Code: Select all
OpenGL32.lib
glut32.lib
WinMM.lib
glaux.lib
GlU32.lib
glew32.lib
SDL.lib
SDLmain.lib
Code: Select all
#include <iostream>
#include <btBulletDynamicsCommon.h>
#pragma comment(lib,"libs//libBulletColladaConverter_d.lib")
#pragma comment(lib,"libs//libbulletcollision_d.lib")
#pragma comment(lib,"libs//libbulletdynamics_d.lib")
#pragma comment(lib,"libs//libbulletmath_d.lib")
#pragma comment(lib,"libs//libbulletmultithreaded_d.lib")
#pragma comment(lib,"libs//libbulletopenglsupport_d.lib")
#pragma comment(lib,"libs//libbulletsoftbody_d.lib")
#pragma comment(lib,"libs//libcolladadom_d.lib")
#pragma comment(lib,"libs//libconvexdecomposition_d.lib")
#pragma comment(lib,"libs//libGIMPACTUtils_d.lib")
#pragma comment(lib,"libs//libglui_d.lib")
#pragma comment(lib,"libs//libiff_d.lib")
#pragma comment(lib,"libs//liblibxml_d.lib")
#pragma comment(lib,"libs//libcolladadom.lib")
#pragma comment(lib,"libs//libGIMPACTUtils.lib")
#pragma comment(lib,"libs//appAllBulletDemos.lib")
#pragma comment(lib,"libs//glew32.lib")
#pragma comment(lib,"libs//glut32.lib")
int main (void)
{
btVector3 worldAabbMin(-10000,-10000,-10000);
btVector3 worldAabbMax(10000,10000,10000);
int maxProxies = 1024;
btAxisSweep3* broadphase = new btAxisSweep3(worldAabbMin,worldAabbMax,maxProxies);
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);
std::cout << "sphere height: " << trans.getOrigin().getY() << std::endl;
}
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;
}
Code: Select all
1>------ Build started: Project: BULLET_DEMO, Configuration: Debug Win32 ------
1>Linking...
1>LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of other libs; use /NODEFAULTLIB:library
1>main.obj : error LNK2001: unresolved external symbol "public: virtual float __thiscall btCollisionShape::getContactBreakingThreshold(float)const " (?getContactBreakingThreshold@btCollisionShape@@UBEMM@Z)
1>C:\Users\Tinek\Desktop\bullet-2.75\MOJE\BULLET_DEMO\Debug\BULLET_DEMO.exe : fatal error LNK1120: 1 unresolved externals
1>Build log was saved at "file://c:\Users\Tinek\Desktop\bullet-2.75\MOJE\BULLET_DEMO\BULLET_DEMO\Debug\BuildLog.htm"
1>BULLET_DEMO - 2 error(s), 1 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========