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source: code/trunk/src/external/bullet/BulletDynamics/Dynamics/Bullet-C-API.cpp @ 9479

Last change on this file since 9479 was 8351, checked in by rgrieder, 14 years ago

Merged kicklib2 branch back to trunk (includes former branches ois_update, mac_osx and kicklib).

Notes for updating

Linux:
You don't need an extra package for CEGUILua and Tolua, it's already shipped with CEGUI.
However you do need to make sure that the OgreRenderer is installed too with CEGUI 0.7 (may be a separate package).
Also, Orxonox now recognises if you install the CgProgramManager (a separate package available on newer Ubuntu on Debian systems).

Windows:
Download the new dependency packages versioned 6.0 and use these. If you have problems with that or if you don't like the in game console problem mentioned below, you can download the new 4.3 version of the packages (only available for Visual Studio 2005/2008).

Key new features:

  • *Support for Mac OS X*
  • Visual Studio 2010 support
  • Bullet library update to 2.77
  • OIS library update to 1.3
  • Support for CEGUI 0.7 —> Support for Arch Linux and even SuSE
  • Improved install target
  • Compiles now with GCC 4.6
  • Ogre Cg Shader plugin activated for Linux if available
  • And of course lots of bug fixes

There are also some regressions:

  • No support for CEGUI 0.5, Ogre 1.4 and boost 1.35 - 1.39 any more
  • In game console is not working in main menu for CEGUI 0.7
  • Tolua (just the C lib, not the application) and CEGUILua libraries are no longer in our repository. —> You will need to get these as well when compiling Orxonox
  • And of course lots of new bugs we don't yet know about
  • Property svn:eol-style set to native
File size: 13.3 KB
RevLine 
[1963]1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 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        Draft high-level generic physics C-API. For low-level access, use the physics SDK native API's.
18        Work in progress, functionality will be added on demand.
19
20        If possible, use the richer Bullet C++ API, by including <src/btBulletDynamicsCommon.h>
21*/
22
23#include "Bullet-C-Api.h"
24#include "btBulletDynamicsCommon.h"
25#include "LinearMath/btAlignedAllocator.h"
26
27
28
29#include "LinearMath/btVector3.h"
30#include "LinearMath/btScalar.h"       
31#include "LinearMath/btMatrix3x3.h"
32#include "LinearMath/btTransform.h"
33#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
34#include "BulletCollision/CollisionShapes/btTriangleShape.h"
35
36#include "BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h"
37#include "BulletCollision/NarrowPhaseCollision/btPointCollector.h"
38#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
39#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
40#include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h"
[2430]41#include "BulletCollision/NarrowPhaseCollision/btGjkEpa2.h"
[1963]42#include "BulletCollision/CollisionShapes/btMinkowskiSumShape.h"
43#include "BulletCollision/NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.h"
44#include "BulletCollision/NarrowPhaseCollision/btSimplexSolverInterface.h"
45#include "BulletCollision/NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.h"
46
[8351]47
[1963]48/*
49        Create and Delete a Physics SDK
50*/
51
52struct  btPhysicsSdk
53{
54
55//      btDispatcher*                           m_dispatcher;
56//      btOverlappingPairCache*         m_pairCache;
57//      btConstraintSolver*                     m_constraintSolver
58
59        btVector3       m_worldAabbMin;
60        btVector3       m_worldAabbMax;
61
62
63        //todo: version, hardware/optimization settings etc?
64        btPhysicsSdk()
65                :m_worldAabbMin(-1000,-1000,-1000),
66                m_worldAabbMax(1000,1000,1000)
67        {
68
69        }
70
71       
72};
73
74plPhysicsSdkHandle      plNewBulletSdk()
75{
76        void* mem = btAlignedAlloc(sizeof(btPhysicsSdk),16);
77        return (plPhysicsSdkHandle)new (mem)btPhysicsSdk;
78}
79
80void            plDeletePhysicsSdk(plPhysicsSdkHandle   physicsSdk)
81{
82        btPhysicsSdk* phys = reinterpret_cast<btPhysicsSdk*>(physicsSdk);
83        btAlignedFree(phys);   
84}
85
86
87/* Dynamics World */
88plDynamicsWorldHandle plCreateDynamicsWorld(plPhysicsSdkHandle physicsSdkHandle)
