Added bullet-physics-demo 08/297208/13
authorDavid Steele <david.steele@samsung.com>
Fri, 11 Aug 2023 17:23:09 +0000 (18:23 +0100)
committerDavid Steele <david.steele@samsung.com>
Thu, 31 Aug 2023 18:03:49 +0000 (19:03 +0100)
Added mechanism to handle optional dependencies

Change-Id: Ib24df94c68bb1cca58ff8fbb2be3d32cc5668ed0

19 files changed:
.gitignore
build/tizen/CMakeLists.txt
build/tizen/examples/CMakeLists.txt
com.samsung.dali-demo.xml
examples-reel/dali-examples-reel.cpp
examples/bullet-physics/README.md [new file with mode: 0644]
examples/bullet-physics/ball-renderer.cpp [new file with mode: 0644]
examples/bullet-physics/ball-renderer.h [new file with mode: 0644]
examples/bullet-physics/cube-renderer.cpp [new file with mode: 0644]
examples/bullet-physics/cube-renderer.h [new file with mode: 0644]
examples/bullet-physics/dependencies.cmake [new file with mode: 0644]
examples/bullet-physics/physics-demo-controller.cpp [new file with mode: 0644]
examples/bullet-physics/shaders/rendering-textured-shape.frag [new file with mode: 0644]
examples/bullet-physics/shaders/rendering-textured-shape.vert [new file with mode: 0644]
examples/chipmunk-physics/dependencies.cmake [new file with mode: 0644]
examples/drawable-actor/drawable-actor-example.cpp
resources/po/en_GB.po
resources/po/en_US.po
shared/dali-demo-strings.h

index 3d47500..001916b 100644 (file)
@@ -60,6 +60,10 @@ simple-image-wall.js
 /com.samsung.dali-demo-debugsource.manifest
 /build/tizen/*.vcxproj
 /build/tizen/*.vcxproj.filters
+/build/tizen/.ninja_deps
+/build/tizen/.ninja_log
+/build/tizen/build.ninja
+/build/tizen/rules.ninja
 /build/tizen/builder/Debug/*
 /build/tizen/builder/Release/*
 /build/tizen/builder/*.dir
index 5cb6012..46c389c 100644 (file)
@@ -243,21 +243,39 @@ IF( ENABLE_PKG_CONFIGURE )
     SET( ENABLE_SCENE3D "ON" )
   ENDIF()
 
-  pkg_check_modules(DALI_PHYSICS_2D dali2-physics-2d)
+  pkg_check_modules(DALI_PHYSICS_2D dali2-physics-2d chipmunk2d)
   IF( DALI_PHYSICS_2D_FOUND )
     FOREACH(flag ${DALI_PHYSICS_2D_CFLAGS})
-      SET(REQUIRED_CFLAGS "${REQUIRED_CFLAGS} ${flag}")
+      SET(OPTIONAL_PHYSICS_2D_CFLAGS "${OPTIONAL_PHYSICS_2D_CFLAGS} ${flag}")
     ENDFOREACH(flag)
-
-    SET( REQUIRED_CFLAGS "${REQUIRED_CFLAGS} -DDALI_PHYSICS_2D_AVAILABLE" )
+    SET(OPTIONAL_PHYSICS_2D_CFLAGS "${OPTIONAL_PHYSICS_2D_CFLAGS} -DDALI_PHYSICS_2D_AVAILABLE" )
+    STRING(STRIP ${OPTIONAL_PHYSICS_2D_CFLAGS} OPTIONAL_PHYSICS_2D_CFLAGS)
 
     FOREACH(flag ${DALI_PHYSICS_2D_LDFLAGS})
-      SET(REQUIRED_PKGS_LDFLAGS "${REQUIRED_PKGS_LDFLAGS} ${flag}")
+      SET(OPTIONAL_PHYSICS_2D_LDFLAGS "${OPTIONAL_PHYSICS_2D_LDFLAGS} ${flag}")
     ENDFOREACH(flag)
+    STRING(STRIP ${OPTIONAL_PHYSICS_2D_LDFLAGS} OPTIONAL_PHYSICS_2D_LDFLAGS)
 
     SET( ENABLE_PHYSICS_2D "ON" )
   ENDIF()
 
+  pkg_check_modules(DALI_PHYSICS_3D dali2-physics-3d bullet3)
+  IF( DALI_PHYSICS_3D_FOUND )
+    FOREACH(flag ${DALI_PHYSICS_3D_CFLAGS})
+      SET(OPTIONAL_PHYSICS_3D_CFLAGS "${OPTIONAL_PHYSICS_3D_CFLAGS} ${flag}")
+    ENDFOREACH(flag)
+
+    SET( OPTIONAL_PHYSICS_3D_CFLAGS "${OPTIONAL_PHYSICS_3D_CFLAGS} -DDALI_PHYSICS_3D_AVAILABLE" )
+    STRING(STRIP ${OPTIONAL_PHYSICS_3D_CFLAGS} OPTIONAL_PHYSICS_3D_CFLAGS)
+
+    FOREACH(flag ${DALI_PHYSICS_3D_LDFLAGS})
+      SET(OPTIONAL_PHYSICS_3D_LDFLAGS "${OPTIONAL_PHYSICS_3D_LDFLAGS} ${flag}")
+    ENDFOREACH(flag)
+    STRING(STRIP ${OPTIONAL_PHYSICS_3D_LDFLAGS} OPTIONAL_PHYSICS_3D_LDFLAGS)
+
+    SET( ENABLE_PHYSICS_3D "ON" )
+  ENDIF()
+
   # if build as tizen platform, use capi-appfw-app-control
   IF( TIZEN )
     pkg_check_modules(CAPI_APPFW_APP_CONTROL capi-appfw-app-control)
@@ -308,6 +326,8 @@ IF( WIN32 OR APPLE ) # WIN32 includes x64 as well according to the cmake doc.
   FIND_PACKAGE( dali2-scene3d )
 
   FIND_PACKAGE( chipmunk )
+  FIND_PACKAGE( bullet3 )
+  FIND_PACKAGE( dali2-physics-3d )
 
   # Set up the include dir
   SET( INCLUDE_DIR $ENV{includedir} )
@@ -365,11 +385,17 @@ IF( WIN32 OR APPLE ) # WIN32 includes x64 as well according to the cmake doc.
   ENDIF()
 
   IF (chipmunk_FOUND)
-    SET(REQUIRED_LIBS
-      ${REQUIRED_LIBS}
-      -lchipmunk
-    )
-    SET( ENABLE_PHYSICS_2D "ON" )
+    SET(DALI_PHYSICS_2D_LDFLAGS ${DALI_PHYSICS_2D_LDFLAGS} -lchipmunk)
+    SET(ENABLE_PHYSICS_2D "ON" )
+  ENDIF()
+
+  IF (bullet3_FOUND)
+    SET(DALI_PHYSICS_3D_LDFLAGS ${OPTIONAL_PHYSICS_3D_LDFLAGS} -lbullet3)
+    SET(ENABLE_PHYSICS_3D "ON" )
+  ENDIF()
+
+  IF (dali2-physics-3d_FOUND)
+    SET(DALI_PHYSICS_3D_LDFLAGS ${DALI_PHYSICS_3D_LDFLAGS} dali2-physics-3d::dali2-physics-3d)
   ENDIF()
 
 ELSEIF( UNIX )
@@ -404,6 +430,10 @@ IF( ENABLE_PHYSICS_2D )
   SET(DALI_DEMO_CFLAGS "${DALI_DEMO_CFLAGS} -DDALI_PHYSICS_2D_AVAILABLE")
 ENDIF()
 
+IF( ENABLE_PHYSICS_3D )
+  SET(DALI_DEMO_CFLAGS "${DALI_DEMO_CFLAGS} -DDALI_PHYSICS_3D_AVAILABLE")
+ENDIF()
+
 IF( UNIX )
   IF( NOT ${ENABLE_EXPORTALL} )
     ADD_DEFINITIONS( "-DHIDE_DALI_INTERNALS" )
@@ -522,3 +552,4 @@ MESSAGE( " Current Build Platform  : [" ${CURRENT_BUILD_PLATFORM} "]" )
 MESSAGE( " Build example name      : [" ${CURRENT_BUILD_EXAMPLE_NAME} "]" )
 MESSAGE( " Scene3D Enabled         : [" ${ENABLE_SCENE3D} "]" )
 MESSAGE( " Physics 2D Enabled      : [" ${ENABLE_PHYSICS_2D} "]" )
+MESSAGE( " Physics 3D Enabled      : [" ${ENABLE_PHYSICS_3D} "]" )
index 6a458b3..7d02b15 100644 (file)
@@ -35,6 +35,7 @@ ENDIF()
 FUNCTION(INSTALL_EXAMPLES EXAMPLE)
   SET(PARENT_CMAKE_SOURCE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/../")
   FILE(GLOB_RECURSE SRCS "${EXAMPLES_SRC_DIR}/${EXAMPLE}/*.cpp")
+
   SET(SRCS ${SRCS} "${ROOT_SRC_DIR}/shared/resources-location.cpp")
   IF(SHARED)
     ADD_LIBRARY(${EXAMPLE}.example SHARED ${SRCS})
@@ -42,6 +43,10 @@ FUNCTION(INSTALL_EXAMPLES EXAMPLE)
     ADD_EXECUTABLE(${EXAMPLE}.example ${SRCS})
   ENDIF()
 
