119 lines
5.3 KiB
Markdown
Executable File
119 lines
5.3 KiB
Markdown
Executable File
[![Travis Build Status](https://api.travis-ci.org/bulletphysics/bullet3.png?branch=master)](https://travis-ci.org/bulletphysics/bullet3)
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[![Appveyor Build status](https://ci.appveyor.com/api/projects/status/6sly9uxajr6xsstq)](https://ci.appveyor.com/project/erwincoumans/bullet3)
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# Bullet Physics SDK
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This is the official C++ source code repository of the Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
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New in Bullet 2.85: pybullet Python bindings, improved support for robotics and VR. Use pip install pybullet and see [PyBullet Quickstart Guide](https://docs.google.com/document/d/10sXEhzFRSnvFcl3XxNGhnD4N2SedqwdAvK3dsihxVUA/edit#heading=h.2ye70wns7io3).
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The Bullet 2 API will stay default and up-to-date while slowly moving to a new API.
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The steps towards a new API is in a nutshell:
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1. The old Bullet2 demos are being merged into the examples/ExampleBrowser
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2. A new physics-engine agnostic C-API is created, see examples/SharedMemory/PhysicsClientC_API.h
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3. Python bindings in pybullet are on top of this C-API, see examples/pybullet
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4. A Virtual Reality sandbox using openvr for HTC Vive and Oculus Rift is available
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5. The OpenCL examples in the ExampleBrowser can be enabled using --enable_experimental_opencl
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You can still use svn or svn externals using the github git repository: use svn co https://github.com/bulletphysics/bullet3/trunk
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## Requirements for Bullet 2
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A C++ compiler for C++ 2003. The library is tested on Windows, Linux, Mac OSX, iOS, Android,
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but should likely work on any platform with C++ compiler.
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Some optional demos require OpenGL 2 or OpenGL 3, there are some non-graphical demos and unit tests too.
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## Contributors and Coding Style information
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https://docs.google.com/document/d/1u9vyzPtrVoVhYqQOGNWUgjRbfwfCdIts_NzmvgiJ144/edit
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## Requirements for experimental OpenCL GPGPU support
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The entire collision detection and rigid body dynamics can be executed on the GPU.
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A high-end desktop GPU, such as an AMD Radeon 7970 or NVIDIA GTX 680 or better.
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We succesfully tested the software under Windows, Linux and Mac OSX.
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The software currently doesn't work on OpenCL CPU devices. It might run
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on a laptop GPU but performance will not likely be very good. Note that
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often an OpenCL drivers fails to compile a kernel. Some unit tests exist to
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track down the issue, but more work is required to cover all OpenCL kernels.
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## License
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All source code files are licensed under the permissive zlib license
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(http://opensource.org/licenses/Zlib) unless marked differently in a particular folder/file.
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## Build instructions for Bullet using premake. You can also use cmake instead.
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**Windows**
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Click on build_visual_studio_vr_pybullet_double.bat and open build3/vs2010/0MySolution.sln
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When asked, convert the projects to a newer version of Visual Studio.
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If you installed Python in the C:\ root directory, the batch file should find it automatically.
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Otherwise, edit this batch file to choose where Python include/lib directories are located.
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**Windows Virtual Reality sandbox for HTC Vive and Oculus Rift**
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Build and run the App_SharedMemoryPhysics_VR project, preferably in Release/optimized build.
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You can connect from Python pybullet to the sandbox using:
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```
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import pybullet as p
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p.connect(p.SHARED_MEMORY) #or (p.TCP, "localhost", 6667) or (p.UDP, "192.168.86.10",1234)
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```
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**Linux and Mac OSX gnu make**
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Make sure cmake is installed (sudo apt-get install cmake, brew install cmake, or https://cmake.org)
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In a terminal type:
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./build_cmake_pybullet_double.sh
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This script will invoke cmake and build in the build_cmake directory. You can find pybullet in Bullet/examples/pybullet.
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The BulletExampleBrowser binary will be in Bullet/examples/ExampleBrowser.
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You can also build Bullet using premake. There are premake executables in the build3 folder.
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Depending on your system (Linux 32bit, 64bit or Mac OSX) use one of the following lines
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Using premake:
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```
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cd build3
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./premake4_linux --double gmake
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./premake4_linux64 --double gmake
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./premake4_osx --double --enable_pybullet gmake
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```
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Then
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```
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cd gmake
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make
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```
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Note that on Linux, you need to use cmake to build pybullet, since the compiler has issues of mixing shared and static libraries.
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**Mac OSX Xcode**
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Click on build3/xcode4.command or in a terminal window execute
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./premake_osx xcode4
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## Usage
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The App_ExampleBrowser executables will be located in the bin folder.
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You can just run it though a terminal/command prompt, or by clicking it.
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```
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[--start_demo_name="Demo Name"] Start with a selected demo
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[--mp4=moviename.mp4] Create a mp4 movie of the window, requires ffmpeg installed
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[--mouse_move_multiplier=0.400000] Set the mouse move sensitivity
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[--mouse_wheel_multiplier=0.01] Set the mouse wheel sensitivity
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[--background_color_red= 0.9] Set the red component for background color. Same for green and blue
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[--fixed_timestep= 0.0] Use either a real-time delta time (0.0) or a fixed step size (0.016666)
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```
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You can use mouse picking to grab objects. When holding the ALT or CONTROL key, you have Maya style camera mouse controls.
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Press F1 to create a series of screenshots. Hit ESCAPE to exit the demo app.
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Check out the docs folder and the Bullet physics forums for further information.
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