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https://github.com/TorqueGameEngines/Torque3D.git
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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.
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5986 changed files with 1811270 additions and 453803 deletions
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2015 Google Inc. http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. 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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "KinematicMultiBodyExample.h"
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//#define USE_MOTIONSTATE 1
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#include "btBulletDynamicsCommon.h"
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#include "LinearMath/btTransformUtil.h"
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#define ARRAY_SIZE_Y 5
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#define ARRAY_SIZE_X 5
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#define ARRAY_SIZE_Z 5
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btAlignedObjectArray.h"
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#include "../OpenGLWindow/ShapeData.h"
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#include "../CommonInterfaces/CommonMultiBodyBase.h"
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namespace {
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void kinematicPreTickCallback(btDynamicsWorld* world, btScalar deltaTime)
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{
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btMultiBody* groundBody = (btMultiBody*)world->getWorldUserInfo();
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btTransform predictedTrans;
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btVector3 linearVelocity(0, 0, 0);
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btVector3 angularVelocity(0, 0.1, 0);
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btTransformUtil::integrateTransform(groundBody->getBaseWorldTransform(), linearVelocity, angularVelocity, deltaTime, predictedTrans);
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groundBody->setBaseWorldTransform(predictedTrans);
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groundBody->setBaseVel(linearVelocity);
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groundBody->setBaseOmega(angularVelocity);
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static float time = 0.0;
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time += deltaTime;
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double old_joint_pos = groundBody->getJointPos(0);
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double joint_pos = 0.5 * sin(time * 3.0 - 0.3);
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double joint_vel = (joint_pos - old_joint_pos) / deltaTime;
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groundBody->setJointPosMultiDof(0, &joint_pos);
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groundBody->setJointVelMultiDof(0, &joint_vel);
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}
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struct KinematicMultiBodyExample : public CommonMultiBodyBase
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{
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btMultiBody* m_groundBody;
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KinematicMultiBodyExample(struct GUIHelperInterface* helper)
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: CommonMultiBodyBase(helper),
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m_groundBody(0)
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{
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}
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virtual void stepSimulation(float deltaTime)
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{
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if (m_dynamicsWorld)
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{
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m_dynamicsWorld->stepSimulation(deltaTime);
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}
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}
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virtual ~KinematicMultiBodyExample() {}
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virtual void initPhysics();
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void resetCamera()
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{
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float dist = 4;
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float pitch = -30;
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float yaw = 50;
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float targetPos[3] = {0, 0, 0};
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m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
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}
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};
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void KinematicMultiBodyExample::initPhysics()
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{
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m_guiHelper->setUpAxis(1);
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createEmptyDynamicsWorld();
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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if (m_dynamicsWorld->getDebugDrawer())
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m_dynamicsWorld->getDebugDrawer()->setDebugMode(btIDebugDraw::DBG_DrawWireframe + btIDebugDraw::DBG_DrawContactPoints);
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///create a kinematic multibody
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btBoxShape* groundShape = createBoxShape(btVector3(btScalar(10.), btScalar(0.1), btScalar(10.)));
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m_collisionShapes.push_back(groundShape);
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btBoxShape* secondLevelShape = createBoxShape(btVector3(btScalar(0.5), btScalar(0.1), btScalar(0.5)));
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m_collisionShapes.push_back(secondLevelShape);
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{
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bool floating = false;
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int numLinks = 1;
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bool canSleep = false;
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btVector3 baseInertiaDiag(0.f, 0.f, 0.f);
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float baseMass = 1.f;
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btVector3 secondLevelInertiaDiag(0.f, 0.f, 0.f);
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float secondLevelMass = 0.1f;
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if (baseMass)
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{
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btCollisionShape* pTempBox = new btBoxShape(btVector3(10, 10, 10));
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pTempBox->calculateLocalInertia(baseMass, baseInertiaDiag);
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delete pTempBox;
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}
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if (secondLevelMass)
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{
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btCollisionShape* pTempBox = new btBoxShape(btVector3(0.5, 0.5, 0.5));
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pTempBox->calculateLocalInertia(secondLevelMass, secondLevelInertiaDiag);
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delete pTempBox;
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}
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btTransform startTransform;
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startTransform.setIdentity();
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m_groundBody = new btMultiBody(numLinks, baseMass, baseInertiaDiag, !floating, canSleep);
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m_groundBody->setBasePos(startTransform.getOrigin());
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m_groundBody->setWorldToBaseRot(startTransform.getRotation());
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//init the child link - second level.
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btVector3 hingeJointAxis(0, 1, 0);
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m_groundBody->setupRevolute(0, secondLevelMass, secondLevelInertiaDiag, -1, btQuaternion(0.f, 0.f, 0.f, 1.f), hingeJointAxis, btVector3(0, 0.5, 0), btVector3(0, 0, 0), true);
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m_groundBody->finalizeMultiDof();
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m_dynamicsWorld->addMultiBody(m_groundBody);
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// add collision geometries
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bool isDynamic = false; // Kinematic is not treated as dynamic here.
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int collisionFilterGroup = isDynamic ? int(btBroadphaseProxy::DefaultFilter) : int(btBroadphaseProxy::StaticFilter);
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int collisionFilterMask = isDynamic ? int(btBroadphaseProxy::AllFilter) : int(btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
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btMultiBodyLinkCollider* col = new btMultiBodyLinkCollider(m_groundBody, -1);
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col->setCollisionShape(groundShape);
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m_dynamicsWorld->addCollisionObject(col, collisionFilterGroup, collisionFilterMask); //, 2,1+2);
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m_groundBody->setBaseCollider(col);
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m_groundBody->setBaseDynamicType(btCollisionObject::CF_KINEMATIC_OBJECT);
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btMultiBodyLinkCollider* secondLevelCol = new btMultiBodyLinkCollider(m_groundBody, 0);
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secondLevelCol->setCollisionShape(secondLevelShape);
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m_dynamicsWorld->addCollisionObject(secondLevelCol, collisionFilterGroup, collisionFilterMask);
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m_groundBody->getLink(0).m_collider = secondLevelCol;
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m_groundBody->setLinkDynamicType(0, btCollisionObject::CF_KINEMATIC_OBJECT);
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}
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m_dynamicsWorld->setInternalTickCallback(kinematicPreTickCallback, m_groundBody, true);
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{
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//create a few dynamic rigidbodies
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// Re-using the same collision is better for memory usage and performance
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btBoxShape* colShape = createBoxShape(btVector3(.1, .1, .1));
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//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
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m_collisionShapes.push_back(colShape);
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/// Create Dynamic Objects
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btTransform startTransform;
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startTransform.setIdentity();
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btScalar mass(1.f);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0, 0, 0);
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if (isDynamic)
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colShape->calculateLocalInertia(mass, localInertia);
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for (int k = 0; k < ARRAY_SIZE_Y; k++)
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{
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for (int i = 0; i < ARRAY_SIZE_X; i++)
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{
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for (int j = 0; j < ARRAY_SIZE_Z; j++)
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{
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startTransform.setOrigin(btVector3(
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btScalar(0.2 * i),
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btScalar(2 + .2 * k),
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btScalar(0.2 * j)));
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createRigidBody(mass, startTransform, colShape);
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}
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}
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}
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}
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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}
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CommonExampleInterface* KinematicMultiBodyExampleCreateFunc(CommonExampleOptions& options)
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{
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return new KinematicMultiBodyExample(options.m_guiHelper);
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}
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B3_STANDALONE_EXAMPLE(KinematicMultiBodyExampleCreateFunc)
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