+  IF(EXISTS ${EXAMPLES_SRC_DIR}/${EXAMPLE}/dependencies.cmake)
+    INCLUDE( ${EXAMPLES_SRC_DIR}/${EXAMPLE}/dependencies.cmake OPTIONAL)
+  endif()
+
   # Generate source files for shaders
   SET(SHADER_SOURCE_DIR "${EXAMPLES_SRC_DIR}/${EXAMPLE}/shaders/")
   IF (EXISTS ${SHADER_SOURCE_DIR})
@@ -64,4 +69,3 @@ IF( NOT BUILD_EXAMPLE_NAME )
 ELSE()
   INSTALL_EXAMPLES(${BUILD_EXAMPLE_NAME})
 ENDIF()
-
index 4c12d91..17fba75 100644 (file)
@@ -58,6 +58,9 @@
        <ui-application appid="builder.example" exec="/usr/apps/com.samsung.dali-demo/bin/builder.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
                <label>Script Based UI</label>
        </ui-application>
+       <ui-application appid="bullet-physics.example" exec="/usr/apps/com.samsung.dali-demo/bin/bullet-physics.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
+               <label>Bullet Physics</label>
+       </ui-application>
        <ui-application appid="buttons.example" exec="/usr/apps/com.samsung.dali-demo/bin/buttons.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
                <label>Buttons</label>
        </ui-application>
index a697899..7d5af30 100644 (file)
@@ -46,6 +46,7 @@ int DALI_EXPORT_API main(int argc, char** argv)
   demo.AddExample(Example("bloom-view.example", DALI_DEMO_STR_TITLE_BLOOM_VIEW));
   demo.AddExample(Example("builder.example", DALI_DEMO_STR_TITLE_SCRIPT_BASED_UI));
   demo.AddExample(Example("buttons.example", DALI_DEMO_STR_TITLE_BUTTONS));
+  demo.AddExample(Example("bullet-physics.example", DALI_DEMO_STR_TITLE_BULLET_PHYSICS));
   demo.AddExample(Example("canvas-view.example", DALI_DEMO_STR_TITLE_CANVAS_VIEW));
   demo.AddExample(Example("chipmunk-physics.example", DALI_DEMO_STR_TITLE_CHIPMUNK_PHYSICS));
   demo.AddExample(Example("clipping.example", DALI_DEMO_STR_TITLE_CLIPPING));
diff --git a/examples/bullet-physics/README.md b/examples/bullet-physics/README.md
new file mode 100644 (file)
index 0000000..e2abee1
--- /dev/null
@@ -0,0 +1,20 @@
+# Bullet physics example
+
+This is an example showing how to use the Bullet physics library to create and control 
+physics objects in DALi.
+
+It creates a pyramid of bricks and a ball falling onto a large block.
+
+The user can select and drag any of the actors with the mouse.
+The user can zoom in and out using the mouse wheel.
+
+"wasd" keys move the last touched actor up/down/left/right.
+"qe" keys rotate the last touched actor in Z axis
+"zx" keys rotate the last touched actor in Y axis
+"cv" keys rotate the last touched actor in X axis
+"p" key resets the position/forces on the last touched actor to the origin
+
+"m" key toggles the debug rendering
+Space key toggles the integration state.
+
+
diff --git a/examples/bullet-physics/ball-renderer.cpp b/examples/bullet-physics/ball-renderer.cpp
new file mode 100644 (file)
index 0000000..6c4f852
--- /dev/null
@@ -0,0 +1,218 @@
+/*
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "ball-renderer.h"
+#include <dali-toolkit/dali-toolkit.h>
+#include "cube-renderer.h"
+#include "generated/rendering-textured-shape-frag.h"
+#include "generated/rendering-textured-shape-vert.h"
+
+using namespace Dali;
+
+namespace
+{
+const char* TEXTURE_URL = DEMO_IMAGE_DIR "/background-3.jpg";
+} // namespace
+
+Dali::Geometry   BallRenderer::gBallGeometry;
+Dali::TextureSet BallRenderer::gBallTextureSet;
+
+struct Vertex
+{
+  Vector3 aPosition;
+  Vector2 aTexCoord;
+};
+
+void SubDivide(std::vector<Vertex>& vertices, std::vector<uint16_t>& indices)
+{
+  uint16_t triangleCount = indices.size() / 3;
+  for(uint16_t i = 0; i < triangleCount; ++i)
+  {
+    auto v1 = vertices[indices[i * 3]].aPosition;
+    auto v2 = vertices[indices[i * 3 + 1]].aPosition;
+    auto v3 = vertices[indices[i * 3 + 2]].aPosition;
+    // Triangle subdivision adds pts halfway along each edge.
+    auto     v4 = v1 + (v2 - v1) * 0.5f;
+    auto     v5 = v2 + (v3 - v2) * 0.5f;
+    auto     v6 = v3 + (v1 - v3) * 0.5f;
+    uint16_t j  = vertices.size();
+    vertices.emplace_back(Vertex{
+      {v4},
+    });
+    vertices.emplace_back(Vertex{
+      {v5},
+    });
+    vertices.emplace_back(Vertex{
+      {v6},
+    });
+    // Now, original tri breaks into 4, so replace this tri, and add 3 more
+    uint16_t i1        = indices[i * 3 + 1];
+    uint16_t i2        = indices[i * 3 + 2];
+    indices[i * 3 + 1] = j;
+    indices[i * 3 + 2] = j + 2;
+
+    std::vector<uint16_t> newTris = {j, i1, uint16_t(j + 1), j, uint16_t(j + 1), uint16_t(j + 2), uint16_t(j + 1), i2, uint16_t(j + 2)};
+    indices.insert(indices.end(), newTris.begin(), newTris.end());
+  }
+  for(auto& vertex : vertices)
+  {
+    vertex.aPosition.Normalize();
+  }
+}
+
+void MapUVsToSphere(std::vector<Vertex>& vertices)
+{
+  // Convert world coords to long-lat
+  // Assume radius=1;
+  // V=(cos(long)cos(lat), sin(long)cos(lat), sin(lat))
+  // => lat=arcsin(z), range (-PI/2, PI/2); => 0.5+(asin(z)/PI) range(0,1)
+  // => y/x = sin(long)/cos(long) => long = atan2(y/x), range(-pi, pi)
+  // But, rotate 90 deg for portrait texture!
+  for(auto& vertex : vertices)
+  {
+    vertex.aTexCoord.y = 1.0f + (atan2f(vertex.aPosition.y, vertex.aPosition.x) / (2.0f * Math::PI));
+    vertex.aTexCoord.x = 1.0f - (0.5f + (asinf(vertex.aPosition.z) / Math::PI));
+  }
+}
+
+/**
+ * @brief CreateBallGeometry
+ * This function creates a ball geometry including texture coordinates.
+ */
+Geometry BallRenderer::CreateBallGeometry()
+{
+  if(!gBallGeometry)
+  {
+    float phi = (1.0f + sqrt(5.0f)) * 0.5f; // golden ratio
+    float a   = 1.0f;
+    float b   = 1.0f / phi;
+
+    // add vertices
+    std::vector<Vertex> vertices;
+    vertices.emplace_back(Vertex{Vector3{0, b, -a}});
+    vertices.emplace_back(Vertex{Vector3{b, a, 0}});
+    vertices.emplace_back(Vertex{Vector3{-b, a, -a}});
+
+    vertices.emplace_back(Vertex{Vector3{0, b, a}});
+    vertices.emplace_back(Vertex{Vector3{0, -b, a}});
+    vertices.emplace_back(Vertex{Vector3{-a, 0, b}});
+
+    vertices.emplace_back(Vertex{Vector3{0, -b, -a}});
+    vertices.emplace_back(Vertex{Vector3{a, 0, -b}});
+    vertices.emplace_back(Vertex{Vector3{a, 0, b}});
+
+    vertices.emplace_back(Vertex{Vector3{-a, 0, -b}});
+    vertices.emplace_back(Vertex{Vector3{b, -a, 0}});
+    vertices.emplace_back(Vertex{Vector3{-b, -a, 0}});
+
+    for(auto vertex : vertices)
+    {
+      vertex.aPosition.Normalize();
+    }
+
+    // this dodgy code is not zero indexed but starts at 1.
+    std::vector<uint16_t> indices = {
+      3, 2, 1, 2, 3, 4, 6, 5, 4, 5, 9, 4, 8, 7, 1, 7, 10, 1, 12, 11, 5, 11, 12, 7, 10, 6, 3, 6, 10, 12, 9, 8, 2, 8, 9, 11, 3, 6, 4, 9, 2, 4, 10, 3, 1, 2, 8, 1, 12, 10, 7, 8, 11, 7, 6, 12, 5, 11, 9, 5};
+    // fix offset indices
+    for(auto& index : indices)
+    {
+      --index;
+    }
+
+    // 2 subdivisions gives a reasonably nice sphere
+    SubDivide(vertices, indices);
+    SubDivide(vertices, indices);
+
+    MapUVsToSphere(vertices);
+
+    VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map()
+                                                    .Add("aPosition", Property::VECTOR3)
+                                                    .Add("aTexCoord", Property::VECTOR2));
+    vertexBuffer.SetData(&vertices[0], vertices.size());
+
+    gBallGeometry = Geometry::New();
+    gBallGeometry.AddVertexBuffer(vertexBuffer);
+    gBallGeometry.SetIndexBuffer(&indices[0], indices.size());
+    gBallGeometry.SetType(Geometry::TRIANGLES);
+  }
+  return gBallGeometry;
+}
+
+TextureSet BallRenderer::CreateTexture(std::string url)
+{
+  // Load image from file
+  PixelData pixels = Dali::Toolkit::SyncImageLoader::Load(url);
+
+  Texture texture = Texture::New(TextureType::TEXTURE_2D, pixels.GetPixelFormat(), pixels.GetWidth(), pixels.GetHeight());
