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bullet3_bridge.cpp
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#include "bullet3_bridge.h"
#include "btBulletDynamicsCommon.h"
struct btDynamicsWorldWrapper {
btDefaultCollisionConfiguration* collisionConfiguration;
btCollisionDispatcher *dispatcher;
btBroadphaseInterface* overlappingPairCache;
btSequentialImpulseConstraintSolver *solver;
btDiscreteDynamicsWorld* dynamicsWorld;
};
struct btRigidBodyWrapper {
btCollisionShape* shape;
btDefaultMotionState* motionState;
btRigidBody* rigidBody;
btDynamicsWorld* assignedWorld = nullptr;
};
struct btCollisionShapeWrapper {
btCollisionShape* shape;
};
struct btTypedConstraintWrapper {
btTypedConstraint* constraint;
};
/**
* Common Helpers
*
* ----------------------------------------------------------------------------
*/
btVector3 vec3_to_btVector3(vec3 *v)
{
return btVector3((*v)[0], (*v)[1], (*v)[2]);
}
btQuaternion quat_to_btQuaternion(quat *q)
{
return btQuaternion((*q)[1], (*q)[2], (*q)[3], (*q)[0]);
}
void btVector3_to_vec3(btVector3 *v, vec3 *out)
{
(*out)[0] = v->getX();
(*out)[1] = v->getY();
(*out)[2] = v->getZ();
}
void btQuaternion_to_quat(btQuaternion *q, quat *out)
{
(*out)[0] = q->getW();
(*out)[1] = q->getX();
(*out)[2] = q->getY();
(*out)[3] = q->getZ();
}
/**
* Physics world
*
* ----------------------------------------------------------------------------
*/
btDynamicsWorldWrapper *btDynamicsWorld_create() {
btDynamicsWorldWrapper *wrapper = new btDynamicsWorldWrapper;
wrapper->collisionConfiguration = new btDefaultCollisionConfiguration();
wrapper->dispatcher = new btCollisionDispatcher(wrapper->collisionConfiguration);
wrapper->overlappingPairCache = new btDbvtBroadphase();
wrapper->solver = new btSequentialImpulseConstraintSolver();
wrapper->dynamicsWorld = new btDiscreteDynamicsWorld(wrapper->dispatcher, wrapper->overlappingPairCache, wrapper->solver, wrapper->collisionConfiguration);
// // add a ground plane for testing
// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0, 1, 0), 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);
// // add 20 random static boxes for testing
// for (int i = 0; i < 20; i++) {
// btCollisionShape* boxShape = new btBoxShape(btVector3(20, 20, 20));
// btDefaultMotionState* boxMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(rand() % 50 - 25, rand() % 50 + 25, rand() % 50 - 25)));
// btRigidBody::btRigidBodyConstructionInfo boxRigidBodyCI(0, boxMotionState, boxShape, btVector3(0, 0, 0));
// btRigidBody* boxRigidBody = new btRigidBody(boxRigidBodyCI);
// wrapper->dynamicsWorld->addRigidBody(boxRigidBody);
// }
// // add friction to the ground
// groundRigidBody->setFriction(0.5);
// groundRigidBody->setRestitution(0.2);
// wrapper->dynamicsWorld->addRigidBody(groundRigidBody);
return wrapper;
}
void btDynamicsWorld_destroy(btDynamicsWorldWrapper *wrapper) {
delete wrapper->dynamicsWorld;
delete wrapper->solver;
delete wrapper->overlappingPairCache;
delete wrapper->dispatcher;
delete wrapper->collisionConfiguration;
delete wrapper;
}
void btDynamicsWorld_setGravity(btDynamicsWorldWrapper *world, vec3 *gravity) {
world->dynamicsWorld->setGravity(vec3_to_btVector3(gravity));
}
void btDynamicsWorld_getGravity(btDynamicsWorldWrapper *world, vec3 *gravity) {
btVector3 btGravity = world->dynamicsWorld->getGravity();
btVector3_to_vec3(&btGravity, gravity);
