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	<title>Real-Time Physics Simulation Forum</title>
	
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	<updated>2013-09-06T22:13:13+00:00</updated>

	<author><name><![CDATA[Real-Time Physics Simulation Forum]]></name></author>
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		<author><name><![CDATA[CHAOS-THEORY]]></name></author>
		<updated>2013-09-06T22:13:13+00:00</updated>

		<published>2013-09-06T22:13:13+00:00</published>
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		<title type="html"><![CDATA[[ ᴛᴜᴛᴏʀɪᴀʟ ] Irrlicht + BulletPhysics + Code::Blocks [ ᴡɪɴ ]]]></title>

		
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After searching many times on google plus irrlicht and bullet's forum; i've saw that many users interfers with many issues during using/compiling <span style="color:#0080FF">Irrlicht</span>/<span style="color:#0080FF">bullet_physics</span> using <span style="color:#0080FF">Code::Blocks</span>...<br>_So i hope this one clears out all the problems/issues faced during that stage.<br><br><img src="http://img202.imageshack.us/img202/1108/h5qp.png" class="postimage" alt="Image"><br><br><span style="color:#0000FF"><span style="font-size:150%;line-height:116%"><strong class="text-strong"><span style="text-decoration:underline">[ ᴛᴜᴛᴏʀɪᴀʟ ] Irrlicht + BulletPhysics + Code::Blocks [ ᴡɪɴ ] With PICs シ :</span></strong></span></span><br><br><strong class="text-strong"><span style="text-decoration:underline">-While in knowledge that you :</span></strong><br>_☑ are human...<br>_☑ have &amp; know how to use a computer...<br>_☑ have Irrlicht &amp; BulletPhysics &amp; Code::Blocks Downloaded and comes here by order :<br>____ϟ <a href="http://irrlicht.sourceforge.net/downloads/" class="postlink">http://irrlicht.sourceforge.net/downloads/</a> [ ᴄʜᴏᴏsᴇ 'irrlicht-1.8.zip' ]<br>____ϟ <a href="http://code.google.com/p/bullet/downloads/list" class="postlink">http://code.google.com/p/bullet/downloads/list</a> [ ᴄʜᴏᴏsᴇ 'bullet-2.81-rev2613.zip' ]<br>____ϟ <a href="http://www.codeblocks.org/downloads/26" class="postlink">http://www.codeblocks.org/downloads/26</a> [ ᴄʜᴏᴏsᴇ 'codeblocks-12.11mingw-setup.exe' ]<br>_( confused )<br> ☑ know what a compiler is...<br><br><strong class="text-strong"><span style="text-decoration:underline">-Steps :</span></strong><br>_✧ Compiling Irrlicht...<br>_✧ Compiling bulletPhysics...<br>_✧ Linking Libraries...<br>_✧ Known Errors &amp; Fixes...<br>_✧ Last Step : Testing !<br>_✧ Gift...<br><br>✎ As a <span style="text-decoration:underline">side note</span>, you have Code::Blocks installed, irrlicht extracted &amp; bulletPhysics also...<br><br>ＬＥＴ ＴＨＥ ＧＡＭＥ ＢＥＧＩＮ...<br><br><span style="text-decoration:underline"><span style="color:#0040BF"><span style="font-size:150%;line-height:116%">° Compiling Irrlicht °</span></span></span><br><br>&gt; Go to irrlicht directory, then /source/irrlicht/ <br><img src="http://imageshack.us/a/img571/2558/6p9u.png" class="postimage" alt="Image"><br><br>&gt; Now inside that folder, search for Irrlicht-gcc.cbp ( it's a code::block project ) &amp; open it<br><img src="http://img89.imageshack.us/img89/3922/fois.png" class="postimage" alt="Image"><br><br>&gt; In 'build target' choose 'win32 - Release - accurate' (this one is for the Dynamic lib) then press build; <br><img src="http://img541.imageshack.us/img541/7908/hiqe.png" class="postimage" alt="Image"> then <img src="http://img547.imageshack.us/img547/8058/t0o2.png" class="postimage" alt="Image"><br><br><span style="text-decoration:underline">sɪᴅᴇ ɴᴏᴛᴇ :</span> the process can take minutes depending on your pc specs, so be relaxed. also; when the process is finished, you should get 'compiled succefully' in C::B 'Build log'.