+  texture.Upload(pixels, 0, 0, 0, 0, pixels.GetWidth(), pixels.GetHeight());
+
+  // create TextureSet
+  auto textureSet = TextureSet::New();
+  textureSet.SetTexture(0, texture);
+
+  return textureSet;
+}
+
+/**
+ * Function creates renderer. It turns on depth test and depth write.
+ */
+Dali::Renderer BallRenderer::CreateRenderer(TextureSet textures)
+{
+  CreateBallGeometry();
+  Dali::Shader shader   = CreateShader();
+  Renderer     renderer = Renderer::New(gBallGeometry, shader);
+  renderer.SetTextures(textures);
+
+  // Face culling is enabled to hide the backwards facing sides of the ball
+  // This is sufficient to render a single object; for more complex scenes depth-testing might be required
+  renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK);
+  return renderer;
+}
+
+/**
+ * Creates new actor and renderer.
+ */
+Actor BallRenderer::CreateActor(Vector3 size, Vector4 color)
+{
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  actor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3(size.x, size.y, size.z) * 0.5f);
+  actor.SetProperty(Actor::Property::COLOR, color);
+  if(!gBallTextureSet)
+  {
+    gBallTextureSet = CreateTexture(TEXTURE_URL);
+  }
+  Renderer renderer = CreateRenderer(gBallTextureSet);
+  actor.AddRenderer(renderer);
+  return actor;
+}
+
+Actor BallRenderer::CreateActor(Vector3 size, std::string url)
+{
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  actor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
+  // Sphere is radius 1; so has natural diameter 2, so halve the size
+  actor.SetProperty(Actor::Property::SIZE, Vector3(size.x, size.y, size.z) * 0.5f);
+
+  TextureSet textures = CreateTexture(url);
+  Renderer   renderer = CreateRenderer(textures);
+  actor.AddRenderer(renderer);
+  return actor;
+}
diff --git a/examples/bullet-physics/ball-renderer.h b/examples/bullet-physics/ball-renderer.h
new file mode 100644 (file)
index 0000000..b106cec
--- /dev/null
@@ -0,0 +1,43 @@
+#pragma once
+
+/*
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include <dali/dali.h>
+using Dali::Actor;
+using Dali::Geometry;
+using Dali::Renderer;
+using Dali::Shader;
+using Dali::TextureSet;
+
+class BallRenderer
+{
+public:
+  static Dali::Geometry   CreateBallGeometry();
+  static Dali::Renderer   CreateRenderer(TextureSet textures);
+  static Dali::TextureSet CreateTexture(std::string url);
+
+  /**
+   * The size can control whether this is a ball or a cuboid. Note, textures
+   * will be stretched on non-square sides.
+   */
+  static Dali::Actor CreateActor(Dali::Vector3 size, Dali::Vector4 color);
+  static Dali::Actor CreateActor(Dali::Vector3 size, std::string url);
+
+  static Geometry   gBallGeometry;
+  static Shader     gBallShader;
+  static TextureSet gBallTextureSet;
+};
diff --git a/examples/bullet-physics/cube-renderer.cpp b/examples/bullet-physics/cube-renderer.cpp
new file mode 100644 (file)
index 0000000..a5b79d4
--- /dev/null
@@ -0,0 +1,183 @@
+/*
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "cube-renderer.h"
+#include <dali-toolkit/dali-toolkit.h>
+#include "generated/rendering-textured-shape-frag.h"
+#include "generated/rendering-textured-shape-vert.h"
+
+using namespace Dali;
+
+namespace
+{
+const char* TEXTURE_URL = DEMO_IMAGE_DIR "/wood.png";
+} // namespace
+
+Dali::Geometry   CubeRenderer::gCubeGeometry;
+Dali::TextureSet CubeRenderer::gCubeTextureSet;
+
+Dali::Shader CreateShader()
+{
+  static Dali::Shader gShapeShader;
+
+  if(!gShapeShader)
+  {
+    gShapeShader = Shader::New(SHADER_RENDERING_TEXTURED_SHAPE_VERT, SHADER_RENDERING_TEXTURED_SHAPE_FRAG);
+  }
+  return gShapeShader;
+}
+
+/**
+ * @brief CreateCubeGeometry
+ * This function creates a cube geometry including texture coordinates.
+ */
+Geometry CubeRenderer::CreateCubeGeometry()
+{
+  if(!gCubeGeometry)
+  {
+    struct Vertex
+    {
+      Vector3 aPosition;
+      Vector2 aTexCoord;
+    };
+
+    Vertex vertices[] = {
+      {Vector3(1.0f, -1.0f, -1.0f), Vector2(1.0, 1.0)},
+      {Vector3(-1.0f, 1.0f, -1.0f), Vector2(0.0, 0.0)},
+      {Vector3(1.0f, 1.0f, -1.0f), Vector2(0.0, 1.0)},
+      {Vector3(-1.0f, 1.0f, 1.0f), Vector2(1.0, 1.0)},
+      {Vector3(1.0f, -1.0f, 1.0f), Vector2(0.0, 0.0)},
+      {Vector3(1.0f, 1.0f, 1.0f), Vector2(0.0, 1.0)},
+      {Vector3(1.0f, 1.0f, 1.0f), Vector2(1.0, 1.0)},
+      {Vector3(1.0f, -1.0f, -1.0f), Vector2(0.0, 0.0)},
+      {Vector3(1.0f, 1.0f, -1.0f), Vector2(0.0, 1.0)},
+      {Vector3(1.0f, -1.0f, 1.0f), Vector2(1.0, 1.0)},
+      {Vector3(-1.0f, -1.0f, -1.0f), Vector2(0.0, 0.0)},
+      {Vector3(1.0f, -1.0f, -1.0f), Vector2(0.0, 1.0)},
+      {Vector3(-1.0f, -1.0f, -1.0f), Vector2(1.0, 1.0)},
+      {Vector3(-1.0f, 1.0f, 1.0f), Vector2(0.0, 0.0)},
+      {Vector3(-1.0f, 1.0f, -1.0f), Vector2(0.0, 1.0)},
+      {Vector3(1.0f, 1.0f, -1.0f), Vector2(1.0, 1.0)},
+      {Vector3(-1.0f, 1.0f, 1.0f), Vector2(0.0, 0.0)},
+      {Vector3(1.0f, 1.0f, 1.0f), Vector2(0.0, 1.0)},
+      {Vector3(1.0f, -1.0f, -1.0f), Vector2(1.0, 1.0)},
+      {Vector3(-1.0f, -1.0f, -1.0f), Vector2(1.0, 0.0)},
+      {Vector3(-1.0f, 1.0f, -1.0f), Vector2(0.0, 0.0)},
+      {Vector3(-1.0f, 1.0f, 1.0f), Vector2(1.0, 1.0)},
+      {Vector3(-1.0f, -1.0f, 1.0f), Vector2(1.0, 0.0)},
+      {Vector3(1.0f, -1.0f, 1.0f), Vector2(0.0, 0.0)},
+      {Vector3(1.0f, 1.0f, 1.0f), Vector2(1.0, 1.0)},
+      {Vector3(1.0f, -1.0f, 1.0f), Vector2(1.0, 0.0)},
+      {Vector3(1.0f, -1.0f, -1.0f), Vector2(0.0, 0.0)},
+      {Vector3(1.0f, -1.0f, 1.0f), Vector2(1.0, 1.0)},
+      {Vector3(-1.0f, -1.0f, 1.0f), Vector2(1.0, 0.0)},
+      {Vector3(-1.0f, -1.0f, -1.0f), Vector2(0.0, 0.0)},
+      {Vector3(-1.0f, -1.0f, -1.0f), Vector2(1.0, 1.0)},
+      {Vector3(-1.0f, -1.0f, 1.0f), Vector2(1.0, 0.0)},
+      {Vector3(-1.0f, 1.0f, 1.0f), Vector2(0.0, 0.0)},
+      {Vector3(1.0f, 1.0f, -1.0f), Vector2(1.0, 1.0)},
+      {Vector3(-1.0f, 1.0f, -1.0f), Vector2(1.0, 0.0)},
+      {Vector3(-1.0f, 1.0f, 1.0f), Vector2(0.0, 0.0)},
+    };
+
+    VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map()
+                                                    .Add("aPosition", Property::VECTOR3)
+                                                    .Add("aTexCoord", Property::VECTOR2));
+    vertexBuffer.SetData(vertices, sizeof(vertices) / sizeof(Vertex));
+
+    // create indices
+    const unsigned short INDEX_CUBE[] = {
+      2, 1, 0, 5, 4, 3, 8, 7, 6, 11, 10, 9, 14, 13, 12, 17, 16, 15, 20, 19, 18, 23, 22, 21, 26, 25, 24, 29, 28, 27, 32, 31, 30, 35, 34, 33};
+
+    gCubeGeometry = Geometry::New();
+    gCubeGeometry.AddVertexBuffer(vertexBuffer);
+    gCubeGeometry.SetIndexBuffer(INDEX_CUBE,
+                                 sizeof(INDEX_CUBE) / sizeof(INDEX_CUBE[0]));
+    gCubeGeometry.SetType(Geometry::TRIANGLES);
+  }
+  return gCubeGeometry;
+}
+
+/**
+ * This function loads a pixel data from a file. In order to load it we use SyncImageLoader utility.
+ * If loading succeeds returned PixelData object can be used to create a texture.
+ * Texture must be uploaded. In the end the texture must be set on the TextureSet object.
+ */
+TextureSet CubeRenderer::CreateTexture(std::string url)
+{
+  // Load image from file
+  PixelData pixels = Dali::Toolkit::SyncImageLoader::Load(url);
+
+  Texture texture = Texture::New(TextureType::TEXTURE_2D, pixels.GetPixelFormat(), pixels.GetWidth(), pixels.GetHeight());
+  texture.Upload(pixels, 0, 0, 0, 0, pixels.GetWidth(), pixels.GetHeight());
+
+  // create TextureSet
+  auto textureSet = TextureSet::New();
+  textureSet.SetTexture(0, texture);
+
+  return textureSet;
+}
+
+/**
+ * Function creates renderer. It turns on depth test and depth write.
+ */
+Dali::Renderer CubeRenderer::CreateRenderer(TextureSet textures)
+{
+  CreateCubeGeometry();
+  Dali::Shader shader   = CreateShader();
