1 | Readme for OgreBullet |
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2 | ================== |
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3 | |
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4 | Chaster's Changelog: (latest changes at top) |
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5 | ============================================ |
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6 | 11/8/2007 - added "getLinearVelocity()" function to OgreBullet RigidBody class. |
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7 | 11/1/2007 - Fix ray in demos and added CollisionClosestRayResultCallback::getCollisionNormal() |
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8 | 11/1/2007 - added "applyForce()" function to OgreBullet RigidBody class. Similar to applyImpulse(). |
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9 | 10/29/2007 - added fixes from Dermont for Linux Compiling. |
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10 | 10/25/2007 - small syntax fix for CollisionClosestRayResultCallback(). Thanks andy |
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11 | 10/24/2007 - multiple enhancements and fixes: |
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12 | case sensitivity for OSX/Linux compiles, |
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13 | changed default world from btSimpleDynamicsWorld to btDiscreteDynamicsWorld, |
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14 | added optional maxSubsteps argument for StepSimulation, |
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15 | added optional CollisionGroup & CollisionMask bitmask arguments to RigidBody constructor, |
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16 | removed OgreBulletCollisionsConvexCast.cpp since it doesn't seem to be used and doesn't compile, |
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17 | added some missing paths for the project so can compile using OgreCVS instead of just OgreSDK, |
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18 | added lib folder hierarchy with "keepme" dummy files so compile doesn't fail, |
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19 | added various small Linux build fixes. |
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20 | |
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21 | DOWNLOADED VERSION |
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22 | ====================== |
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23 | Brief build instructions follow for OgreBullet 0.2 . |
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24 | |
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25 | 1) You should have extracted this archive next to $OGRE_TOP, where $OGRE_TOP |
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26 | is the root directory of your Ogre installation, usually named 'ogresdk'. |
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27 | All file paths in this build environment should be relative and all the DLLs |
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28 | and executables should get sent to the correct place upon building. |
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29 | |
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30 | 2) Bullet is available from http://www.Bullet.org/ It requires that you get Latest Bullet version |
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31 | which is actually available only in Bullet subversion repository. |
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32 | |
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33 | |
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34 | 5) Use the solution OgreBullet_SDK.sln to build the OgreBullet library with |
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35 | Microsoft Visual C++ 2005. The DLLs and executables will be built to the $OGRE_TOP/bin/Debug |
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36 | and Release directories. |
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37 | |
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38 | Simply open up that solution and perform a batch build. |
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39 | |
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40 | 6) There are some scripts which should build OgreBullet under Linux in the scripts/Linux |
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41 | directory. They are provided courtesy of Pablo, please see the Readme in that directory |
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42 | for further details. |
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43 | |
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44 | Post On Ogre Forums for details. |
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45 | |
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46 | CVS VERSION |
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47 | ====================== |
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48 | Brief build instructions follow for OgreBullet CVS Version. |
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49 | Chaster (Eric Cha) has done updates to this version. I (Chaster) will try to keep this readme file |
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50 | updated with changes as I go. |
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51 | |
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52 | 1) This version of OgreBullet can be compiled against version |
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53 | 1.4.X branch of the Ogre library aka Eihort, and version 1.5/1.6 (Shoggoth - unreleased!). |
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54 | |
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55 | 2) you need to get Bullet library (version 2.64RC2 as of this writing) using subversion or SDK release. |
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56 | Bullet download instruction and community is available from http://www.Bullet.org/ |
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57 | |
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58 | 3) you have to set the BULLET_HOME envirronment variable in Windows to the corresponding directory. |
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59 | If you don't use the one shipped, you'll have to make sure Bullet is compiled against |
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60 | the DLL version of msvcrt. |
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61 | Compile with "RunTime Library : Multi-threaded DLL (/MD)" and "RunTime Library : Multi-threaded Debug DLL (/MDd)" |
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62 | |
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63 | 5) Use the OgreBullet_SDK.sln solution to build the core OgreBullet library, |
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64 | with Microsoft Visual C++ 2005. The DLLs and executables will be copied to |
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65 | the ..\OgreSDK\bin\debug and ..\OgreSDK\bin\release |
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66 | |
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67 | Simply open up that solution and perform a batch build. |
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68 | |
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69 | Post On Ogre Forums for details. |
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