File: bullet_hello_world.cpp

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// Copyright 2015 The Emscripten Authors.  All rights reserved.
// Emscripten is available under two separate licenses, the MIT license and the
// University of Illinois/NCSA Open Source License.  Both these licenses can be
// found in the LICENSE file.

#include <iostream>

#include <btBulletDynamicsCommon.h>

int main(void) {

	btBroadphaseInterface *broadphase = new btDbvtBroadphase();

	btDefaultCollisionConfiguration *collisionConfiguration = new btDefaultCollisionConfiguration();
	btCollisionDispatcher *dispatcher = new btCollisionDispatcher(collisionConfiguration);

	btSequentialImpulseConstraintSolver *solver = new btSequentialImpulseConstraintSolver;

	btDiscreteDynamicsWorld *dynamicsWorld =
		new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);

	dynamicsWorld->setGravity(btVector3(0, -10, 0));

	btCollisionShape *groundShape = new btStaticPlaneShape(btVector3(0, 1, 0), 1);

	btCollisionShape *fallShape = new btSphereShape(1);

	btDefaultMotionState *groundMotionState =
		new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, -1, 0)));
	btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0, groundMotionState, groundShape,
															   btVector3(0, 0, 0));
	btRigidBody *groundRigidBody = new btRigidBody(groundRigidBodyCI);
	dynamicsWorld->addRigidBody(groundRigidBody);

	btDefaultMotionState *fallMotionState =
		new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, 50, 0)));
	btScalar mass = 1;
	btVector3 fallInertia(0, 0, 0);
	fallShape->calculateLocalInertia(mass, fallInertia);
	btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass, fallMotionState, fallShape,
															 fallInertia);
	btRigidBody *fallRigidBody = new btRigidBody(fallRigidBodyCI);
	dynamicsWorld->addRigidBody(fallRigidBody);

	for(int i = 0; i < 300; i++) {
		dynamicsWorld->stepSimulation(1 / 60.f, 10);
		btTransform trans;
		fallRigidBody->getMotionState()->getWorldTransform(trans);
	}
	printf("BULLET RUNNING\n");

	dynamicsWorld->removeRigidBody(fallRigidBody);
	delete fallRigidBody->getMotionState();
	delete fallRigidBody;

	dynamicsWorld->removeRigidBody(groundRigidBody);
	delete groundRigidBody->getMotionState();
	delete groundRigidBody;

	delete fallShape;

	delete groundShape;

	delete dynamicsWorld;
	delete solver;
	delete collisionConfiguration;
	delete dispatcher;
	delete broadphase;

	return 0;
}