+  Renderer     renderer = Renderer::New(gCubeGeometry, shader);
+  renderer.SetTextures(textures);
+
+  // Face culling is enabled to hide the backwards facing sides of the cube
+  // This is sufficient to render a single object; for more complex scenes depth-testing might be required
+  renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK);
+  return renderer;
+}
+
+/**
+ * Creates new actor and renderer.
+ */
+Actor CubeRenderer::CreateActor(Vector3 size, Vector4 color)
+{
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  actor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
+  // Mesh is 2x2x2, so halve the size
+  actor.SetProperty(Actor::Property::SIZE, Vector3(size.x, size.y, size.z) * 0.5f);
+  actor.SetProperty(Actor::Property::COLOR, color);
+  if(!gCubeTextureSet)
+  {
+    gCubeTextureSet = CreateTexture(TEXTURE_URL);
+  }
+  Renderer renderer = CreateRenderer(gCubeTextureSet);
+  actor.AddRenderer(renderer);
+  return actor;
+}
+
+Actor CubeRenderer::CreateActor(Vector3 size, std::string url)
+{
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  actor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3(size.x, size.y, size.z) * 0.5f);
+
+  TextureSet textures = CreateTexture(url);
+  Renderer   renderer = CreateRenderer(textures);
+  actor.AddRenderer(renderer);
+  return actor;
+}
diff --git a/examples/bullet-physics/cube-renderer.h b/examples/bullet-physics/cube-renderer.h
new file mode 100644 (file)
index 0000000..8e6c42d
--- /dev/null
@@ -0,0 +1,44 @@
+#pragma once
+
+/*
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include <dali/dali.h>
+using Dali::Actor;
+using Dali::Geometry;
+using Dali::Renderer;
+using Dali::Shader;
+using Dali::TextureSet;
+
+Dali::Shader CreateShader();
+
+class CubeRenderer
+{
+public:
+  static Dali::Geometry   CreateCubeGeometry();
+  static Dali::Renderer   CreateRenderer(TextureSet textures);
+  static Dali::TextureSet CreateTexture(std::string url);
+
+  /**
+   * The size can control whether this is a cube or a cuboid. Note, textures
+   * will be stretched on non-square sides.
+   */
+  static Dali::Actor CreateActor(Dali::Vector3 size, Dali::Vector4 color);
+  static Dali::Actor CreateActor(Dali::Vector3 size, std::string url);
+
+  static Geometry   gCubeGeometry;
+  static TextureSet gCubeTextureSet;
+};
diff --git a/examples/bullet-physics/dependencies.cmake b/examples/bullet-physics/dependencies.cmake
new file mode 100644 (file)
index 0000000..e938380
--- /dev/null
@@ -0,0 +1,5 @@
+TARGET_COMPILE_OPTIONS(${EXAMPLE}.example PUBLIC ${DALI_PHYSICS_3D_CFLAGS})
+TARGET_LINK_LIBRARIES(${EXAMPLE}.example ${DALI_PHYSICS_3D_LDFLAGS})
+MESSAGE(STATUS "Included dependencies for ${EXAMPLE}")
+MESSAGE(STATUS " Compile options: ${DALI_PHYSICS_3D_CFLAGS}")
+MESSAGE(STATUS " Link options: ${DALI_PHYSICS_3D_LDFLAGS}")
diff --git a/examples/bullet-physics/physics-demo-controller.cpp b/examples/bullet-physics/physics-demo-controller.cpp
new file mode 100644 (file)
index 0000000..4052f28
--- /dev/null
@@ -0,0 +1,649 @@
+/*
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include <dali-toolkit/dali-toolkit.h>
+#include <dali/dali.h>
+#include "dali-physics/public-api/physics-actor.h"
+#include "dali-physics/public-api/physics-adaptor.h"
+
+#include <dali/devel-api/adaptor-framework/key-devel.h>
+#include <dali/devel-api/events/hit-test-algorithm.h>
+
+#include <iostream>
+#include <string>
+
+#include <btBulletDynamicsCommon.h>
+
+#include "ball-renderer.h"
+#include "cube-renderer.h"
+
+using namespace Dali;
+using namespace Dali::Toolkit::Physics;
+
+namespace KeyModifier
+{
+enum Key
+{
+  CONTROL_L = DevelKey::DALI_KEY_CONTROL_LEFT,
+  CONTROL_R = DevelKey::DALI_KEY_CONTROL_RIGHT,
+  SHIFT_L   = 50,
+  SHIFT_R   = 62,
+  ALT_L     = 64,
+  ALT_R     = 108,
+  SUPER_L   = 133,
+  SUPER_R   = 134,
+  MENU      = 135,
+};
+}
+
+const std::string BRICK_WALL    = DEMO_IMAGE_DIR "/brick-wall.jpg";
+const std::string BALL_IMAGE    = DEMO_IMAGE_DIR "/blocks-ball.png";
+const std::string BRICK_URIS[4] = {
+  DEMO_IMAGE_DIR "/blocks-brick-1.png", DEMO_IMAGE_DIR "/blocks-brick-2.png", DEMO_IMAGE_DIR "/blocks-brick-3.png", DEMO_IMAGE_DIR "/blocks-brick-4.png"};
+
+class PhysicsDemoController : public ConnectionTracker
+{
+public:
+  PhysicsDemoController(Application& app)
+  : mApplication(app)
+  {
+    app.InitSignal().Connect(this, &PhysicsDemoController::OnInit);
+    app.TerminateSignal().Connect(this, &PhysicsDemoController::OnTerminate);
+  }
+
+  ~PhysicsDemoController() override
+  {
+  }
+
+  void OnInit(Application& application)
+  {
+    mWindow = application.GetWindow();
+    mWindow.ResizeSignal().Connect(this, &PhysicsDemoController::OnWindowResize);
+    mWindow.KeyEventSignal().Connect(this, &PhysicsDemoController::OnKeyEv);
+    Stage::GetCurrent().KeepRendering(30);
+    mWindow.SetBackgroundColor(Color::DARK_SLATE_GRAY);
+    Window::WindowSize windowSize = mWindow.GetSize();
+
+    auto cameraActor = mWindow.GetRenderTaskList().GetTask(0).GetCameraActor();
+    cameraActor[CameraActor::Property::FIELD_OF_VIEW] = Math::PI/2.5f; // 72 degrees
+    cameraActor[Actor::Property::POSITION_X] = 500;
+    float z = cameraActor[Actor::Property::POSITION_Z];
+    cameraActor[Actor::Property::POSITION_Z] = z-100;
+    cameraActor[CameraActor::Property::TARGET_POSITION] = Vector3();
+    cameraActor[CameraActor::Property::TYPE] = Camera::LOOK_AT_TARGET;
+    mPhysicsTransform.SetIdentityAndScale(Vector3(1.0f, -1.0f, 1.0f));
+    mPhysicsTransform.SetTranslation(Vector3(windowSize.GetWidth() * 0.5f,
+                                             windowSize.GetHeight() * 0.5f,
+                                             -100.0f));
+
+    mPhysicsAdaptor = PhysicsAdaptor::New(mPhysicsTransform, windowSize);
+    mPhysicsRoot    = mPhysicsAdaptor.GetRootActor();
+
+    mPhysicsRoot.TouchedSignal().Connect(this, &PhysicsDemoController::OnTouched);
+    mPhysicsRoot.WheelEventSignal().Connect(this, &PhysicsDemoController::OnWheel);
+
+    mWindow.Add(mPhysicsRoot);
+
+    auto scopedAccessor = mPhysicsAdaptor.GetPhysicsAccessor();
+    auto bulletWorld = scopedAccessor->GetNative().Get<btDiscreteDynamicsWorld*>();
+    bulletWorld->setGravity(btVector3(0, -200, 0));
+
+    CreateGround(scopedAccessor, windowSize);
+    mBrick = CreateLargeBrick(scopedAccessor);
+    mSelectedActor = mBrick;
+
+    CreateBall(scopedAccessor);
+    CreateBrickPyramid(scopedAccessor, windowSize);
+
+    mPhysicsAdaptor.CreateSyncPoint();
+  }
+
+  btRigidBody* CreateRigidBody(btDiscreteDynamicsWorld* bulletWorld, float mass, const btTransform& bulletTransform, btCollisionShape* shape)
+  {
+    bool      isDynamic = (mass != 0.0);
+    btVector3 localInertia(0.0f, 0.0f, 0.0f);
+    if(isDynamic)
+    {
+      shape->calculateLocalInertia(mass, localInertia);
+    }
+
+    auto*                                    motionState = new btDefaultMotionState(bulletTransform);
+    btRigidBody::btRigidBodyConstructionInfo rigidBodyConstructionInfo(mass, motionState, shape, localInertia);
+    auto*                                    body = new btRigidBody(rigidBodyConstructionInfo);
+
+    bulletWorld->addRigidBody(body);
+    return body;
+  }
+
+  void CreateGround(PhysicsAdaptor::ScopedPhysicsAccessorPtr& scopedAccessor, Dali::Window::WindowSize windowSize)
+  {
+    Dali::Vector3 size(2 * windowSize.GetWidth(), 10.f, 2 * windowSize.GetWidth());
+    Actor         groundActor = CubeRenderer::CreateActor(size, BRICK_WALL);
+
+    auto physicsActor = CreateBrick(scopedAccessor, groundActor, 0.0f, 0.1f, 0.9f, size);
+    physicsActor.AsyncSetPhysicsPosition(Vector3(0.0f, 0.5f * windowSize.GetHeight(), 0.0f));
+  }
+
+  void CreateBall(PhysicsAdaptor::ScopedPhysicsAccessorPtr& scopedAccessor)
+  {
+    const float BALL_MASS       = 1.0f;
