getZ()));
126                        }
127                }
128        }
129
130
131        //cleanup in the reverse order of creation/initialization
132
133        //remove the rigidbodies from the dynamics world and delete them
134        for (i=dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
135        {
136                btCollisionObject* obj = dynamicsWorld->getCollisionObjectArray()[i];
137                btRigidBody* body = btRigidBody::upcast(obj);
138                if (body && body->getMotionState())
139                {
140                        delete body->getMotionState();
141                }
142                dynamicsWorld->removeCollisionObject( obj );
143                delete obj;
144        }
145
146        //delete collision shapes
147        for (int j=0;j<collisionShapes.size();j++)
148        {
149                btCollisionShape* shape = collisionShapes[j];
150                collisionShapes[j] = 0;
151                delete shape;
152        }
153
154        //delete dynamics world
155        delete dynamicsWorld;
156
157        //delete solver
158        delete solver;
159
160        //delete broadphase
161        delete overlappingPairCache;
162
163        //delete dispatcher
164        delete dispatcher;
165
166        delete collisionConfiguration;
167
168        //next line is optional: it will be cleared by the destructor when the array goes out of scope
169        collisionShapes.clear();
170
171}
172
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