<br><br>&gt; Now in your Irrlicht directory go to  /bin/win32-gcc/<br><img src="http://img822.imageshack.us/img822/3990/fy5u.png" class="postimage" alt="Image"><br><br>- you should find your DLL ( Irrlicht.dll ) .<br><img src="http://img96.imageshack.us/img96/9757/bnvt.png" class="postimage" alt="Image"><br><br>&gt; Return again to your Code::Blocks project ( Irrlicht - gcc.cbp ) then choose again 'win32 - Release - accurate' in your 'Build target' but this time, the one under 'win32 - Debug - Static' ( this one for the static lib. [.a] ) .<br><img src="http://img62.imageshack.us/img62/9534/79e3.png" class="postimage" alt="Image"><br><br>- That's all ??? no way !!! ... yes way !<br><br><span style="text-decoration:underline"><span style="color:#0040BF"><span style="font-size:150%;line-height:116%">° Compiling BulletPhysics °</span></span></span><br><br>- This one is kinda tricky, so keep focused...<br>&gt; I said focus not over react. Open Code::Blocks then choose New Project.<br><img src="http://img543.imageshack.us/img543/3130/gg9d.png" class="postimage" alt="Image"><br><br>&gt; Remove the default file 'main.cpp' ( cause we won't be needing it ).<br><img src="http://img842.imageshack.us/img842/7170/sti8.png" class="postimage" alt="Image"><br><br>&gt; Now right click your project file then 'add files Recursively'<br><img src="http://img69.imageshack.us/img69/7817/y599.png" class="postimage" alt="Image"><br><br>&gt; Search for your BulletPhysics folder ( the one you extracted ) then choose the 'src' folder.<br><img src="http://img845.imageshack.us/img845/9809/jtjk.png" class="postimage" alt="Image"><br><br>&gt; Press 'select all' then 'OK'; for the target, all we will be needing is 'Release' so uncheck 'Debug'.<br><img src="http://img585.imageshack.us/img585/6026/lnjg.png" class="postimage" alt="Image"> then <img src="http://img191.imageshack.us/img191/6206/9zq5.png" class="postimage" alt="Image"><br><br>&gt; Nice, you should get the whole 'src' folder in your project;<br><img src="http://img27.imageshack.us/img27/8389/gfve.png" class="postimage" alt="Image"><br><br>&gt; Now go to 'Project &gt; Build options' in C::B menu, choose 'Release' in the left panel then the TAB 'Search directories &gt; Compiler'; press 'Add'.<br><img src="http://img850.imageshack.us/img850/2497/x1do.png" class="postimage" alt="Image"> choose <img src="http://img838.imageshack.us/img838/1470/fh1j.png" class="postimage" alt="Image"> then <img src="http://img11.imageshack.us/img11/7312/n2qt.png" class="postimage" alt="Image"><br><br>&gt; Browse the directory of your bullet's 'src' folder again and press 'OK'; then press 'OK' again...<br><img src="http://img11.imageshack.us/img11/7312/n2qt.png" class="postimage" alt="Image"> then <img src="http://img801.imageshack.us/img801/2757/irml.png" class="postimage" alt="Image"><br><br>&gt; In 'Build target' change it to 'Release' then press 'Build' as we don't need the debug mode.<br><img src="http://img839.imageshack.us/img839/7148/wjou.png" class="postimage" alt="Image"><br><br><span style="text-decoration:underline">sɪᴅᴇ ɴᴏᴛᴇ :</span> if you get an error ( like 'E:\DATA\Development\...\BulletMultiThreaded\...r_DX11.h|23|fatal error: crtdbg.h: No such file or directory|' please refer to the Errors/Fixes section in the end of this tutorial.