89{
90        btPhysicsSdk* physicsSdk = reinterpret_cast<btPhysicsSdk*>(physicsSdkHandle);
91        void* mem = btAlignedAlloc(sizeof(btDefaultCollisionConfiguration),16);
92        btDefaultCollisionConfiguration* collisionConfiguration = new (mem)btDefaultCollisionConfiguration();
93        mem = btAlignedAlloc(sizeof(btCollisionDispatcher),16);
94        btDispatcher*                           dispatcher = new (mem)btCollisionDispatcher(collisionConfiguration);
95        mem = btAlignedAlloc(sizeof(btAxisSweep3),16);
96        btBroadphaseInterface*          pairCache = new (mem)btAxisSweep3(physicsSdk->m_worldAabbMin,physicsSdk->m_worldAabbMax);
97        mem = btAlignedAlloc(sizeof(btSequentialImpulseConstraintSolver),16);
98        btConstraintSolver*                     constraintSolver = new(mem) btSequentialImpulseConstraintSolver();
99
100        mem = btAlignedAlloc(sizeof(btDiscreteDynamicsWorld),16);
101        return (plDynamicsWorldHandle) new (mem)btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration);
102}
103void           plDeleteDynamicsWorld(plDynamicsWorldHandle world)
104{
105        //todo: also clean up the other allocations, axisSweep, pairCache,dispatcher,constraintSolver,collisionConfiguration
106        btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world);
107        btAlignedFree(dynamicsWorld);
108}
109
110void    plStepSimulation(plDynamicsWorldHandle world,   plReal  timeStep)
111{
112        btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world);
[2882]113        btAssert(dynamicsWorld);
[1963]114        dynamicsWorld->stepSimulation(timeStep);
115}
116
117void plAddRigidBody(plDynamicsWorldHandle world, plRigidBodyHandle object)
118{
119        btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world);
[2882]120        btAssert(dynamicsWorld);
[1963]121        btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
[2882]122        btAssert(body);
[1963]123
124        dynamicsWorld->addRigidBody(body);
125}
126
127void plRemoveRigidBody(plDynamicsWorldHandle world, plRigidBodyHandle object)
128{
129        btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world);
[2882]130        btAssert(dynamicsWorld);
[1963]131        btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
[2882]132        btAssert(body);
[1963]133
134        dynamicsWorld->removeRigidBody(body);
135}
136
137/* Rigid Body  */
138
139plRigidBodyHandle plCreateRigidBody(    void* user_data,  float mass, plCollisionShapeHandle cshape )
140{
141        btTransform trans;
142        trans.setIdentity();
143        btVector3 localInertia(0,0,0);
144        btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape);
[2882]145        btAssert(shape);
[1963]146        if (mass)
147        {
148                shape->calculateLocalInertia(mass,localInertia);
149        }
150        void* mem = btAlignedAlloc(sizeof(btRigidBody),16);
151        btRigidBody::btRigidBodyConstructionInfo rbci(mass, 0,shape,localInertia);
152        btRigidBody* body = new (mem)btRigidBody(rbci);
153        body->setWorldTransform(trans);
154        body->setUserPointer(user_data);
155        return (plRigidBodyHandle) body;
156}
157
158void plDeleteRigidBody(plRigidBodyHandle cbody)
159{
160        btRigidBody* body = reinterpret_cast< btRigidBody* >(cbody);
[2882]161        btAssert(body);
[1963]162        btAlignedFree( body);
163}
164
165
166/* Collision Shape definition */
167
168plCollisionShapeHandle plNewSphereShape(plReal radius)
169{
170        void* mem = btAlignedAlloc(sizeof(btSphereShape),16);
171        return (plCollisionShapeHandle) new (mem)btSphereShape(radius);
172       
173}
174       
175plCollisionShapeHandle plNewBoxShape(plReal x, plReal y, plReal z)
176{
177        void* mem = btAlignedAlloc(sizeof(btBoxShape),16);
178        return (plCollisionShapeHandle) new (mem)btBoxShape(btVector3(x,y,z));
179}
180
181plCollisionShapeHandle plNewCapsuleShape(plReal radius, plReal height)
182{
183        //capsule is convex hull of 2 spheres, so use btMultiSphereShape
[8351]184       
[1963]185        const int numSpheres = 2;
186        btVector3 positions[numSpheres] = {btVector3(0,height,0),btVector3(0,-height,0)};
187        btScalar radi[numSpheres] = {radius,radius};
188        void* mem = btAlignedAlloc(sizeof(btMultiSphereShape),16);
