Files
bullet_test/main.cpp
2026-04-27 20:53:20 +10:00

272 lines
7.8 KiB
C++

#include "BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
#include "BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h"
#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
#include "LinearMath/btDefaultMotionState.h"
#include "LinearMath/btVector3.h"
#include <btBulletDynamicsCommon.h>
#include <chrono>
#include <random>
#include <raylib.h>
#include <stdio.h>
#include <vector>
// todo: untitled fighting game fr
// - load player model
// - code player movement left and right
int randomInteger(int lbound, int ubound) {
std::random_device rd;
std::mt19937_64 rng(rd());
std::uniform_real_distribution<> dist(lbound, ubound);
return dist(rng);
}
const std::vector<Color> colors = {MAROON, PINK, VIOLET,
DARKBLUE, DARKPURPLE, SKYBLUE};
btDefaultCollisionConfiguration *collision_configuration;
btCollisionDispatcher *dispatcher;
btBroadphaseInterface *overlappping_pair_cache;
btSequentialImpulseConstraintSolver *solver;
btDiscreteDynamicsWorld *dynamics_world;
btAlignedObjectArray<btCollisionShape *> collision_shapes;
enum Shape {
CUBE,
SPHERE,
};
enum PhysicsType { STATIC, DYNAMIC, KINEMATIC };
class PhysObj {
private:
btRigidBody *body;
btCollisionShape *col_shape;
Model model;
public:
Color color;
PhysObj(Vector3 position = {0, 0, 0}, Vector3 rotation = {0, 0, 0},
Vector3 size = {1, 1, 1}, Shape shape = CUBE,
PhysicsType type = STATIC, float mass = 0, Color color = WHITE) {
this->color = color;
if (shape == CUBE) {
col_shape = new btBoxShape(btVector3(
btScalar(size.x / 2), btScalar(size.y / 2), btScalar(size.z / 2)));
model = LoadModelFromMesh(GenMeshCube(size.x, size.y, size.z));
} else if (shape == SPHERE) {
col_shape = new btSphereShape(btScalar(size.x));
model = LoadModelFromMesh(GenMeshSphere(size.x, 16, 32));
}
collision_shapes.push_back(col_shape);
btTransform transform;
transform.setIdentity();
transform.setOrigin(btVector3(position.x, position.y, position.z));
transform.setRotation(btQuaternion(
btScalar(rotation.x), btScalar(rotation.y), btScalar(rotation.z)));
btScalar object_mass(mass);
btVector3 local_intertia(0, 0, 0);
if (type == DYNAMIC || mass != 0.0) {
col_shape->calculateLocalInertia(mass, local_intertia);
}
btDefaultMotionState *motion_state = new btDefaultMotionState(transform);
btRigidBody::btRigidBodyConstructionInfo rb_info(object_mass, motion_state,
col_shape, local_intertia);
body = new btRigidBody(rb_info);
dynamics_world->addRigidBody(body);
}
void render() {
const float radian_scale = 57.296;
btTransform trans;
if (body && body->getMotionState()) {
body->getMotionState()->getWorldTransform(trans);
} else {
return;
}
Vector3 pos = {float(trans.getOrigin().getX()),
float(trans.getOrigin().getY()),
float(trans.getOrigin().getZ())};
btQuaternion quat = trans.getRotation();
Vector3 axis = {float(quat.getAxis().getX()), float(quat.getAxis().getY()),
float(quat.getAxis().getZ())};
float angle = float(quat.getAngle()) * radian_scale;
DrawModelEx(model, pos, axis, angle, {1, 1, 1}, color);
}
void unload() { UnloadModel(model); }
};
enum object_types
{
BOX,
BALL
};
class rObj {
public:
Vector3 posXYZ;
Vector3 rotAxisXYZ;
Vector3 scaleXYZ;
float rotAngle;
Color objColor;
rObj(Vector3 position, Vector3 size, Vector3 scale, Vector3 rotAxis, float angle, Color color, object_types objType)
{
this->posXYZ = position;
this->rotAxisXYZ = rotAxis;
this->scaleXYZ = scale;