<br><br><span style="text-decoration:underline">sɪᴅᴇ ɴᴏᴛᴇ :</span> the process can take minutes depending on your pc specs, so be relaxed. also; when the process is finished, you should get 'compiled succefully' in C::B 'Build log'.<br><br>- In your Bullet project folder you should find the lib 'libBullet_Physics.a'<br><img src="http://img28.imageshack.us/img28/3636/swr.png" class="postimage" alt="Image"><br><br>Nicely done fisher. Mission Complete...<br><br><span style="text-decoration:underline"><span style="color:#0040BF"><span style="font-size:150%;line-height:116%">° Linking Libraries °</span></span></span><br><br>&gt; Open a new project, then press 'Build options'<br><img src="http://imageshack.us/a/img850/2497/x1do.png" class="postimage" alt="Image"> then <img src="http://img89.imageshack.us/img89/166/580d.png" class="postimage" alt="Image"><br><br>&gt; Press 'Add' &amp; Browse to your Irrlicht project folder, you'll find the Irrlicht slib 'libIrrlicht.a' choose it; then press 'OK'<br><img src="http://img823.imageshack.us/img823/9559/5tv1.png" class="postimage" alt="Image"> <br><br>&gt; Press add again &amp; Browse to your bulletPhysics project folder, you'll find the bullet slib 'libBullet_Physics.a' choose it; then press 'OK' you should get something like :<br><img src="http://img850.imageshack.us/img850/4509/t24m.png" class="postimage" alt="Image"> this <img src="http://img849.imageshack.us/img849/7872/eg7k.png" class="postimage" alt="Image"><br><br>&gt; Go to the next TAB 'Search directories &gt; Compiler' then press 'Add' then choose the 'src' folder of your bulletPhysics folder (where you extracted it ); press 'OK'<br><img src="http://img571.imageshack.us/img571/539/3new.png" class="postimage" alt="Image"> then <img src="http://img850.imageshack.us/img850/850/6eri.png" class="postimage" alt="Image"><br><br>- We are all set up !<br><br><span style="text-decoration:underline"><span style="color:#0040BF"><span style="font-size:150%;line-height:116%">° Testing °</span></span></span><br><br>- Stay on your project; I'll give you 2 simple ways for testing your linking and libraries...<br><br><span style="color:#0080FF">1st</span> &gt; the famous 'Hello World' project; just copy and past it in you IDE and build/run.<div class="codebox"><p>Code: </p><pre><code>//***************************************************************// Bullet/irrlicht demo by Alan Witkowski// http://www.cs.utah.edu/~witkowsk// http://code.google.com/p/irrlamb///***************************************************************#include &lt;irrlicht.h&gt;#include &lt;btBulletCollisionCommon.h&gt;#include &lt;btBulletDynamicsCommon.h&gt;#include &lt;cstdlib&gt;using namespace irr;using namespace core;using namespace scene;using namespace video;using namespace io;using namespace gui;// Functionsstatic void CreateStartScene();static void CreateBox(const btVector3 &amp;TPosition, const vector3df &amp;TScale, btScalar TMass);static void CreateSphere(const btVector3 &amp;TPosition, btScalar TRadius, btScalar TMass);static void UpdatePhysics(u32 TDeltaTime);static void UpdateRender(btRigidBody *TObject);static void ClearObjects();static int GetRandInt(int TMax) { return rand() % TMax; }// Globalsstatic bool Done = false;static btDiscreteDynamicsWorld *World;static IrrlichtDevice *irrDevice;static IVideoDriver *irrDriver;static ISceneManager *irrScene;static IGUIEnvironment *irrGUI;static IFileSystem *irrFile;static ITimer *irrTimer;static ILogger *irrLog;static list&lt;btRigidBody *&gt; Objects;// Event receiverclass EventReceiverClass : public IEventReceiver  {public:virtual bool