[8351]189        return (plCollisionShapeHandle) new (mem)btMultiSphereShape(positions,radi,numSpheres);
[1963]190}
191plCollisionShapeHandle plNewConeShape(plReal radius, plReal height)
192{
193        void* mem = btAlignedAlloc(sizeof(btConeShape),16);
194        return (plCollisionShapeHandle) new (mem)btConeShape(radius,height);
195}
196
197plCollisionShapeHandle plNewCylinderShape(plReal radius, plReal height)
198{
199        void* mem = btAlignedAlloc(sizeof(btCylinderShape),16);
200        return (plCollisionShapeHandle) new (mem)btCylinderShape(btVector3(radius,height,radius));
201}
202
203/* Convex Meshes */
204plCollisionShapeHandle plNewConvexHullShape()
205{
206        void* mem = btAlignedAlloc(sizeof(btConvexHullShape),16);
207        return (plCollisionShapeHandle) new (mem)btConvexHullShape();
208}
209
210
211/* Concave static triangle meshes */
212plMeshInterfaceHandle              plNewMeshInterface()
213{
214        return 0;
215}
216
217plCollisionShapeHandle plNewCompoundShape()
218{
219        void* mem = btAlignedAlloc(sizeof(btCompoundShape),16);
220        return (plCollisionShapeHandle) new (mem)btCompoundShape();
221}
222
223void    plAddChildShape(plCollisionShapeHandle compoundShapeHandle,plCollisionShapeHandle childShapeHandle, plVector3 childPos,plQuaternion childOrn)
224{
225        btCollisionShape* colShape = reinterpret_cast<btCollisionShape*>(compoundShapeHandle);
226        btAssert(colShape->getShapeType() == COMPOUND_SHAPE_PROXYTYPE);
227        btCompoundShape* compoundShape = reinterpret_cast<btCompoundShape*>(colShape);
228        btCollisionShape* childShape = reinterpret_cast<btCollisionShape*>(childShapeHandle);
229        btTransform     localTrans;
230        localTrans.setIdentity();
231        localTrans.setOrigin(btVector3(childPos[0],childPos[1],childPos[2]));
232        localTrans.setRotation(btQuaternion(childOrn[0],childOrn[1],childOrn[2],childOrn[3]));
233        compoundShape->addChildShape(localTrans,childShape);
234}
235
236void plSetEuler(plReal yaw,plReal pitch,plReal roll, plQuaternion orient)
237{
238        btQuaternion orn;
239        orn.setEuler(yaw,pitch,roll);
240        orient[0] = orn.getX();
241        orient[1] = orn.getY();
242        orient[2] = orn.getZ();
243        orient[3] = orn.getW();
244
245}
246
247
248//      extern  void            plAddTriangle(plMeshInterfaceHandle meshHandle, plVector3 v0,plVector3 v1,plVector3 v2);
249//      extern  plCollisionShapeHandle plNewStaticTriangleMeshShape(plMeshInterfaceHandle);
250
251
252void            plAddVertex(plCollisionShapeHandle cshape, plReal x,plReal y,plReal z)
253{
254        btCollisionShape* colShape = reinterpret_cast<btCollisionShape*>( cshape);
255        (void)colShape;
256        btAssert(colShape->getShapeType()==CONVEX_HULL_SHAPE_PROXYTYPE);
257        btConvexHullShape* convexHullShape = reinterpret_cast<btConvexHullShape*>( cshape);
[2430]258        convexHullShape->addPoint(btVector3(x,y,z));
[1963]259
260}
261
262void plDeleteShape(plCollisionShapeHandle cshape)
263{
264        btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape);
[2882]265        btAssert(shape);
[1963]266        btAlignedFree(shape);
267}
268void plSetScaling(plCollisionShapeHandle cshape, plVector3 cscaling)
269{
270        btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape);
[2882]271        btAssert(shape);
[1963]272        btVector3 scaling(cscaling[0],cscaling[1],cscaling[2]);
273        shape->setLocalScaling(scaling);       
274}
275
276
277
278void plSetPosition(plRigidBodyHandle object, const plVector3 position)
279{
280        btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
281        btAssert(body);
282        btVector3 pos(position[0],position[1],position[2]);
283        btTransform worldTrans = body->getWorldTransform();
284        worldTrans.setOrigin(pos);
285        body->setWorldTransform(worldTrans);
286}
287
288void plSetOrientation(plRigidBodyHandle object, const plQuaternion orientation)
289{
290        btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
291        btAssert(body);
292        btQuaternion orn(orientation[0],orientation[1],orientation[2],orientation[3]);
293        btTransform worldTrans = body->getWorldTransform();
294        worldTrans.setRotation(orn);
295        body->setWorldTransform(worldTrans);
296}
297
