update bullet so it actually works

Moved the addSourceDirectory for physics/Bullet into the Engine/Source/CMakeLists.txt file that way it can actually appear where we expect it to in the solution explorer.
This commit is contained in:
marauder2k7 2026-06-03 15:08:51 +01:00
parent c7be48130a
commit 13fa178cf6
5986 changed files with 1811270 additions and 453803 deletions

View file

@ -13,32 +13,29 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
#include "SimpleBox.h"
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btVector3.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "../CommonInterfaces/CommonRigidBodyBase.h"
struct SimpleBoxExample : public CommonRigidBodyBase
{
SimpleBoxExample(struct GUIHelperInterface* helper)
:CommonRigidBodyBase(helper)
: CommonRigidBodyBase(helper)
{
}
virtual ~SimpleBoxExample(){}
virtual ~SimpleBoxExample() {}
virtual void initPhysics();
virtual void renderScene();
void resetCamera()
{
float dist = 41;
float pitch = 52;
float yaw = 35;
float targetPos[3]={0,0.46,0};
m_guiHelper->resetCamera(dist,pitch,yaw,targetPos[0],targetPos[1],targetPos[2]);
float pitch = -35;
float yaw = 52;
float targetPos[3] = {0, 0.46, 0};
m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
}
};
@ -47,72 +44,60 @@ void SimpleBoxExample::initPhysics()
m_guiHelper->setUpAxis(1);
createEmptyDynamicsWorld();
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
if (m_dynamicsWorld->getDebugDrawer())
m_dynamicsWorld->getDebugDrawer()->setDebugMode(btIDebugDraw::DBG_DrawWireframe+btIDebugDraw::DBG_DrawContactPoints);
m_dynamicsWorld->getDebugDrawer()->setDebugMode(btIDebugDraw::DBG_DrawWireframe + btIDebugDraw::DBG_DrawContactPoints);
///create a few basic rigid bodies
btBoxShape* groundShape = createBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
btBoxShape* groundShape = createBoxShape(btVector3(btScalar(50.), btScalar(50.), btScalar(50.)));
m_collisionShapes.push_back(groundShape);
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0,-50,0));
groundTransform.setOrigin(btVector3(0, -50, 0));
{
btScalar mass(0.);
createRigidBody(mass,groundTransform,groundShape, btVector4(0,0,1,1));
createRigidBody(mass, groundTransform, groundShape, btVector4(0, 0, 1, 1));
}
{
//create a few dynamic rigidbodies
// Re-using the same collision is better for memory usage and performance
btBoxShape* colShape = createBoxShape(btVector3(1,1,1));
btBoxShape* colShape = createBoxShape(btVector3(1, 1, 1));
m_collisionShapes.push_back(colShape);
/// Create Dynamic Objects
btTransform startTransform;
startTransform.setIdentity();
btScalar mass(1.f);
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);
btVector3 localInertia(0, 0, 0);
if (isDynamic)
colShape->calculateLocalInertia(mass,localInertia);
colShape->calculateLocalInertia(mass, localInertia);
startTransform.setOrigin(btVector3(
btScalar(0),
btScalar(20),
btScalar(0)));
createRigidBody(mass,startTransform,colShape);
btScalar(0),
btScalar(20),
btScalar(0)));
createRigidBody(mass, startTransform, colShape);
}
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
}
void SimpleBoxExample::renderScene()
{
CommonRigidBodyBase::renderScene();
CommonRigidBodyBase::renderScene();
}
CommonExampleInterface* ET_SimpleBoxCreateFunc(CommonExampleOptions& options)
CommonExampleInterface* ET_SimpleBoxCreateFunc(CommonExampleOptions& options)
{
return new SimpleBoxExample(options.m_guiHelper);
}