OnEvent(const SEvent &amp;TEvent) {if(TEvent.EventType == EET_KEY_INPUT_EVENT &amp;&amp; !TEvent.KeyInput.PressedDown) {switch(TEvent.KeyInput.Key) {case KEY_ESCAPE:Done = true;break;case KEY_KEY_1:CreateBox(btVector3(GetRandInt(10) - 5.0f, 7.0f, GetRandInt(10) - 5.0f), vector3df(GetRandInt(3) + 0.5f, GetRandInt(3) + 0.5f, GetRandInt(3) + 0.5f), 1.0f);break;case KEY_KEY_2:CreateSphere(btVector3(GetRandInt(10) - 5.0f, 7.0f, GetRandInt(10) - 5.0f), GetRandInt(5) / 5.0f + 0.2f, 1.0f);break;case KEY_KEY_X:CreateStartScene();break;default:return false;break;}return true;}return false;}};int main() {// Initialize irrlichtEventReceiverClass Receiver;irrDevice = createDevice(video::EDT_OPENGL, dimension2d&lt;u32&gt;(800, 600), 32, false, false, false, &amp;Receiver);irrGUI = irrDevice-&gt;getGUIEnvironment();irrTimer = irrDevice-&gt;getTimer();irrScene = irrDevice-&gt;getSceneManager();irrDriver = irrDevice-&gt;getVideoDriver();irrDevice-&gt;getCursorControl()-&gt;setVisible(0);// Initialize bulletbtDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration();btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000, -1000, -1000), btVector3(1000, 1000, 1000));btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration);btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver();World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration);// Add cameraICameraSceneNode *Camera = irrScene-&gt;addCameraSceneNodeFPS(0, 50, 0.02);Camera-&gt;setPosition(vector3df(0, 5, -5));Camera-&gt;setTarget(vector3df(0, 0, 0));// Create textIGUISkin *Skin = irrGUI-&gt;getSkin();Skin-&gt;setColor(EGDC_BUTTON_TEXT, SColor(255, 255, 255, 255));irrGUI-&gt;addStaticText(L"Hit 1 to create a box\nHit 2 to create a sphere\nHit x to reset", rect&lt;s32&gt;(0, 0, 200, 100), false);// Create the initial sceneirrScene-&gt;addLightSceneNode(0, core::vector3df(2, 5, -2), SColorf(4, 4, 4, 1));CreateStartScene();// Main loopu32 TimeStamp = irrTimer-&gt;getTime(), DeltaTime = 0;while(!Done) {DeltaTime = irrTimer-&gt;getTime() - TimeStamp;TimeStamp = irrTimer-&gt;getTime();UpdatePhysics(DeltaTime);irrDriver-&gt;beginScene(true, true, SColor(255, 20, 0, 0));irrScene-&gt;drawAll();irrGUI-&gt;drawAll();irrDriver-&gt;endScene();irrDevice-&gt;run();}ClearObjects();delete World;delete Solver;delete Dispatcher;delete BroadPhase;delete CollisionConfiguration;irrDevice-&gt;drop();return 0;}// Runs the physics simulation.// - TDeltaTime tells the simulation how much time has passed since the last frame so the simulation can run independently of the frame rate.void UpdatePhysics(u32 TDeltaTime) {World-&gt;stepSimulation(TDeltaTime * 0.001f, 60);// Relay the object's orientation to irrlichtfor(list&lt;btRigidBody *&gt;::Iterator Iterator = Objects.begin(); Iterator != Objects.end(); ++Iterator) {UpdateRender(*Iterator);}}// Creates a base boxvoid CreateStartScene() {ClearObjects();CreateBox(btVector3(0.0f, 0.0f, 0.0f), vector3df(10.0f, 0.5f, 10.0f), 0.0f);}// Create a box rigid bodyvoid CreateBox(const btVector3 &amp;TPosition, const vector3df &amp;TScale, btScalar TMass) {ISceneNode *Node = irrScene-&gt;addCubeSceneNode(1.0f);Node-&gt;setScale(TScale);Node-&gt;setMaterialFlag(EMF_LIGHTING, 1);Node-&gt;setMaterialFlag(EMF_NORMALIZE_NORMALS, true);// Set the initial position of the objectbtTransform Transform;Transform.setIdentity();Transform.setOrigin(TPosition);btDefaultMotionState *MotionState = new btDefaultMotionState(Transform);// Create the shapebtVector3 HalfExtents(TScale.X * 0.5f, TScale.Y * 0.5f, TScale.Z * 0.5f);btCollisionShape *Shape = new