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emscripten/tests/bullet_hello_world.cpp at universal-python · JavaScriptIOT/emscripten · GitHub
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#
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
;
}
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