}
void btDynamicsWorld_addRigidBody(btDynamicsWorldWrapper *worldWrapper, btRigidBodyWrapper *bodyWrapper) {
worldWrapper->dynamicsWorld->addRigidBody(bodyWrapper->rigidBody);
bodyWrapper->assignedWorld = worldWrapper->dynamicsWorld;
}
void btDynamicsWorld_addConstraint(btDynamicsWorldWrapper *worldWrapper, btTypedConstraintWrapper *constraint, bool noclip) {
worldWrapper->dynamicsWorld->addConstraint(constraint->constraint, noclip);
}
void btDynamicsWorld_removeConstraint(btDynamicsWorldWrapper *worldWrapper, btTypedConstraintWrapper *constraint) {
worldWrapper->dynamicsWorld->removeConstraint(constraint->constraint);
}
void btDynamicsWorld_stepSimulation(btDynamicsWorldWrapper *worldWrapper, float timeStep) {
worldWrapper->dynamicsWorld->stepSimulation(timeStep);
}
/**
* Collision shape
*
* ----------------------------------------------------------------------------
*/
void btCollisionShape_destroy(btCollisionShapeWrapper *shape)
{
delete shape->shape;
delete shape;
}
btCollisionShapeWrapper *btCollisionShape_create_sphere(float radius)
{
btCollisionShapeWrapper *wrapper = new btCollisionShapeWrapper;
wrapper->shape = new btSphereShape(radius);
return wrapper;
}
btCollisionShapeWrapper *btCollisionShape_create_box(vec3 *halfExtents)
{
btCollisionShapeWrapper *wrapper = new btCollisionShapeWrapper;
wrapper->shape = new btBoxShape(vec3_to_btVector3(halfExtents));
return wrapper;
}
btCollisionShapeWrapper *btCollisionShape_create_cylinder(vec3 *halfExtents)
{
btCollisionShapeWrapper *wrapper = new btCollisionShapeWrapper;
wrapper->shape = new btCylinderShape(vec3_to_btVector3(halfExtents));
return wrapper;
}
btCollisionShapeWrapper *btCollisionShape_create_cylinderX(vec3 *halfExtents)
{
btCollisionShapeWrapper *wrapper = new btCollisionShapeWrapper;
wrapper->shape = new btCylinderShapeX(vec3_to_btVector3(halfExtents));
return wrapper;
}
btCollisionShapeWrapper *btCollisionShape_create_cylinderZ(vec3 *halfExtents)
{
btCollisionShapeWrapper *wrapper = new btCollisionShapeWrapper;
wrapper->shape = new btCylinderShapeZ(vec3_to_btVector3(halfExtents));
return wrapper;
}
btCollisionShapeWrapper *btCollisionShape_create_static_plane(vec3 *normal, float constant)
{
btCollisionShapeWrapper *wrapper = new btCollisionShapeWrapper;
wrapper->shape = new btStaticPlaneShape(vec3_to_btVector3(normal), constant);
return wrapper;
}
/**
* Contraints
*
* ----------------------------------------------------------------------------
*/
void btTypedConstraint_destroy(btTypedConstraintWrapper *constraint)
{
delete constraint->constraint;
delete constraint;
}
btTypedConstraintWrapper *btPoint2PointConstraint_create(btRigidBodyWrapper *bodyA, btRigidBodyWrapper *bodyB, vec3 *pivotA, vec3 *pivotB)
{
btTypedConstraintWrapper *wrapper = new btTypedConstraintWrapper;
wrapper->constraint = new btPoint2PointConstraint(*bodyA->rigidBody, *bodyB->rigidBody, vec3_to_btVector3(pivotA), vec3_to_btVector3(pivotB));
return wrapper;
}
btTypedConstraintWrapper *btHingeConstraint_create(btRigidBodyWrapper *bodyA, btRigidBodyWrapper *bodyB, vec3 *pivotA, vec3 *pivotB, vec3 *axisA, vec3 *axisB)
{
btTypedConstraintWrapper *wrapper = new btTypedConstraintWrapper;
wrapper->constraint = new btHingeConstraint(*bodyA->rigidBody, *bodyB->rigidBody, vec3_to_btVector3(pivotA), vec3_to_btVector3(pivotB), vec3_to_btVector3(axisA), vec3_to_btVector3(axisB));