+    const float BALL_RADIUS     = 50.0f;
+    const float BALL_ELASTICITY = 0.5f;
+    const float BALL_FRICTION   = 0.5f;
+    auto        actor           = BallRenderer::CreateActor(Vector3(BALL_RADIUS * 2, BALL_RADIUS * 2, BALL_RADIUS * 2), Dali::Color::WHITE);
+
+    btSphereShape* ball = new btSphereShape(BALL_RADIUS); // @todo Fix leak
+    btTransform    transform;
+    transform.setIdentity();
+
+    auto         bulletWorld = scopedAccessor->GetNative().Get<btDiscreteDynamicsWorld*>();
+    btRigidBody* body        = CreateRigidBody(bulletWorld, BALL_MASS, transform, ball);
+
+    body->setFriction(BALL_FRICTION);
+    body->setRestitution(BALL_ELASTICITY);
+
+    auto physicsActor = mPhysicsAdaptor.AddActorBody(actor, body);
+    actor.RegisterProperty("uBrightness", 0.0f);
+
+    physicsActor.AsyncSetPhysicsPosition(Vector3(0.0f, -400.0f, -150.0f));
+  }
+
+  PhysicsActor CreateBrick(PhysicsAdaptor::ScopedPhysicsAccessorPtr& scopedAccessor,
+                           Dali::Actor                               actor,
+                           float                                     mass,
+                           float                                     elasticity,
+                           float                                     friction,
+                           Vector3                                   size)
+  {
+    btVector3   halfExtents(size.width * 0.5f, size.height * 0.5f, size.depth * 0.5f);
+    btBoxShape* shape = new btBoxShape(halfExtents); // @todo Fix leak
+    btVector3   inertia;
+    inertia.setZero();
+    shape->calculateLocalInertia(mass, inertia);
+
+    btTransform startTransform;
+    startTransform.setIdentity();
+    auto         bulletWorld = scopedAccessor->GetNative().Get<btDiscreteDynamicsWorld*>();
+    btRigidBody* body        = CreateRigidBody(bulletWorld, mass, startTransform, shape);
+
+    body->setFriction(friction);
+    body->setRestitution(elasticity);
+
+    actor.RegisterProperty("uBrightness", 0.0f);
+
+    auto physicsActor = mPhysicsAdaptor.AddActorBody(actor, body);
+    return physicsActor;
+  }
+
+  PhysicsActor CreateLargeBrick(PhysicsAdaptor::ScopedPhysicsAccessorPtr& scopedAccessor)
+  {
+    const float BRICK_MASS       = 1.0f;
+    const float BRICK_ELASTICITY = 0.1f;
+    const float BRICK_FRICTION   = 0.6f;
+    const int   BRICK_WIDTH      = 400;
+    const int   BRICK_HEIGHT     = 150;
+    const int   BRICK_DEPTH      = 200;
+
+    auto brick        = CubeRenderer::CreateActor(Vector3(BRICK_WIDTH, BRICK_HEIGHT, BRICK_DEPTH), Dali::Color::WHITE);
+    auto physicsActor = CreateBrick(scopedAccessor, brick, BRICK_MASS, BRICK_ELASTICITY, BRICK_FRICTION, Vector3(BRICK_WIDTH, BRICK_HEIGHT, BRICK_DEPTH));
+
+    physicsActor.AsyncSetPhysicsPosition(Vector3(0, 0, -300));
+    return physicsActor;
+  }
+
+  void CreateBrickPyramid(PhysicsAdaptor::ScopedPhysicsAccessorPtr& scopedAccessor, Dali::Window::WindowSize windowSize)
+  {
+    const float BRICK_MASS       = 1.0f;
+    const float BRICK_ELASTICITY = 0.1f;
+    const float BRICK_FRICTION   = 0.6f;
+    const int   BRICK_WIDTH      = 60;
+    const int   BRICK_HEIGHT     = 30;
+    const int   BRICK_DEPTH      = 30;
+    const int   BRICK_GAP        = 12;
+
+    Dali::Vector4 colors[5] = {Dali::Color::AQUA_MARINE, Dali::Color::DARK_SEA_GREEN, Dali::Color::BLUE_VIOLET, Dali::Color::MISTY_ROSE, Dali::Color::ORCHID};
+
+    int numberOfRows = 10;
+    int oY           = -(1 + numberOfRows) * (BRICK_HEIGHT + BRICK_GAP);
+    for(int i = 0; i < numberOfRows; ++i)
+    {
+      int   w  = (i + 1) * BRICK_WIDTH + i * BRICK_GAP;
+      float oX = w * -0.5f;
+      for(int j = 0; j < i + 1; ++j)
+      {
+        auto brick        = CubeRenderer::CreateActor(Vector3(BRICK_WIDTH, BRICK_HEIGHT, BRICK_DEPTH), colors[(i + j) % 5]);
+        auto physicsActor = CreateBrick(scopedAccessor, brick, BRICK_MASS, BRICK_ELASTICITY, BRICK_FRICTION, Vector3(BRICK_WIDTH, BRICK_HEIGHT, BRICK_DEPTH));
+
+        physicsActor.AsyncSetPhysicsPosition(Vector3(oX + j * (BRICK_WIDTH + BRICK_GAP), oY + i * (BRICK_HEIGHT + BRICK_GAP), -300.0f));
+        // Create slight rotation offset to trigger automatic collapse
+        auto axis = Vector3(Random::Range(-0.2f, 0.2f), // Roughly the z axis
+                            Random::Range(-0.2f, 0.2f),
+                            Random::Range(0.8f, 1.2f));
+        axis.Normalize();
+        physicsActor.AsyncSetPhysicsRotation(Quaternion(Radian(Random::Range(-0.3f, 0.3f)), axis));
+      }
+    }
+  }
+
+  void HighlightBody(btRigidBody* body, bool highlight)
+  {
+    auto physicsActor = mPhysicsAdaptor.GetPhysicsActor(body);
+    if(physicsActor)
+    {
+      Actor actor = mPhysicsAdaptor.GetRootActor().FindChildById(physicsActor.GetId());
+      if(actor)
+      {
+        actor["uBrightness"] = highlight ? 1.0f : 0.0f;
+      }
+    }
+  }
+
+  void OnTerminate(Application& application)
+  {
+    UnparentAndReset(mPhysicsRoot);
+  }
+
+  void OnWindowResize(Window window, Window::WindowSize newSize)
+  {
+    Vector2 size(newSize.GetWidth(), newSize.GetHeight());
+    window.GetRenderTaskList().GetTask(0).GetCameraActor().SetPerspectiveProjection(size);
+    mPhysicsAdaptor.SetTransformAndSize(mPhysicsTransform, newSize);
+  }
+
+  bool OnTouched(Dali::Actor actor, const Dali::TouchEvent& touch)
+  {
+    static enum {
+      None,
+      MoveCameraXZ,
+      MovePivot,
+    } state = None;
+
+    const float MOUSE_CLAMPING(30.0f);
+    const float TAU(0.001f);
+    //static float cameraY{0.0f};
+    auto    renderTask   = mWindow.GetRenderTaskList().GetTask(0);
+    auto    screenCoords = touch.GetScreenPosition(0);
+    Vector3 origin, direction;
+    Dali::HitTestAlgorithm::BuildPickingRay(renderTask, screenCoords, origin, direction);
+
+    switch(state)
+    {
+      case None:
+      {
+        if(touch.GetState(0) == Dali::PointState::STARTED)
+        {
+          if(mCtrlDown)
+          {
+            state = MoveCameraXZ;
+            // local to top left
+            //cameraY = touch.GetLocalPosition(0).y;
+            // Could move on fixed plane, e.g. y=0.
+            // position.Y corresponds to a z value depending on perspective
+            // position.X scales to an x value depending on perspective
+          }
+          else
+          {
+            state               = MovePivot;
+            auto scopedAccessor = mPhysicsAdaptor.GetPhysicsAccessor();
+            auto bulletWorld    = scopedAccessor->GetNative().Get<btDiscreteDynamicsWorld*>();
+
+            Vector3 localPivot;
+            Vector3 rayPhysicsOrigin;
+            Vector3 rayPhysicsEnd;
+            mPhysicsAdaptor.BuildPickingRay(origin, direction, rayPhysicsOrigin, rayPhysicsEnd);
+            auto body = scopedAccessor->HitTest(rayPhysicsOrigin, rayPhysicsEnd, localPivot, mOldPickingDistance);
+            if(!body.Empty())
+            {
+              mPickedBody = body.Get<btRigidBody*>();
+              HighlightBody(mPickedBody, true);
+              mSelectedActor = mPhysicsAdaptor.GetPhysicsActor(mPickedBody);
+
+              mPickedSavedState = mPickedBody->getActivationState();
+              mPickedBody->setActivationState(DISABLE_DEACTIVATION);
+
+              btVector3 pivot(localPivot.x, localPivot.y, localPivot.z);
+              auto      p2p = new btPoint2PointConstraint(*mPickedBody, pivot);
+              bulletWorld->addConstraint(p2p, true);
+              p2p->m_setting.m_impulseClamp = MOUSE_CLAMPING;
+              p2p->m_setting.m_tau          = TAU;
+
+              mPickedConstraint = p2p;
+            }
+          }
+        }
+        break;
+      }
+      case MovePivot:
+      {
+        if(touch.GetState(0) == Dali::PointState::MOTION)
+        {
+          if(mPickedBody && mPickedConstraint)
