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#include "../../include/Physics/Physics.hpp"
#include <btBulletDynamicsCommon.h>
// TODO: Figure out how to process physics in another thread. Should it be done simply by
// calling stepSimulation in another thread?
static void physics_update_callback(btDynamicsWorld *dynamics_world, btScalar time_step) {
btDispatcher *dispatcher = dynamics_world->getDispatcher();
int num_manifolds = dispatcher->getNumManifolds();
for(int i = 0; i < num_manifolds; ++i) {
btPersistentManifold *contact_manifold = dispatcher->getManifoldByIndexInternal(i);
{
// The bodies that collided
const btCollisionObject *obj_this = contact_manifold->getBody0();
const btCollisionObject *obj_other = contact_manifold->getBody1();
}
int num_contacts = contact_manifold->getNumContacts();
for(int j = 0; j < num_contacts; ++j) {
btManifoldPoint &pt = contact_manifold->getContactPoint(j);
const btVector3 &pt_this = pt.getPositionWorldOnA();
const btVector3 &pt_other = pt.getPositionWorldOnB();
const btVector3 &normal_on_other = pt.m_normalWorldOnB;
}
}
}
namespace amalgine {
Physics::Physics() {
btDefaultCollisionConfiguration *collision_configuration = new btDefaultCollisionConfiguration();
btCollisionDispatcher *dispatcher = new btCollisionDispatcher(collision_configuration);
btBroadphaseInterface *overlapping_pair_cache = new btDbvtBroadphase();
btSequentialImpulseConstraintSolver *solver = new btSequentialImpulseConstraintSolver();
btDiscreteDynamicsWorld *dynamics_world = new btDiscreteDynamicsWorld(dispatcher, overlapping_pair_cache, solver, collision_configuration);
const float gravity = -10.0f;
dynamics_world->setGravity(btVector3(0.0f, gravity, 0.0f));
dynamics_world->setInternalTickCallback(physics_update_callback);
//dynamics_world->debugDrawWorld();
}
}
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