this->rotAngle = angle;
this->objColor = color;
switch(objType)
{
case BOX:
this->mesh = GenMeshCube(size.x,size.y,size.z);
this->model = LoadModelFromMesh(mesh);
break;
case BALL:
this->mesh = GenMeshSphere(size.x, 8,16);
this->model = LoadModelFromMesh(mesh);
break;
}
};
void render()
{
DrawModelEx(model, this->posXYZ, rotAxisXYZ, rotAngle, scaleXYZ, objColor);
}
private:
Mesh mesh;
Model model;
};
int main() {
InitWindow(800, 600, "raylib and bullet integration");
Camera3D cam = {0};
cam.position = (Vector3){10.f, 5.f, 10.f};
cam.target = (Vector3){0, 0, 0};
cam.up = (Vector3){0, 1, 0};
cam.fovy = 60.f;
cam.projection = CAMERA_PERSPECTIVE;
SetTargetFPS(60);
Ray ray = {0};
RayCollision collision = {0};
collision_configuration = new btDefaultCollisionConfiguration();
dispatcher = new btCollisionDispatcher(collision_configuration);
overlappping_pair_cache = new btDbvtBroadphase();
solver = new btSequentialImpulseConstraintSolver;
dynamics_world = new btDiscreteDynamicsWorld(
dispatcher, overlappping_pair_cache, solver, collision_configuration);
dynamics_world->setGravity(btVector3(0, -10, 0));
std::vector<PhysObj> physics_objects = {
PhysObj({0, 0, 0}, {0, 0, 0}, {8, 0.5, 8}, CUBE, STATIC, 0.0, GRAY)};
for (size_t i = 0; i < 10; i++) {
const std::vector<Color> colors = {MAROON, PINK, VIOLET,
DARKBLUE, DARKPURPLE, SKYBLUE};
physics_objects.push_back(
PhysObj({(float)randomInteger(-5, 5), (float)GetRandomValue(10, 15),
(float)GetRandomValue(-5, 5)},
{(float)GetRandomValue(-3, 3), (float)GetRandomValue(-3, 3),
(float)GetRandomValue(-3, 3)},
{1.0f, 1.0f, 1.0f}, CUBE, DYNAMIC, 1.0,
colors[GetRandomValue(0, colors.size() - 1)]));
}
EnableCursor();
while (!WindowShouldClose()) {
UpdateCamera(&cam, CAMERA_PERSPECTIVE);
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
if (!collision.hit) {
// vec3(8f,0.5f,8f) is the size of the floor platform.
ray = GetScreenToWorldRay(GetMousePosition(), cam);
collision = GetRayCollisionBox(
ray, {{-8 / 2, -0.5 / 2, -8 / 2}, {8 / 2, 0.5 / 2, 8 / 2}});
physics_objects.push_back(PhysObj(
{collision.point.x, collision.point.y + 0.5f, collision.point.z},
{0, 0, 0}, {1, 1, 1}, CUBE, DYNAMIC, 1,
colors[randomInteger(0, 5)]));
} else
collision.hit = false;
}
dynamics_world->stepSimulation(1.0 / float(60), 10);
if (IsKeyPressed(KEY_SPACE)) {
physics_objects.push_back(PhysObj({0, 10, 0}, {0, 0, 0}, {0.5, 0.5, 0.5},
SPHERE, DYNAMIC, 1, colors[randomInteger(0, 5)]));
}
// regular game logic and stuff
BeginDrawing();
ClearBackground(BLACK);
BeginMode3D(cam);
for (auto &object : physics_objects) {
object.render();
}
DrawGrid(10, 1.0);
EndMode3D();
DrawText("Left Click on the platform to create a cube", 16, 64, 20, GREEN);
DrawText("Press Space to create a sphere", 16, 86, 20, GREEN);
DrawFPS(16, 16);
EndDrawing();
}
for (int i = dynamics_world->getNumCollisionObjects() - 1; i >= 0; i--) {
btCollisionObject *obj = dynamics_world->getCollisionObjectArray()[i];
btRigidBody *body = btRigidBody::upcast(obj);
if (body && body->getMotionState()) {
delete body->getMotionState();
}
dynamics_world->removeCollisionObject(obj);
delete obj;
}
for (int i = 0; i < collision_shapes.size(); i++) {
btCollisionShape *shape = collision_shapes[i];
collision_shapes[i] = 0;
delete shape;
}
for (auto &object : physics_objects) {
object.unload();
}
delete dynamics_world;
delete solver;
delete overlappping_pair_cache;
delete dispatcher;
delete collision_configuration;
CloseWindow();
return 0x0;
}