+          {
+            if(!mShiftDown)
+            {
+              // Move point in XY plane, projected into scene
+              auto scopedAccessor = mPhysicsAdaptor.GetPhysicsAccessor(); // Ensure we get a lock
+
+              Vector3                  newPosition = mPhysicsAdaptor.ProjectPoint(origin, direction, mOldPickingDistance);
+              btPoint2PointConstraint* p2p         = static_cast<btPoint2PointConstraint*>(mPickedConstraint);
+              if(p2p)
+              {
+                // @todo Add inline memory cast... (only viable if physics uses floats not doubles)
+                p2p->setPivotB(btVector3(newPosition.x, newPosition.y, newPosition.z));
+              }
+            }
+            // @todo Add code to move objects in XZ plane
+          }
+        }
+        else if(touch.GetState(0) == Dali::PointState::FINISHED ||
+                touch.GetState(0) == Dali::PointState::INTERRUPTED)
+        {
+          if(mPickedConstraint)
+          {
+            auto scopedAccessor = mPhysicsAdaptor.GetPhysicsAccessor(); // Ensure we get a lock
+            auto bulletWorld    = scopedAccessor->GetNative().Get<btDiscreteDynamicsWorld*>();
+            HighlightBody(mPickedBody, false);
+            mPickedBody->forceActivationState(mPickedSavedState);
+            mPickedBody->activate();
+            bulletWorld->removeConstraint(mPickedConstraint);
+
+            mPickedConstraint = nullptr;
+            mPickedBody       = nullptr;
+          }
+          state = None;
+        }
+        break;
+      }
+      case MoveCameraXZ:
+      {
+        if(touch.GetState(0) == Dali::PointState::MOTION)
+        {
+          // Move camera in XZ plane
+          //float y = cameraY; // touch point in Y. Move camera in an XZ plane on this point.
+        }
+        else if(touch.GetState(0) == Dali::PointState::FINISHED ||
+                touch.GetState(0) == Dali::PointState::INTERRUPTED)
+        {
+          state = None;
+        }
+        break;
+      }
+    }
+
+    static int reduceSpam = 0;
+    ++reduceSpam;
+    if(reduceSpam == 30)
+    {
+      reduceSpam = 0;
+      std::cout << "Dali scrnpos:" << screenCoords << "\nDali pos:    " << mBrick.GetActorPosition() << "\nDali rot:    " << mBrick.GetActorRotation() << "\nPhys pos:    " << mBrick.GetPhysicsPosition() << "\nPhys rot:    " << mBrick.GetPhysicsRotation() << "\n";
+    }
+
+    Stage::GetCurrent().KeepRendering(30.0f);
+
+    return true;
+  }
+
+  bool OnWheel(Actor actor, const WheelEvent& event)
+  {
+    // Move camera along it's fwd axis
+    auto            renderTask = mWindow.GetRenderTaskList().GetTask(0);
+    auto            camera     = renderTask.GetCameraActor();
+    static uint32_t lastTime   = 0;
+
+    int32_t delta = event.GetDelta();
+    if(lastTime > 0)
+    {
+      uint32_t timeDiff = event.GetTime() - lastTime;
+      ++timeDiff;       // Can be zero.
+      if(timeDiff < 50) // When it's less than some threshold
+      {
+        // Scale delta by speed (range: 0-6)
+        float scale = (50.0f - timeDiff) * 6.0f / 50.0f; // smaller times = bigger factor
+        scale *= (scale * scale);                        // Cube it. (Max - 360)
+        scale = std::max(1.0f, scale);
+        delta *= scale;
+      }
+    }
+    lastTime = event.GetTime();
+
+    float z = camera[Actor::Property::POSITION_Z];
+    z += delta;
+    camera[Actor::Property::POSITION_Z] = z;
+    return true;
+  }
+
+  void OnKeyEv(const Dali::KeyEvent& event)
+  {
+    if(event.GetState() == KeyEvent::DOWN)
+    {
+      switch(event.GetKeyCode())
+      {
+        case KeyModifier::CONTROL_L:
+        case KeyModifier::CONTROL_R:
+        {
+          mCtrlDown = true;
+          break;
+        }
+        case KeyModifier::ALT_L:
+        case KeyModifier::ALT_R:
+        {
+          mAltDown = true;
+          break;
+        }
+        case KeyModifier::SHIFT_L:
+        case KeyModifier::SHIFT_R:
+        {
+          mShiftDown = true;
+          break;
+        }
+        default:
+        {
+          if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
+          {
+            mApplication.Quit();
+          }
+          else if(!event.GetKeyString().compare(" "))
+          {
+            if(mIntegrationState == PhysicsAdaptor::IntegrationState::ON)
+            {
+              mIntegrationState = PhysicsAdaptor::IntegrationState::OFF;
+            }
+            else
+            {
+              mIntegrationState = PhysicsAdaptor::IntegrationState::ON;
+            }
+            mPhysicsAdaptor.SetIntegrationState(mIntegrationState);
+          }
+          else if(!event.GetKeyString().compare("m"))
+          {
+            if(mDebugState == PhysicsAdaptor::DebugState::ON)
+            {
+              mDebugState = PhysicsAdaptor::DebugState::OFF;
+            }
+            else
+            {
+              mDebugState = PhysicsAdaptor::DebugState::ON;
+              if(!mPhysicsDebugLayer)
+              {
+                mPhysicsDebugLayer = mPhysicsAdaptor.CreateDebugLayer(mWindow);
+              }
+            }
+            mPhysicsAdaptor.SetDebugState(mDebugState);
+          }
+          else if(!event.GetKeyString().compare("w"))
+          {
+            Vector3 pos = mSelectedActor.GetActorPosition();
+            mSelectedActor.AsyncSetPhysicsPosition(pos + Vector3(0, 10, 0));
+            btRigidBody* body = mSelectedActor.GetBody().Get<btRigidBody*>();
+            mPhysicsAdaptor.Queue([body]() { body->activate(true); });
+            mPhysicsAdaptor.CreateSyncPoint();
+          }
+          else if(!event.GetKeyString().compare("s"))
+          {
+            Vector3 pos = mSelectedActor.GetActorPosition();
+            mSelectedActor.AsyncSetPhysicsPosition(pos + Vector3(0, -10, 0));
+            btRigidBody* body = mSelectedActor.GetBody().Get<btRigidBody*>();
+            mPhysicsAdaptor.Queue([body]() { body->activate(true); });
+            mPhysicsAdaptor.CreateSyncPoint();
+          }
+          else if(!event.GetKeyString().compare("a"))
+          {
+            Vector3 pos = mSelectedActor.GetActorPosition();
+            mSelectedActor.AsyncSetPhysicsPosition(pos + Vector3(-10, 0, 0));
+            btRigidBody* body = mSelectedActor.GetBody().Get<btRigidBody*>();
+            mPhysicsAdaptor.Queue([body]() { body->activate(true); });
+            mPhysicsAdaptor.CreateSyncPoint();
+          }
+          else if(!event.GetKeyString().compare("d"))
+          {
+            Vector3 pos = mSelectedActor.GetActorPosition();
+            mSelectedActor.AsyncSetPhysicsPosition(pos + Vector3(10, 0, 0));
+            btRigidBody* body = mSelectedActor.GetBody().Get<btRigidBody*>();
+            mPhysicsAdaptor.Queue([body]() { body->activate(true); });
+            mPhysicsAdaptor.CreateSyncPoint();
+          }
+          else if(!event.GetKeyString().compare("q"))
+          {
+            Quaternion quat = mSelectedActor.GetActorRotation();
+            quat *= Quaternion(Radian(-0.1f), Vector3::ZAXIS);
+            mSelectedActor.AsyncSetPhysicsRotation(quat);
+            btRigidBody* body = mSelectedActor.GetBody().Get<btRigidBody*>();
+            mPhysicsAdaptor.Queue([body]() { body->activate(true); });
+            mPhysicsAdaptor.CreateSyncPoint();
+          }
+          else if(!event.GetKeyString().compare("e"))
+          {
+            Quaternion quat = mSelectedActor.GetActorRotation();
+            quat *= Quaternion(Radian(0.1f), Vector3::ZAXIS);
+            mSelectedActor.AsyncSetPhysicsRotation(quat);
+            btRigidBody* body = mSelectedActor.GetBody().Get<btRigidBody*>();
+            mPhysicsAdaptor.Queue([body]() { body->activate(true); });
+            mPhysicsAdaptor.CreateSyncPoint();