return wrapper;
}
/**
* Rigid body
*
* ----------------------------------------------------------------------------
*/
btRigidBodyWrapper *btRigidBody_create(btCollisionShapeWrapper* shape, float mass)
{
btRigidBodyWrapper *wrapper = new btRigidBodyWrapper;
wrapper->shape = shape->shape;
btVector3 localInertia(0, 0, 0);
if (mass != 0.0f) {
wrapper->shape->calculateLocalInertia(mass, localInertia);
}
wrapper->motionState = new btDefaultMotionState();
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, wrapper->motionState, wrapper->shape, localInertia);
wrapper->rigidBody = new btRigidBody(rbInfo);
return wrapper;
}
void btRigidBody_destroy(btRigidBodyWrapper *wrapper) {
if (wrapper->assignedWorld != nullptr) {
wrapper->assignedWorld->removeRigidBody(wrapper->rigidBody);
}
delete wrapper->rigidBody;
delete wrapper->motionState;
delete wrapper;
}
void btRigidBody_setPosition(btRigidBodyWrapper *body, vec3 *position) {
body->rigidBody->getWorldTransform().setOrigin(vec3_to_btVector3(position));
}
void btRigidBody_setQuaternion(btRigidBodyWrapper *body, quat *orientation) {
body->rigidBody->getWorldTransform().setRotation(quat_to_btQuaternion(orientation));
}
void btRigidBody_setMass(btRigidBodyWrapper *body, float mass)
{
btVector3 localInertia(0, 0, 0);
if (mass != 0.0f)
body->shape->calculateLocalInertia(mass, localInertia);
body->rigidBody->setMassProps(mass, localInertia);
}
void btRigidBody_getPosition(btRigidBodyWrapper *bodyWrapper, vec3 *position) {
btVector3 btPosition = bodyWrapper->rigidBody->getWorldTransform().getOrigin();
btVector3_to_vec3(&btPosition, position);
}
void btRigidBody_getLinearVelocity(btRigidBodyWrapper *bodyWrapper, vec3 *velocity) {
btVector3 btVelocity = bodyWrapper->rigidBody->getLinearVelocity();
btVector3_to_vec3(&btVelocity, velocity);
}
void btRigidBody_getAngularVelocity(btRigidBodyWrapper *bodyWrapper, vec3 *velocity) {
btVector3 btVelocity = bodyWrapper->rigidBody->getAngularVelocity();
btVector3_to_vec3(&btVelocity, velocity);
}
void btRigidBody_getQuaternion(btRigidBodyWrapper *bodyWrapper, quat* quaternion) {
btQuaternion btQuaternion = bodyWrapper->rigidBody->getWorldTransform().getRotation();
btQuaternion_to_quat(&btQuaternion, quaternion);
}
void btRigidBody_getOpenGLMatrix(btRigidBodyWrapper *bodyWrapper, mat4x4* matrix) {
bodyWrapper->rigidBody->getWorldTransform().getOpenGLMatrix(matrix[0][0]);
}
void btRigidBody_applyForce(btRigidBodyWrapper *body, vec3 *force, vec3 *rel_pos) {
body->rigidBody->applyForce(vec3_to_btVector3(force), vec3_to_btVector3(rel_pos));
}
void btRigidBody_applyCentralForce(btRigidBodyWrapper *body, vec3 *force) {
body->rigidBody->applyCentralForce(vec3_to_btVector3(force));
}
void btRigidBody_applyTorque(btRigidBodyWrapper *body, vec3 *torque) {
body->rigidBody->applyTorque(vec3_to_btVector3(torque));
}
void btRigidBody_applyImpulse(btRigidBodyWrapper *body, vec3 *impulse, vec3 *rel_pos) {
body->rigidBody->applyImpulse(vec3_to_btVector3(impulse), vec3_to_btVector3(rel_pos));
}
void btRigidBody_applyCentralImpulse(btRigidBodyWrapper *body, vec3 *impulse) {
body->rigidBody->applyCentralImpulse(vec3_to_btVector3(impulse));
}
void btRigidBody_applyTorqueImpulse(btRigidBodyWrapper *body, vec3 *torque) {
body->rigidBody->applyTorqueImpulse(vec3_to_btVector3(torque));
}
void btRigidBody_activate(btRigidBodyWrapper *body) {
body->rigidBody->activate();
}