first commit pls like and sub
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199
main.cpp
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199
main.cpp
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#include "BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
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#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
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#include "BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h"
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#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
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#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
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#include "LinearMath/btDefaultMotionState.h"
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#include "LinearMath/btVector3.h"
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#include <btBulletDynamicsCommon.h>
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#include <raylib.h>
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#include <stdio.h>
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#include <vector>
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// todo: basic player movement script
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btDefaultCollisionConfiguration *collision_configuration;
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btCollisionDispatcher *dispatcher;
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btBroadphaseInterface *overlappping_pair_cache;
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btSequentialImpulseConstraintSolver *solver;
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btDiscreteDynamicsWorld *dynamics_world;
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btAlignedObjectArray<btCollisionShape *> collision_shapes;
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enum Shape {
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CUBE,
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SPHERE,
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};
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enum PhysicsType { STATIC, DYNAMIC, KINEMATIC };
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class PhysObj {
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private:
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btRigidBody *body;
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btCollisionShape *col_shape;
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Model model;
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public:
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Color color;
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PhysObj(Vector3 position = {0, 0, 0}, Vector3 rotation = {0, 0, 0},
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Vector3 size = {1, 1, 1}, Shape shape = CUBE,
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PhysicsType type = STATIC, float mass = 0, Color color = WHITE) {
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this->color = color;
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if (shape == CUBE) {
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col_shape = new btBoxShape(btVector3(
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btScalar(size.x / 2), btScalar(size.y / 2), btScalar(size.z / 2)));
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model = LoadModelFromMesh(GenMeshCube(size.x, size.y, size.z));
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} else if (shape == SPHERE) {
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col_shape = new btSphereShape(btScalar(size.x));
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model = LoadModelFromMesh(GenMeshSphere(size.x, 8, 16));
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}
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collision_shapes.push_back(col_shape);
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btTransform transform;
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transform.setIdentity();
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transform.setOrigin(btVector3(position.x, position.y, position.z));
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transform.setRotation(btQuaternion(
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btScalar(rotation.x), btScalar(rotation.y), btScalar(rotation.z)));
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btScalar object_mass(mass);
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btVector3 local_intertia(0, 0, 0);
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if (type == DYNAMIC || mass != 0.0) {
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col_shape->calculateLocalInertia(mass, local_intertia);
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}
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btDefaultMotionState *motion_state = new btDefaultMotionState(transform);
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btRigidBody::btRigidBodyConstructionInfo rb_info(object_mass, motion_state,
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col_shape, local_intertia);
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body = new btRigidBody(rb_info);
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dynamics_world->addRigidBody(body);
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}
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void render() {
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const float radian_scale = 57.296;
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btTransform trans;
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if (body && body->getMotionState()) {
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body->getMotionState()->getWorldTransform(trans);
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} else {
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return;
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}
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Vector3 pos = {float(trans.getOrigin().getX()),
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float(trans.getOrigin().getY()),
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float(trans.getOrigin().getZ())};
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btQuaternion quat = trans.getRotation();
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Vector3 axis = {float(quat.getAxis().getX()), float(quat.getAxis().getY()),
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float(quat.getAxis().getZ())};
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float angle = float(quat.getAngle()) * radian_scale;
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DrawModelEx(model, pos, axis, angle, {1, 1, 1}, color);
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}
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void unload() { UnloadModel(model); }
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};
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int main() {
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InitWindow(800, 600, "raylib and bullet integration");
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Camera3D cam = {0};
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cam.position = (Vector3){10.f, 5.f, 10.f};
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cam.target = (Vector3){0, 0, 0};
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cam.up = (Vector3){0, 1, 0};
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cam.fovy = 60.f;
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cam.projection = CAMERA_PERSPECTIVE;
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SetTargetFPS(60);
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Ray ray = {0};
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RayCollision collision = {0};
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collision_configuration = new btDefaultCollisionConfiguration();
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dispatcher = new btCollisionDispatcher(collision_configuration);
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overlappping_pair_cache = new btDbvtBroadphase();
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solver = new btSequentialImpulseConstraintSolver;
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dynamics_world = new btDiscreteDynamicsWorld(
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dispatcher, overlappping_pair_cache, solver, collision_configuration);
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dynamics_world->setGravity(btVector3(0, -10, 0));
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std::vector<PhysObj> physics_objects = {
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PhysObj({0, 0, 0}, {0, 0, 0}, {8, 0.5, 8}, CUBE, STATIC, 0.0, GRAY)};
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for (size_t i = 0; i < 10; i++) {
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const std::vector<Color> colors = {MAROON, PINK, VIOLET,
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DARKBLUE, DARKPURPLE, SKYBLUE};
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physics_objects.push_back(
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PhysObj({(float)GetRandomValue(-5, 5), (float)GetRandomValue(10, 15),
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(float)GetRandomValue(-5, 5)},
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{(float)GetRandomValue(-3, 3), (float)GetRandomValue(-3, 3),
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(float)GetRandomValue(-3, 3)},
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{1.0f, 1.0f, 1.0f}, CUBE, DYNAMIC, 1.0,
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colors[GetRandomValue(0, colors.size() - 1)]));
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}
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EnableCursor();
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while (!WindowShouldClose()) {
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UpdateCamera(&cam, CAMERA_ORBITAL);
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
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if (!collision.hit) {
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// vec3(8f,0.5f,8f) is the size of the floor platform.
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ray = GetScreenToWorldRay(GetMousePosition(), cam);
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collision = GetRayCollisionBox(
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ray, {{-8 / 2, -0.5 / 2, -8 / 2}, {8 / 2, 0.5 / 2, 8 / 2}});
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physics_objects.push_back(PhysObj({collision.point}, {0, 0, 0},
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{1, 1, 1}, CUBE, DYNAMIC, 1, PINK));
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} else
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collision.hit = false;
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}
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dynamics_world->stepSimulation(1.0 / float(60), 10);
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if (IsKeyPressed(KEY_SPACE)) {
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physics_objects.push_back(
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PhysObj({0, 10, 0}, {0, 0, 0}, {1, 1, 1}, SPHERE, DYNAMIC, 1, PINK));
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}
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BeginDrawing();
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ClearBackground(BLACK);
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BeginMode3D(cam);
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for (auto &object : physics_objects) {
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object.render();
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}
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DrawGrid(10, 1.0);
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EndMode3D();
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DrawText("Left Click on the platform to create a cube", 16, 64, 20, GREEN);
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DrawFPS(16, 16);
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EndDrawing();
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}
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for (int i = dynamics_world->getNumCollisionObjects() - 1; i >= 0; i--) {
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btCollisionObject *obj = dynamics_world->getCollisionObjectArray()[i];
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btRigidBody *body = btRigidBody::upcast(obj);
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if (body && body->getMotionState()) {
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delete body->getMotionState();
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}
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dynamics_world->removeCollisionObject(obj);
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delete obj;
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}
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for (int i = 0; i < collision_shapes.size(); i++) {
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btCollisionShape *shape = collision_shapes[i];
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collision_shapes[i] = 0;
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delete shape;
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}
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for (auto &object : physics_objects) {
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object.unload();
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}
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delete dynamics_world;
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delete solver;
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delete overlappping_pair_cache;
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delete dispatcher;
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delete collision_configuration;
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CloseWindow();
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return 0x0;
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}
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