+          }
+          else if(!event.GetKeyString().compare("z"))
+          {
+            Quaternion quat = mSelectedActor.GetActorRotation();
+            quat *= Quaternion(Radian(-0.1f), Vector3::YAXIS);
+            mSelectedActor.AsyncSetPhysicsRotation(quat);
+            btRigidBody* body = mSelectedActor.GetBody().Get<btRigidBody*>();
+            mPhysicsAdaptor.Queue([body]() { body->activate(true); });
+            mPhysicsAdaptor.CreateSyncPoint();
+          }
+          else if(!event.GetKeyString().compare("x"))
+          {
+            Quaternion quat = mSelectedActor.GetActorRotation();
+            quat *= Quaternion(Radian(0.1f), Vector3::YAXIS);
+            mSelectedActor.AsyncSetPhysicsRotation(quat);
+            btRigidBody* body = mSelectedActor.GetBody().Get<btRigidBody*>();
+            mPhysicsAdaptor.Queue([body]() { body->activate(true); });
+            mPhysicsAdaptor.CreateSyncPoint();
+          }
+          else if(!event.GetKeyString().compare("c"))
+          {
+            Quaternion quat = mSelectedActor.GetActorRotation();
+            quat *= Quaternion(Radian(-0.1f), Vector3::XAXIS);
+            mSelectedActor.AsyncSetPhysicsRotation(quat);
+            btRigidBody* body = mSelectedActor.GetBody().Get<btRigidBody*>();
+            mPhysicsAdaptor.Queue([body]() { body->activate(true); });
+            mPhysicsAdaptor.CreateSyncPoint();
+          }
+          else if(!event.GetKeyString().compare("v"))
+          {
+            Quaternion quat = mSelectedActor.GetActorRotation();
+            quat *= Quaternion(Radian(0.1f), Vector3::XAXIS);
+            mSelectedActor.AsyncSetPhysicsRotation(quat);
+            btRigidBody* body = mSelectedActor.GetBody().Get<btRigidBody*>();
+            mPhysicsAdaptor.Queue([body]() { body->activate(true); });
+            mPhysicsAdaptor.CreateSyncPoint();
+          }
+          else if(!event.GetKeyString().compare("p"))
+          {
+            mSelectedActor.AsyncSetPhysicsPosition(Vector3::ZERO);
+            mSelectedActor.AsyncSetPhysicsRotation(Quaternion(Radian(0.001f), Vector3::XAXIS));
+
+            // Example of calling specific function asyncronously:
+            btRigidBody* body = mSelectedActor.GetBody().Get<btRigidBody*>();
+            mPhysicsAdaptor.Queue([body]() { body->clearForces(); });
+            mPhysicsAdaptor.CreateSyncPoint();
+          }
+          break;
+        }
+      }
+    }
+    else if(event.GetState() == KeyEvent::UP)
+    {
+      switch(event.GetKeyCode())
+      {
+        case KeyModifier::CONTROL_L:
+        case KeyModifier::CONTROL_R:
+        {
+          mCtrlDown = false;
+          break;
+        }
+        case KeyModifier::ALT_L:
+        case KeyModifier::ALT_R:
+        {
+          mAltDown = false;
+          break;
+        }
+        case KeyModifier::SHIFT_L:
+        case KeyModifier::SHIFT_R:
+        {
+          mShiftDown = false;
+          break;
+        }
+      }
+    }
+
+    static int reduceSpam = 0;
+    ++reduceSpam;
+    if(reduceSpam == 2)
+    {
+      reduceSpam = 0;
+      std::cout << "Dali pos: " << mBrick.GetActorPosition() << "\nDali rot: " << mBrick.GetActorRotation() << "\nPhys pos: " << mBrick.GetPhysicsPosition() << "\nPhys rot: " << mBrick.GetPhysicsRotation() << "\n";
+    }
+  }
+
+private:
+  Application& mApplication;
+  Window       mWindow;
+
+  Matrix         mPhysicsTransform;
+  PhysicsAdaptor mPhysicsAdaptor;
+  Actor          mPhysicsRoot;
+  Layer          mPhysicsDebugLayer;
+  PhysicsActor   mBrick;
+  PhysicsActor   mSelectedActor;
+
+  btRigidBody*                     mPickedBody;
+  float                            mOldPickingDistance{0.0f};
+  int                              mPickedSavedState{0};
+  btTypedConstraint*               mPickedConstraint{nullptr};
+  PhysicsAdaptor::IntegrationState mIntegrationState{PhysicsAdaptor::IntegrationState::ON};
+  PhysicsAdaptor::DebugState       mDebugState{PhysicsAdaptor::DebugState::OFF};
+
+  bool mCtrlDown{false};
+  bool mAltDown{false};
+  bool mShiftDown{false};
+};
+
+int main(int argc, char** argv)
+{
+  Application           application = Application::New(&argc, &argv);
+  PhysicsDemoController controller(application);
+  application.MainLoop();
+  return 0;
+}
diff --git a/examples/bullet-physics/shaders/rendering-textured-shape.frag b/examples/bullet-physics/shaders/rendering-textured-shape.frag
new file mode 100644 (file)
index 0000000..1f7bac2
--- /dev/null
@@ -0,0 +1,32 @@
+uniform sampler2D uTexture;
+uniform mediump float uBrightness;
+varying mediump vec2 vTexCoord;
+varying mediump vec3 vIllumination;
+
+mediump vec3 redistribute_rgb(mediump vec3 color)
+{
+    mediump float threshold = 0.9999999;
+    mediump float m = max(max(color.r, color.g), color.b);
+    if(m <= threshold)
+    {
+        return color;
+    }
+    mediump float total = color.r + color.g + color.b;
+    if( total >= 3.0 * threshold)
+    {
+        return vec3(threshold);
+    }
+    mediump float x = (3.0 * threshold - total) / (3.0 * m - total);
+    mediump float gray = threshold - x * m;
+    return vec3(gray) + vec3(x)*color;
+}
+
+void main()
+{
+  mediump vec4 texColor = texture2D( uTexture, vTexCoord );
+  //mediump vec4 texColor = vec4(0.5,0.5,0.5,1.0);
+  //gl_FragColor = vec4(texColor.rgb, 1.0);
+
+  mediump vec3 pcol=vec3(vIllumination.rgb * texColor.rgb)*(1.0+uBrightness);
+  gl_FragColor = vec4( redistribute_rgb(pcol), 1.0);
+}
diff --git a/examples/bullet-physics/shaders/rendering-textured-shape.vert b/examples/bullet-physics/shaders/rendering-textured-shape.vert
new file mode 100644 (file)
index 0000000..02b1edb
--- /dev/null
@@ -0,0 +1,26 @@
+attribute mediump vec3 aPosition;  // DALi shader builtin
+attribute mediump vec2 aTexCoord;  // DALi shader builtin
+uniform   mediump mat4 uMvpMatrix; // DALi shader builtin
+uniform   mediump mat4 uViewMatrix; // DALi shader builtin
+uniform   mediump mat4 uModelView; // DALi shader builtin
+uniform   mediump vec3 uSize;      // DALi shader builtin
+varying mediump vec3 vIllumination;
+varying mediump vec2 vTexCoord;
+
+void main()
+{
+  mediump vec4 vertexPosition = vec4(aPosition, 1.0);
+  mediump vec3 normal = normalize(vertexPosition.xyz);
+
+  vertexPosition.xyz *= uSize;
+  vec4 pos = uModelView * vertexPosition;
+
+  vec4 lightPosition = vec4(400.0, 0.0, 100.0, 1.0);
+  vec4 mvLightPos = uViewMatrix * lightPosition;
+  vec3 vectorToLight = normalize(mvLightPos.xyz - pos.xyz);
+  float lightDiffuse = max(dot(vectorToLight, normal), 0.0);
+
+  vIllumination = vec3(lightDiffuse * 0.5 + 0.5);
+  vTexCoord = aTexCoord;
+  gl_Position = uMvpMatrix * vertexPosition;
+}
diff --git a/examples/chipmunk-physics/dependencies.cmake b/examples/chipmunk-physics/dependencies.cmake
new file mode 100644 (file)
index 0000000..b30b385
--- /dev/null
@@ -0,0 +1,5 @@
+TARGET_COMPILE_OPTIONS(${EXAMPLE}.example PUBLIC ${DALI_PHYSICS_2D_CFLAGS})
+TARGET_LINK_LIBRARIES(${EXAMPLE}.example ${DALI_PHYSICS_2D_LDFLAGS})
+MESSAGE(STATUS "Included dependencies for ${EXAMPLE}")
+MESSAGE(STATUS " Compile options: ${DALI_PHYSICS_2D_CFLAGS}")
+MESSAGE(STATUS " Link options: ${DALI_PHYSICS_2D_LDFLAGS}")
index f8fc3db..f72ae53 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -35,9 +35,8 @@ using namespace Dali;
 class DrawableActorExampleController : public ConnectionTracker
 {
 public:
-
   explicit DrawableActorExampleController(Application& application)
-    : mApplication(application)
+  : mApplication(application)
   {
     // Connect to the Application's Init signal
     mApplication.InitSignal().Connect(this, &DrawableActorExampleController::Create);
@@ -56,16 +55,17 @@ public:
     mRenderer = std::make_unique<NativeRenderer>(window.GetSize().GetWidth(), window.GetSize().GetHeight());
 