[8351]298void    plSetOpenGLMatrix(plRigidBodyHandle object, plReal* matrix)
299{
300        btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
301        btAssert(body);
302        btTransform& worldTrans = body->getWorldTransform();
303        worldTrans.setFromOpenGLMatrix(matrix);
304}
305
[1963]306void    plGetOpenGLMatrix(plRigidBodyHandle object, plReal* matrix)
307{
308        btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
309        btAssert(body);
310        body->getWorldTransform().getOpenGLMatrix(matrix);
311
312}
313
314void    plGetPosition(plRigidBodyHandle object,plVector3 position)
315{
316        btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
317        btAssert(body);
318        const btVector3& pos = body->getWorldTransform().getOrigin();
319        position[0] = pos.getX();
320        position[1] = pos.getY();
321        position[2] = pos.getZ();
322}
323
324void plGetOrientation(plRigidBodyHandle object,plQuaternion orientation)
325{
326        btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
327        btAssert(body);
328        const btQuaternion& orn = body->getWorldTransform().getRotation();
329        orientation[0] = orn.getX();
330        orientation[1] = orn.getY();
331        orientation[2] = orn.getZ();
332        orientation[3] = orn.getW();
333}
334
335
336
337//plRigidBodyHandle plRayCast(plDynamicsWorldHandle world, const plVector3 rayStart, const plVector3 rayEnd, plVector3 hitpoint, plVector3 normal);
338
339//      extern  plRigidBodyHandle plObjectCast(plDynamicsWorldHandle world, const plVector3 rayStart, const plVector3 rayEnd, plVector3 hitpoint, plVector3 normal);
340
341double plNearestPoints(float p1[3], float p2[3], float p3[3], float q1[3], float q2[3], float q3[3], float *pa, float *pb, float normal[3])
342{
343        btVector3 vp(p1[0], p1[1], p1[2]);
344        btTriangleShape trishapeA(vp, 
345                                  btVector3(p2[0], p2[1], p2[2]), 
346                                  btVector3(p3[0], p3[1], p3[2]));
347        trishapeA.setMargin(0.000001f);
348        btVector3 vq(q1[0], q1[1], q1[2]);
349        btTriangleShape trishapeB(vq, 
350                                  btVector3(q2[0], q2[1], q2[2]), 
351                                  btVector3(q3[0], q3[1], q3[2]));
352        trishapeB.setMargin(0.000001f);
353       
354        // btVoronoiSimplexSolver sGjkSimplexSolver;
355        // btGjkEpaPenetrationDepthSolver penSolverPtr;
356       
357        static btSimplexSolverInterface sGjkSimplexSolver;
358        sGjkSimplexSolver.reset();
359       
360        static btGjkEpaPenetrationDepthSolver Solver0;
361        static btMinkowskiPenetrationDepthSolver Solver1;
362               
363        btConvexPenetrationDepthSolver* Solver = NULL;
364       
365        Solver = &Solver1;     
366               
367        btGjkPairDetector convexConvex(&trishapeA ,&trishapeB,&sGjkSimplexSolver,Solver);
368       
369        convexConvex.m_catchDegeneracies = 1;
370       
371        // btGjkPairDetector convexConvex(&trishapeA ,&trishapeB,&sGjkSimplexSolver,0);
372       
373        btPointCollector gjkOutput;
374        btGjkPairDetector::ClosestPointInput input;
375       
[8351]376               
[1963]377        btTransform tr;
378        tr.setIdentity();
379       
380        input.m_transformA = tr;
381        input.m_transformB = tr;
382       
383        convexConvex.getClosestPoints(input, gjkOutput, 0);
384       
385       
386        if (gjkOutput.m_hasResult)
387        {
388               
389                pb[0] = pa[0] = gjkOutput.m_pointInWorld[0];
390                pb[1] = pa[1] = gjkOutput.m_pointInWorld[1];
391                pb[2] = pa[2] = gjkOutput.m_pointInWorld[2];
392
393                pb[0]+= gjkOutput.m_normalOnBInWorld[0] * gjkOutput.m_distance;
394                pb[1]+= gjkOutput.m_normalOnBInWorld[1] * gjkOutput.m_distance;
395                pb[2]+= gjkOutput.m_normalOnBInWorld[2] * gjkOutput.m_distance;
396               
397                normal[0] = gjkOutput.m_normalOnBInWorld[0];
398                normal[1] = gjkOutput.m_normalOnBInWorld[1];
399                normal[2] = gjkOutput.m_normalOnBInWorld[2];
400
401                return gjkOutput.m_distance;
402        }
403        return -1.0f;   
404}
405
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