1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2007 Erwin Coumans  https://bulletphysics.org
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 
16 ///-----includes_start-----
17 #include "btBulletDynamicsCommon.h"
18 #include <stdio.h>
19 
20 /// This is a Hello World program for running a basic Bullet physics simulation
21 
main(int argc,char ** argv)22 int main(int argc, char** argv)
23 {
24 	///-----includes_end-----
25 
26 	int i;
27 	///-----initialization_start-----
28 
29 	///collision configuration contains default setup for memory, collision setup. Advanced users can create their own configuration.
30 	btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
31 
32 	///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
33 	btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
34 
35 	///btDbvtBroadphase is a good general purpose broadphase. You can also try out btAxis3Sweep.
36 	btBroadphaseInterface* overlappingPairCache = new btDbvtBroadphase();
37 
38 	///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
39 	btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
40 
41 	btDiscreteDynamicsWorld* dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration);
42 
43 	dynamicsWorld->setGravity(btVector3(0, -10, 0));
44 
45 	///-----initialization_end-----
46 
47 	//keep track of the shapes, we release memory at exit.
48 	//make sure to re-use collision shapes among rigid bodies whenever possible!
49 	btAlignedObjectArray<btCollisionShape*> collisionShapes;
50 
51 	///create a few basic rigid bodies
52 
53 	//the ground is a cube of side 100 at position y = -56.
54 	//the sphere will hit it at y = -6, with center at -5
55 	{
56 		btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.), btScalar(50.), btScalar(50.)));
57 
58 		collisionShapes.push_back(groundShape);
59 
60 		btTransform groundTransform;
61 		groundTransform.setIdentity();
62 		groundTransform.setOrigin(btVector3(0, -56, 0));
63 
64 		btScalar mass(0.);
65 
66 		//rigidbody is dynamic if and only if mass is non zero, otherwise static
67 		bool isDynamic = (mass != 0.f);
68 
69 		btVector3 localInertia(0, 0, 0);
70 		if (isDynamic)
71 			groundShape->calculateLocalInertia(mass, localInertia);
72 
73 		//using motionstate is optional, it provides interpolation capabilities, and only synchronizes 'active' objects
74 		btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
75 		btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
76 		btRigidBody* body = new btRigidBody(rbInfo);
77 
78 		//add the body to the dynamics world
79 		dynamicsWorld->addRigidBody(body);
80 	}
81 
82 	{
83 		//create a dynamic rigidbody
84 
85 		//btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
86 		btCollisionShape* colShape = new btSphereShape(btScalar(1.));
87 		collisionShapes.push_back(colShape);
88 
89 		/// Create Dynamic Objects
90 		btTransform startTransform;
91 		startTransform.setIdentity();
92 
93 		btScalar mass(1.f);
94 
95 		//rigidbody is dynamic if and only if mass is non zero, otherwise static
96 		bool isDynamic = (mass != 0.f);
97 
98 		btVector3 localInertia(0, 0, 0);
99 		if (isDynamic)
100 			colShape->calculateLocalInertia(mass, localInertia);
101 
102 		startTransform.setOrigin(btVector3(2, 10, 0));
103 
104 		//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
105 		btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
106 		btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, colShape, localInertia);
107 		btRigidBody* body = new btRigidBody(rbInfo);
108 
109 		dynamicsWorld->addRigidBody(body);
110 	}
111 
112 	/// Do some simulation
113 
114 	///-----stepsimulation_start-----
115 	for (i = 0; i < 150; i++)
116 	{
117 		dynamicsWorld->stepSimulation(1.f / 60.f, 10);
118 
119 		//print positions of all objects
120 		for (int j = dynamicsWorld->getNumCollisionObjects() - 1; j >= 0; j--)
121 		{
122 			btCollisionObject* obj = dynamicsWorld->getCollisionObjectArray()[j];
123 			btRigidBody* body = btRigidBody::upcast(obj);
124 			btTransform trans;
125 			if (body && body->getMotionState())
126 			{
127 				body->getMotionState()->getWorldTransform(trans);
128 			}
129 			else
130 			{
131 				trans = obj->getWorldTransform();
132 			}
133 			printf("world pos object %d = %f,%f,%f\n", j, float(trans.getOrigin().getX()), float(trans.getOrigin().getY()), float(trans.getOrigin().getZ()));
134 		}
135 	}
136 
137 	///-----stepsimulation_end-----
138 
139 	//cleanup in the reverse order of creation/initialization
140 
141 	///-----cleanup_start-----
142 
143 	//remove the rigidbodies from the dynamics world and delete them
144 	for (i = dynamicsWorld->getNumCollisionObjects() - 1; i >= 0; i--)
145 	{
146 		btCollisionObject* obj = dynamicsWorld->getCollisionObjectArray()[i];
147 		btRigidBody* body = btRigidBody::upcast(obj);
148 		if (body && body->getMotionState())
149 		{
150 			delete body->getMotionState();
151 		}
152 		dynamicsWorld->removeCollisionObject(obj);
153 		delete obj;
154 	}
155 
156 	//delete collision shapes
157 	for (int j = 0; j < collisionShapes.size(); j++)
158 	{
159 		btCollisionShape* shape = collisionShapes[j];
160 		collisionShapes[j] = 0;
161 		delete shape;
162 	}
163 
164 	//delete dynamics world
165 	delete dynamicsWorld;
166 
167 	//delete solver
168 	delete solver;
169 
170 	//delete broadphase
171 	delete overlappingPairCache;
172 
173 	//delete dispatcher
174 	delete dispatcher;
175 
176 	delete collisionConfiguration;
177 
178 	//next line is optional: it will be cleared by the destructor when the array goes out of scope
179 	collisionShapes.clear();
180 }
181