     // Create render callback
-    mRenderCallback = RenderCallback::New<NativeRenderer>( mRenderer.get(), &NativeRenderer::OnRender );
+    mRenderCallback = RenderCallback::New<NativeRenderer>(mRenderer.get(), &NativeRenderer::OnRender);
 
     // Create drawable actor
-    mGLActor = DrawableActor::New( *mRenderCallback );
+    mGLActor = DrawableActor::New(*mRenderCallback);
 
-    mGLActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
-    mGLActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+    mGLActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+    mGLActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
 
     // Set size on the actor (half the window size to show that glClear() and scissor test work together)
-    mGLActor.SetProperty( Actor::Property::SIZE, Size( window.GetSize() ) * 0.5f);
+    mGLActor.SetProperty(Actor::Property::SIZE, Size(window.GetSize()) * 0.75f);
+    mGLActor[Actor::Property::POSITION] = Vector3(50.0f, 50.0f, 0.0f);
 
     // Add actor to the scene
     window.Add(mGLActor);
@@ -101,7 +101,7 @@ public:
     }
   }
 
-  TextLabel mTextLabel;
+  TextLabel     mTextLabel;
   DrawableActor mGLActor;
 
   std::unique_ptr<RenderCallback> mRenderCallback;
@@ -113,7 +113,7 @@ private:
 
 int DALI_EXPORT_API main(int argc, char** argv)
 {
-  Application          application = Application::New(&argc, &argv);
+  Application                    application = Application::New(&argc, &argv);
   DrawableActorExampleController test(application);
   application.MainLoop();
   return 0;
index d35f25d..89b8938 100755 (executable)
@@ -28,6 +28,9 @@ msgstr "Bloom"
 msgid "DALI_DEMO_STR_TITLE_BUBBLES"
 msgstr "Bubbles"
 
+msgid "DALI_DEMO_STR_TITLE_BULLET_PHYSICS"
+msgstr "Bullet Physics"
+
 msgid "DALI_DEMO_STR_TITLE_BUTTONS"
 msgstr "Buttons"
 
index 9a5c9b8..6ffb4b4 100755 (executable)
@@ -28,6 +28,9 @@ msgstr "Bloom"
 msgid "DALI_DEMO_STR_TITLE_BUBBLES"
 msgstr "Bubbles"
 
+msgid "DALI_DEMO_STR_TITLE_BULLET_PHYSICS"
+msgstr "Bullet Physics"
+
 msgid "DALI_DEMO_STR_TITLE_BUTTONS"
 msgstr "Buttons"
 
index 3c31c54..3e8f37d 100644 (file)
@@ -45,6 +45,7 @@ extern "C"
 #define DALI_DEMO_STR_TITLE_BLOCKS dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_BLOCKS")
 #define DALI_DEMO_STR_TITLE_BLOOM_VIEW dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_BLOOM_VIEW")
 #define DALI_DEMO_STR_TITLE_BUBBLES dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_BUBBLES")
+#define DALI_DEMO_STR_TITLE_BULLET_PHYSICS dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_BULLET_PHYSICS")
 #define DALI_DEMO_STR_TITLE_BUTTONS dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_BUTTONS")
 #define DALI_DEMO_STR_TITLE_CAMERA_TEST dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_CAMERA_TEST")
 #define DALI_DEMO_STR_TITLE_CANVAS_VIEW dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_CANVAS_VIEW")
@@ -165,6 +166,7 @@ extern "C"
 #define DALI_DEMO_STR_TITLE_BLOCKS "Blocks"
 #define DALI_DEMO_STR_TITLE_BLOOM_VIEW "Bloom"
 #define DALI_DEMO_STR_TITLE_BUBBLES "Bubbles"
+#define DALI_DEMO_STR_TITLE_BULLET_PHYSICS "Bullet Physics"
 #define DALI_DEMO_STR_TITLE_BUTTONS "Buttons"
 #define DALI_DEMO_STR_TITLE_CAMERA_TEST "Camera Test"
 #define DALI_DEMO_STR_TITLE_CANVAS_VIEW "Canvas View"