btBoxShape(HalfExtents);// Add massbtVector3 LocalInertia;Shape-&gt;calculateLocalInertia(TMass, LocalInertia);// Create the rigid body objectbtRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia);// Store a pointer to the irrlicht node so we can update it laterRigidBody-&gt;setUserPointer((void *)(Node));// Add it to the worldWorld-&gt;addRigidBody(RigidBody);Objects.push_back(RigidBody);}// Create a sphere rigid bodyvoid CreateSphere(const btVector3 &amp;TPosition, btScalar TRadius, btScalar TMass) {ISceneNode *Node = irrScene-&gt;addSphereSceneNode(TRadius, 32);Node-&gt;setMaterialFlag(EMF_LIGHTING, 1);Node-&gt;setMaterialFlag(EMF_NORMALIZE_NORMALS, true);// Set the initial position of the objectbtTransform Transform;Transform.setIdentity();Transform.setOrigin(TPosition);btDefaultMotionState *MotionState = new btDefaultMotionState(Transform);// Create the shapebtCollisionShape *Shape = new btSphereShape(TRadius);// Add massbtVector3 LocalInertia;Shape-&gt;calculateLocalInertia(TMass, LocalInertia);// Create the rigid body objectbtRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia);// Store a pointer to the irrlicht node so we can update it laterRigidBody-&gt;setUserPointer((void *)(Node));// Add it to the worldWorld-&gt;addRigidBody(RigidBody);Objects.push_back(RigidBody);}// Passes bullet's orientation to irrlichtvoid UpdateRender(btRigidBody *TObject) {ISceneNode *Node = static_cast&lt;ISceneNode *&gt;(TObject-&gt;getUserPointer());// Set positionbtVector3 Point = TObject-&gt;getCenterOfMassPosition();Node-&gt;setPosition(vector3df((f32)Point[0], (f32)Point[1], (f32)Point[2]));// Set rotationvector3df Euler;const btQuaternion&amp; TQuat = TObject-&gt;getOrientation();quaternion q(TQuat.getX(), TQuat.getY(), TQuat.getZ(), TQuat.getW());q.toEuler(Euler);Euler *= RADTODEG;Node-&gt;setRotation(Euler);}// Removes all objects from the worldvoid ClearObjects() {for(list&lt;btRigidBody *&gt;::Iterator Iterator = Objects.begin(); Iterator != Objects.end(); ++Iterator) {btRigidBody *Object = *Iterator;// Delete irrlicht nodeISceneNode *Node = static_cast&lt;ISceneNode *&gt;(Object-&gt;getUserPointer());Node-&gt;remove();// Remove the object from the worldWorld-&gt;removeRigidBody(Object);// Free memorydelete Object-&gt;getMotionState();delete Object-&gt;getCollisionShape();delete Object;}Objects.clear();}</code></pre></div><span style="text-decoration:underline">sɪᴅᴇ ɴᴏᴛᴇ :</span> if you get an error such as 'Irrlicht.dll is missing...' or 'Irrlicht.dll not found' please refer to the Errors/Fixes section in the end of the tutorial...<br><br><span style="color:#0080FF">2nd</span> &gt; ... i uploaded it to my SkyDrive in both .7z format &amp; .zip so u dont bother (;<br>____<a href="http://sdrv.ms/18IolM2" class="postlink">.ZIP format</a><br>____<a href="http://sdrv.ms/165TN9t" class="postlink">.7z format</a><br><br><span style="text-decoration:underline"><span style="color:#0040BF"><span style="font-size:150%;line-height:116%">° Known Errors/Fixes °</span></span></span><br><br>☒ The most important thing; i didn't included the irrlicht dll in the tutorial, you have to put your own ( the compiled one )... if you get 'Irrlicht.dll is missing or not found' it's probably cause the exe can't find the DLL; don't panic just copy/paste the DLL to the application location and it will work.