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bulletrs's Issues

Publish to crates.io

Need to figure out the correct way to produce library from Bullet3 and the best way to distribute it with that crate.

Add entire bullet source to crate dependencies? Put only binaries somewhere? Make a link to the libs in readme?

Add more examples.

With bullet's visualizer, it's possible to build a lot of fun examples.
Feel free to post example idea :)

Here is current idea list:

  • different shape types falling to the plane/box
  • build some procedural shape with boxes and break it with flying spheres

Unfortunately, visualizer is available only on linux.

unresolved external symbol where running lastest version with nightly rust toolchain

The project compiles fine, but when trying to run tests or the sphere example, I've got those messages :

= note: sphere-e1f2b5e66f36c57a.sphere11.rcgu.o : error LNK2019: unresolved external symbol _ZN23btDiscreteDynamicsWorld10setGravityERK9btVector3 referenced in function _ZN8bulletrs8dynamics14dynamics_wor
ld13DynamicsWorld11set_gravity17h6dfe9011ff49dbd9E
          sphere-e1f2b5e66f36c57a.sphere7.rcgu.o : error LNK2019: unresolved external symbol _ZN11btRigidBodyC1ERKNS_27btRigidBodyConstructionInfoE referenced in function _ZN12bulletrs_sys25bt_bullet_dynami
cs_common11btRigidBody3new17h73dc4f8ea432745eE
          sphere-e1f2b5e66f36c57a.sphere7.rcgu.o : error LNK2019: unresolved external symbol _ZN11btTransform11getIdentityEv referenced in function _ZN12bulletrs_sys25bt_bullet_dynamics_common11btTransform1
1getIdentity17h19dcbfb13d508ed8E
          sphere-e1f2b5e66f36c57a.sphere7.rcgu.o : error LNK2019: unresolved external symbol _ZN11btTransformC1ERK12btQuaternionRK9btVector3 referenced in function _ZN12bulletrs_sys25bt_bullet_dynamics_comm
on11btTransform4new117h3750f03df7fecd87E
          sphere-e1f2b5e66f36c57a.sphere7.rcgu.o : error LNK2019: unresolved external symbol _ZN18btStaticPlaneShapeC1ERK9btVector3d referenced in function _ZN12bulletrs_sys25bt_bullet_dynamics_common18btSt
aticPlaneShape3new17had7d48954551de4aE
          sphere-e1f2b5e66f36c57a.sphere7.rcgu.o : error LNK2019: unresolved external symbol _ZN20btDefaultMotionStateC1ERK11btTransformS2_ referenced in function _ZN12bulletrs_sys25bt_bullet_dynamics_commo
n20btDefaultMotionState3new17hada6c57be2ab72c8E
          sphere-e1f2b5e66f36c57a.sphere7.rcgu.o : error LNK2019: unresolved external symbol _ZN11btRigidBody27btRigidBodyConstructionInfoC1EdP13btMotionStateP16btCollisionShapeRK9btVector3 referenced in fu
nction _ZN12bulletrs_sys25bt_bullet_dynamics_common39btRigidBody_btRigidBodyConstructionInfo3new17hfe8288feb2624be6E

Might this be an issue with the version of Visual Studio I'm using ? I'm using nightly-x86_64-pc-windows-msvc rust toolchain.

Bullet's visualiser on MacOS and Windows.

Now, bulletrs is building with giantest build.rs ever, and as for me, it works pretty well.
Here are details about that build.rs idea: #1 (comment)
But there is a problem - Windows opengl bindings requires additional system dependencies, so its not possible to go that way for the visualizer.
On MacOs I think things should be much easier and maybe copy build_linux.rs to build_macos.rs and fix compilation error will do the job. Cant test it without a mac.

Optional BT_USE_DOUBLE_PRECISION

For now, bullet is compiling with #define BT_USE_DOUBLE_PRECISION, resulting f64 as floating point format everywhere. It will be useful to make that define as a build option.

Here is two problems needed to fix first:

  • Ensure that SharedMemory is working without BT_USE_DOUBLE_PRECISION and not using hardcoded double (while AFAIK it use and a lot)
  • Make bindgen as a build step - to generate f32/f64 version.
  • Make tests for both variants (with a macro or something)

Should we wrap only pybullet or the complete bullet3 API

I'm creating this issue to discuss this subject and see how / if we can do something else.

I'm looking at the btCharacterControllerInterface which is exactly what I've been trying to do for weeks in my current project. Looking at the implementation, it requires much more low-level API than what pybullet provides.

pybullet is ok as long as you only need to apply impulse/torque to your game entities. It's perfect for car/tank games but not sufficient for fps/platformers where some entities does not behave in a physical realistic way.

On another hand, most of bullet3 API is object oriented C++. I'm not sure whether it's possible to wrap it...

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