64 lines
2.7 KiB
Markdown
64 lines
2.7 KiB
Markdown
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# haxebullet
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[Bullet 3D Physics](http://bulletphysics.org/) bindings for Haxe.
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Based on the webidl approach, works for HL/C & JS:
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- https://github.com/ncannasse/webidl
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- https://github.com/HeapsIO/bullet
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- https://github.com/bulletphysics/bullet3
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- https://github.com/kripken/ammo.js
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## Usage
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[Reference](http://bulletphysics.org/mediawiki-1.5.8/index.php/Hello_World)
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In order to get HL/C build to work you need to add `haxebullet/bullet` and `haxebullet/hl` directories into your build process so the compiler is able to find bullet sources.
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In order to get JS build to work you need to add `haxebullet/ammo/ammo.js` script either by embedding or including it with a script tag.
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``` hx
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var collisionConfiguration = new bullet.Bt.DefaultCollisionConfiguration();
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var dispatcher = new bullet.Bt.CollisionDispatcher(collisionConfiguration);
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var broadphase = new bullet.Bt.DbvtBroadphase();
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var solver = new bullet.Bt.SequentialImpulseConstraintSolver();
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var dynamicsWorld = new bullet.Bt.DiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
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var groundShape = new bullet.Bt.StaticPlaneShape(new bullet.Bt.Vector3(0, 1, 0), 1);
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var groundTransform = new bullet.Bt.Transform();
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groundTransform.setIdentity();
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groundTransform.setOrigin(new bullet.Bt.Vector3(0, -1, 0));
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var centerOfMassOffsetTransform = new bullet.Bt.Transform();
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centerOfMassOffsetTransform.setIdentity();
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var groundMotionState = new bullet.Bt.DefaultMotionState(groundTransform, centerOfMassOffsetTransform);
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var groundRigidBodyCI = new bullet.Bt.RigidBodyConstructionInfo(0.01, groundMotionState, cast groundShape, new bullet.Bt.Vector3(0, 0, 0));
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var groundRigidBody = new bullet.Bt.RigidBody(groundRigidBodyCI);
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dynamicsWorld.addRigidBody(groundRigidBody);
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var fallShape = new bullet.Bt.SphereShape(1);
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var fallTransform = new bullet.Bt.Transform();
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fallTransform.setIdentity();
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fallTransform.setOrigin(new bullet.Bt.Vector3(0, 50, 0));
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var centerOfMassOffsetFallTransform = new bullet.Bt.Transform();
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centerOfMassOffsetFallTransform.setIdentity();
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var fallMotionState = new bullet.Bt.DefaultMotionState(fallTransform, centerOfMassOffsetFallTransform);
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var fallInertia = new bullet.Bt.Vector3(0, 0, 0);
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// fallShape.calculateLocalInertia(1, fallInertia);
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var fallRigidBodyCI = new bullet.Bt.RigidBodyConstructionInfo(1, fallMotionState, fallShape, fallInertia);
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var fallRigidBody = new bullet.Bt.RigidBody(fallRigidBodyCI);
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dynamicsWorld.addRigidBody(fallRigidBody);
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for (i in 0...3000) {
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dynamicsWorld.stepSimulation(1 / 60);
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var trans = new bullet.Bt.Transform();
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var m = fallRigidBody.getMotionState();
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m.getWorldTransform(trans);
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trace(trans.getOrigin().y());
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trans.delete();
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}
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// ...delete();
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```
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