<br><img src="http://img59.imageshack.us/img59/3826/s9s3.png" class="postimage" alt="Image"><br><br><span style="text-decoration:underline">sɪᴅᴇ ɴᴏᴛᴇ :</span> to avoid the annoying ERROR and copy pasting the DLL everytime you make a new project, just copy/paste it into '/windows/system32/' and you wont be bothered again. <br><img src="http://img812.imageshack.us/img812/1700/6kin.png" class="postimage" alt="Image"><br><br>☒ If u get any error that any header file is missing; its probably that you didn't added it to 'search directories' or by mistake you only added it for debug mode. while you are building in release mode.<br><br>☒ If you get the ERROR 'E:\DATA\Development\...\src\BulletMultiThreaded\...\btSoftBodySolverVertexBuffer_DX11.h|23|fatal error: crtdbg.h: No such file or directory|' just delete all the BulletMultiThreaded folder from your project files; it's not needed at all ( it's the main problem of all those errors ). crtdbg is probably from Microsoft VC++ SDK that helps detecting memory leaks and that is not included in Mingw; correct me if am wrong.<br><img src="http://img843.imageshack.us/img843/1897/07cz.png" class="postimage" alt="Image"><br><br>☒ If you get an ERROR such 'E:\DATA\Development\Game Development\...\main.cpp|3|fatal error: btBulletDynamicsCommon.h: No such file or directory|' <br><img src="http://img268.imageshack.us/img268/2229/gbig.png" class="postimage" alt="Image"><br><br>- it's obviously sir or lady that you didn't show the compiler where the header files are located... go to 'Project &gt; Build option' then 'Search directories &gt; Compiler' then add your BulletPhysics 'src' folder. <br><img src="http://img571.imageshack.us/img571/539/3new.png" class="postimage" alt="Image"> then <img src="http://img850.imageshack.us/img850/850/6eri.png" class="postimage" alt="Image"><br><br>☪ ᴛʜᴇ ɢɪғᴛ : finally what you all were scrolling for lol, the gift is just the libs and dll packed into one zip file for the ones who couldn't manage to make it run ツ don't get disappointed.<br>&lt;<a href="http://sdrv.ms/1dO0GRy" class="postlink">LIBzZ</a><br><br>Uploaded with <a href="http://imageshack.us" class="postlink">ImageShack.us</a> &lt;<br><br>Thanks to ᴛʜᴇ ɢʀᴇᴀᴛᴍɪɴᴅs who made up <a href="http://irrlicht.sourceforge.net" class="postlink">Irrlicht</a> &amp; <a href="http://www.bulletphysics.org/" class="postlink">bulletPhysics</a> such great engines; also the <a href="http://www.codeblocks.org/" class="postlink">Code::Blocks</a> Team <br><br><img src="http://img202.imageshack.us/img202/1108/h5qp.png" class="postimage" alt="Image"><br><br>i worked hard for this tutorial; and it took me hours so don't be disrespectful... i hope this one clarify the problems faced during the compiling of my favourite engines, anything else please post it here kindly. nighty night (;<br><br>ɴᴏᴛᴇ : the tutorial is posted in both irrlicht &amp; bullet's forum &amp; it will also be posted in C::B forum.<br>following this link <br>bulletPhysics Forum :<br><a href="http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&amp;t=9397" class="postlink">http://www.bulletphysics.org/Bullet/php ... f=9&amp;t=9397</a><br>Irrlicht Forum :<br><a href="http://irrlicht.sourceforge.net/forum//viewtopic.php?f=5&amp;t=49094&amp;p=282873#p282873" class="postlink">http://irrlicht.sourceforge.net/forum// ... 73#p282873</a><br>Code::Blocks Forum :<br><a href="http://forums.codeblocks.org/index.php/topic,18318.0.html" class="postlink">http://forums.codeblocks.org/index.php/ ... 318.0.html</a><br>_____________________________________________________________________________<br>ᴀᴋ'<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=9843">CHAOS-THEORY</a> — Fri Sep 06, 2013 10:13 pm</p><hr />
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