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Mirror of D-Collide collision detection library
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D-Collide - Collision Detection Library ----------------------------------------- http://d-collide.sourceforge.net 1. Introduction 2. Bug Reporting 3. Getting Started 3.1 Linux 3.2 Windows 3.3 Mac OS X 4. CMake Settings 5. Compile Targets 6. License Agreement 1. Introduction ================================================================================ D-Collide is a collision detection library with support for both, rigid and deformable objects. It is written in C++ and platform independent (currently supporting Linux, Windows and Mac OS X). Feedback and questions are welcome on the users maillinglist at [email protected]. 2. Bug Reporting ================================================================================ Bug reports are welcome, please send us your bug reports to [email protected]. 3. Getting Started ================================================================================ This section describes how to setup D-Collide for different platforms. In addition this section describes the installation of the "testapp" which comes with D-Collide and provides several scenes to test the behaviour and performance of different collision detection algorithms. D-Collide uses CMake (see http://www.cmake.org) as build system, so for building D-Collide, you need CMake. CMake is NOT required once D-Collide has been installed. The testapp uses OGRE and CEGUI, which need to be installed if you want to build the testapp. Note that D-Collide can be used completely without the testapp. The testapp provides optional test scenes only. 3.1 Linux ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Required Prerequisites: * CMake (http://www.cmake.org) * PThreads (comes with your Linux distribution) * pkg-config (comes with your Linux distribution) * g++ 4.x (comes with your Linux distribution) Optional Prerequisites (required for building the testapp): * OGRE >= 1.4.0 (e.g. on Kubuntu 7.10: apt-get install libogre-dev) * CEGUI >= 0.5.0 (e.g. on Kubuntu 7.10: apt-get install libcegui-mk2-dev) * OIS >= 0.6.0 (e.g. on Kubuntu 7.10: apt-get install libois-dev) * lib3ds (e.g. on Kubuntu 7.10: apt-get install lib3ds-dev) Optional Prerequisites (required for generating the API documentation): * doxygen Compilation/Installation Steps: a) Download D-Collide from d-collide.sourceforge.net b) Extract the downloaded archive b1) For a .tar.gz archive type: $ tar xzvf d-collide.tar.gz b2) For a .tar.bz2 archives type: $ tar xjvf d-collide.tar.bz2 c) Enter the directory 'd-collide' and start configuration $ cd d-collide $ cmake . d) Build D-Collide $ make e) Install D-Collide $ make install 3.2 Windows ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Getting the D-Collide testapp running under Microsoft Windows isn't such a big thing as we provide a Windows Installer. Please download it from the project website at http://d-collide.sourceforge.net and start it. Simply follow the instructions and select to install the testapp. When the installer finishes you're ready to run the testapp out of Start. If you desire to contribute in developing or just want to compile your own, possibly modified, version of D-Collide you can still use the Windows Installer to setup your system. But Additionally you need to install at least a supported Compiler. Currently we support the following compilers: * Microsoft Visual C++ >= 8.0 SP1 * Intel C++ Compiler >= 10.0 After you've installed your compiler, please run the D-Collide setup and select to install 'Developing Files' in the further processing. When the setup routine finishes your system is ready to compile D-Collide and all of its subcomponents. What you need to do, to compile D-Collide: a) Open a Command Line b) Change to the installation directory c) Configure your environment c1) If you use the Microsoft Visual C++ Compiler, please call the 'vsvars32.bat' of your Visual C++ Installation $ "%VCInstallDir%\bin\vsvars32.bat" c2) If you use the Intel C++ Compiler, please call the 'iclvars.bat' of your Compiler Installation $ "%ICPP_COMPILER10%\IA32\Bin\iclvars.bat" c) Create a build directory and configure D-Collide $ mkdir build $ cd build $ cmake -G "NMake Makefiles" .. d) Build D-Collide $ nmake When you followed the above steps you've just compiled your first own version of D-Collide. And now have fun ;-) 3.3 Mac OS X ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The following should work with Mac OS X 10.4 and 10.5 (tested with 10.5.1). To get the TestApp.app up and running most easily, make sure you have Apple's free Xcode Developer Tools installed. Then download (see the link below) a suitable binary Ogre SDK (tested with 1.4.5) and move it to "/Developer/Ogre" (you might have to rename it). Then copy or symlink (recommended) each framework from "/Developer/Ogre/Dependencies" to "/Library/Frameworks" to ensure that each framework will be found. Later, during compilation, you might see a message saying "OgreCEGUIRenderer.h: No such file or directory" - in this case copy "/Developer/Ogre/Samples/include/OgreCEGUIRenderer.h" to any valid include path, if it's not there yet - "/usr/local/include" is recommended here. At this point you should have a working Ogre SDK. Now you need to install CMake, doxygen and CppUnit. You could get all of those easily through Fink (or possibly DarwinPorts) or - as described below - install manually. As for CMake, just get the sources and compile and install it by issuing "./configure && make && sudo make install". Doxygen comes as an app-bundle. Drag it over to "/Applications" and make sure the binaries are in your $PATH, either by symlinking each one from "/Applications/Doxygen.app/Contents/Resources/" to eg. "/usr/local/bin" (if that's in your path) or by adding the mentioned directory to your shell's PATH-variable. CppUnit should be built and installed from sources the same way as CMake. Thats it - for the prerequisites! Now fetch a the D-Collide sources and unpack it by typing: $ tar xfzv d-collide.tar.gz Change into D-Collide's root directory and create a new home for the binaries: $ mkdir build && cd build Have CMake configure D-Collide for your platform: $ cmake .. If this all went well, build: $ make -j3 (omit the "-j3" if you have an old single core, like a CoreSolo - increase the number for 4- or 8-core Xeons appropriately). Finally you should be able to double click and run the TestApp.app found in the "testapp"-directory. Xcode: http://connect.apple.com/ (or check your Mac OS X DVD) Ogre3D: http://www.ogre3d.org CMake: http://cmake.org/HTML/Download.html Doxygen: http://www.stack.nl/~dimitri/doxygen/download.html#latestsrc Fink: http://finkproject.org/ DarwinPorts: http://darwinports.com/ D-Collide: http://d-collide.sourceforge.net/ 4. CMake Settings ================================================================================ CMAKE_BUILD_TYPE Debug Release INSTALL_DIR [any valid directory] cmake -D[VARIABLE]=[VALUE] 5. Compile Targets ================================================================================ A list of all compile/make targets of D-Collide can be found in the list below. To every target a brief description is given. * d-collide-static Builds D-Collide as static library. * d-collide-shared Builds D-Collide as shared library. * modelloader Static library which is used by the demo application to load several types/formats of 3d models. * testapp The demo application for D-Collide. * tests Builds the CppUnit tests for D-Collide. * all Builds all targets which are mentioned before. * test Builds d-collide-static, tests and runs the CppUnit tests afterwards. * clean Removes all files from a previous build. This doesn't delete anything belonging to the config. if you wish to make a new clean configure you must at least delete the CMakeCache.txt and rerun cmake. Refer to section 3 of this README for more details on CMake and the configure process. * install Installs the built files, the default Installation directory is: (on Linux) C:\Programme\D-Collide (on Windows) (on Mac OS X) Please see section 4 for more details how to configure another installation directory. 4. License Agreement ================================================================================ D-Collide is licensed under the 3-clause BSD license, it is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the LICENSE file for more details.
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