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

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#ifdef BT_ENABLE_DART
#include "DARTPhysicsC_API.h"
#include "DARTPhysicsServerCommandProcessor.h"
#include "DARTPhysicsClient.h"
//think more about naming. The b3ConnectPhysicsLoopback
B3_SHARED_API b3PhysicsClientHandle b3ConnectPhysicsDART()
{
DARTPhysicsServerCommandProcessor* sdk = new DARTPhysicsServerCommandProcessor;
DARTPhysicsClient* direct = new DARTPhysicsClient(sdk, true);
bool connected;
connected = direct->connect();
return (b3PhysicsClientHandle)direct;
}
#endif //BT_ENABLE_DART

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#ifndef DART_PHYSICS_C_API_H
#define DART_PHYSICS_C_API_H
#ifdef BT_ENABLE_DART
#include "../PhysicsClientC_API.h"
#ifdef __cplusplus
extern "C"
{
#endif
//think more about naming. The b3ConnectPhysicsLoopback
B3_SHARED_API b3PhysicsClientHandle b3ConnectPhysicsDART();
#ifdef __cplusplus
}
#endif
#endif //BT_ENABLE_DART
#endif //DART_PHYSICS_C_API_H

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#ifndef DART_PHYSICS_CLIENT_H
#define DART_PHYSICS_CLIENT_H
#include "../PhysicsClient.h"
///PhysicsDirect executes the commands directly, without transporting them or having a separate server executing commands
class DARTPhysicsClient : public PhysicsClient
{
protected:
struct DARTPhysicsDirectInternalData* m_data;
bool processDebugLines(const struct SharedMemoryCommand& orgCommand);
bool processCamera(const struct SharedMemoryCommand& orgCommand);
bool processContactPointData(const struct SharedMemoryCommand& orgCommand);
bool processOverlappingObjects(const struct SharedMemoryCommand& orgCommand);
bool processVisualShapeData(const struct SharedMemoryCommand& orgCommand);
void processBodyJointInfo(int bodyUniqueId, const struct SharedMemoryStatus& serverCmd);
void processAddUserData(const struct SharedMemoryStatus& serverCmd);
void postProcessStatus(const struct SharedMemoryStatus& serverCmd);
void resetData();
void removeCachedBody(int bodyUniqueId);
public:
DARTPhysicsClient(class PhysicsCommandProcessorInterface* physSdk, bool passSdkOwnership);
virtual ~DARTPhysicsClient();
// return true if connection succesfull, can also check 'isConnected'
//it is OK to pass a null pointer for the gui helper
virtual bool connect();
////todo: rename to 'disconnect'
virtual void disconnectSharedMemory();
virtual bool isConnected() const;
// return non-null if there is a status, nullptr otherwise
virtual const SharedMemoryStatus* processServerStatus();
virtual SharedMemoryCommand* getAvailableSharedMemoryCommand();
virtual bool canSubmitCommand() const;
virtual bool submitClientCommand(const struct SharedMemoryCommand& command);
virtual int getNumBodies() const;
virtual int getBodyUniqueId(int serialIndex) const;
virtual bool getBodyInfo(int bodyUniqueId, struct b3BodyInfo& info) const;
virtual int getNumJoints(int bodyIndex) const;
virtual bool getJointInfo(int bodyIndex, int jointIndex, struct b3JointInfo& info) const;
virtual int getNumUserConstraints() const;
virtual int getUserConstraintInfo(int constraintUniqueId, struct b3UserConstraint& info) const;
virtual int getUserConstraintId(int serialIndex) const;
///todo: move this out of the
virtual void setSharedMemoryKey(int key);
void uploadBulletFileToSharedMemory(const char* data, int len);
virtual void uploadRaysToSharedMemory(struct SharedMemoryCommand& command, const double* rayFromWorldArray, const double* rayToWorldArray, int numRays);
virtual int getNumDebugLines() const;
virtual const float* getDebugLinesFrom() const;
virtual const float* getDebugLinesTo() const;
virtual const float* getDebugLinesColor() const;
virtual void getCachedCameraImage(b3CameraImageData* cameraData);
virtual void getCachedContactPointInformation(struct b3ContactInformation* contactPointData);
virtual void getCachedOverlappingObjects(struct b3AABBOverlapData* overlappingObjects);
virtual void getCachedVisualShapeInformation(struct b3VisualShapeInformation* visualShapesInfo);
virtual void getCachedCollisionShapeInformation(struct b3CollisionShapeInformation* collisionShapesInfo);
virtual void getCachedVREvents(struct b3VREventsData* vrEventsData);
virtual void getCachedKeyboardEvents(struct b3KeyboardEventsData* keyboardEventsData);
virtual void getCachedMouseEvents(struct b3MouseEventsData* mouseEventsData);
virtual void getCachedRaycastHits(struct b3RaycastInformation* raycastHits);
virtual void getCachedMassMatrix(int dofCountCheck, double* massMatrix);
//the following APIs are for internal use for visualization:
virtual bool connect(struct GUIHelperInterface* guiHelper);
virtual void renderScene();
virtual void debugDraw(int debugDrawMode);
virtual void setTimeOut(double timeOutInSeconds);
virtual double getTimeOut() const;
virtual bool getCachedUserData(int bodyUniqueId, int linkIndex, int userDataId, struct b3UserDataValue& valueOut) const;
virtual int getCachedUserDataId(int bodyUniqueId, int linkIndex, const char* key) const;
virtual int getNumUserData(int bodyUniqueId, int linkIndex) const;
virtual void getUserDataInfo(int bodyUniqueId, int linkIndex, int userDataIndex, const char** keyOut, int* userDataIdOut) const;
virtual void pushProfileTiming(const char* timingName);
virtual void popProfileTiming();
};
#endif //DART_PHYSICS__H

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#include "DARTPhysicsServerCommandProcessor.h"
DARTPhysicsServerCommandProcessor::DARTPhysicsServerCommandProcessor()
{
}
DARTPhysicsServerCommandProcessor::~DARTPhysicsServerCommandProcessor()
{
}
bool DARTPhysicsServerCommandProcessor::connect()
{
return false;
}
void DARTPhysicsServerCommandProcessor::disconnect()
{
}
bool DARTPhysicsServerCommandProcessor::isConnected() const
{
return false;
}
bool DARTPhysicsServerCommandProcessor::processCommand(const struct SharedMemoryCommand& clientCmd, struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes)
{
return false;
}
bool DARTPhysicsServerCommandProcessor::receiveStatus(struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes)
{
return false;
}

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#ifndef DART_PHYSICS_SERVER_COMMAND_PROCESSOR_H
#define DART_PHYSICS_SERVER_COMMAND_PROCESSOR_H
#include "../PhysicsCommandProcessorInterface.h"
class DARTPhysicsServerCommandProcessor : public PhysicsCommandProcessorInterface
{
public:
DARTPhysicsServerCommandProcessor();
virtual ~DARTPhysicsServerCommandProcessor();
virtual bool connect();
virtual void disconnect();
virtual bool isConnected() const;
virtual bool processCommand(const struct SharedMemoryCommand& clientCmd, struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes);
virtual bool receiveStatus(struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes);
virtual void renderScene(int renderFlags) {}
virtual void physicsDebugDraw(int debugDrawFlags) {}
virtual void setGuiHelper(struct GUIHelperInterface* guiHelper) {}
virtual void setTimeOut(double timeOutInSeconds) {}
};
#endif //DART_PHYSICS_COMMAND_PROCESSOR_H