Add User Manual latex files

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\documentclass[a4paper,12pt]{article}
% packages
\usepackage[T1]{fontenc}
\usepackage[latin1]{inputenc}
\usepackage{amsmath}
\usepackage{amsfonts}
\usepackage{amssymb}
\usepackage{graphicx}
\usepackage{listings}
\usepackage{url}
\usepackage{color}
\usepackage[top=3cm, bottom=3cm, left=3cm, right=3cm]{geometry}
\input{title}
\begin{document}
\author{Daniel Chappuis}
\title{ReactPhysics3D library \\ User Manual}
\maketitle
\tableofcontents
\newpage
\section{Introduction}
ReactPhysics3D is an open source C++ physics engine library that can be used
in 3D simulations and games. The library is released under the ZLib license.
\section{Features}
The ReactPhysics3D library has the following features :
\begin{itemize}
\item Rigid body dynamics
\item Discrete collision detection
\item Collision shapes (Sphere, Box, Cone, Cylinder)
\item Broadphase collision detection (Sweep and Prune using AABBs)
\item Narrowphase collision detection (GJK/EPA)
\item Collision response and friction (Sequential Impulses Solver)
\item Multi-platform (Windows, Linux, Mac OS X)
\item Documentation (User manual and Doxygen API)
\item Unit tests
\end{itemize}
\section{What's new in this version}
The current version is version 0.3.0 The following things have been
added or improved in this new version : \\
\begin{itemize}
\item The Sweep-and-Prune broad-phase collision detection
algorithm has been rewritten according to the technique
described by Pierre Terdiman at
\url{http://www.codercorner.com/SAP.pdf} to be much more efficient
than the previous naive implementation.
\item The contact solver has been rewritten to use the Sequential
Impulses technique from Erin Catto which is mathematically
equivalent to the Projected Gauss Seidel technique that was used
before. The Sequential Impulse technique is more
intuitive.
\item Implementation of a dedicated collision detection algorithm for spheres
against spheres instead of using GJK/EPA algorithm.
\item Make GJK/EPA algorithm more robust for spheres.
\item Make possible to use a unique instance of a collision shape
for multiple rigid bodies.
\item Change the structure of the code for a better separation
between the collision detection and the dynamics simulation code.
\item Create the API documentation using Doxygen
\item Add Unit tests
\end{itemize}
\section{License}
The ReactPhysics3D library is released under the ZLib license. For more information, read the "LICENSE" file.
\section{Compilation}
\label{sec:compilation}
You can use the CMake software to generate the makefiles or the
project files for your IDE. CMake can be downloaded at
\url{http://www.cmake.org} or using you package-management program
(apt, yum, \dots) on Linux. Then, you will be able to compile the library to create the static library
file. In order to use ReactPhysics3D in
your application, you can link your program with this static library.
\subsection{Linux and Mac OS X}
To build the ReactPhysics3D library, create a folder into which
you want to build the library. Then go into that folder and run
the \texttt{cmake} command : \\
\texttt{cmake \textless path\_to\_library\textgreater \ -G "Unix Makefiles" -DCMAKE\_BUILD\_TYPE=Release} \\
where \texttt{\textless path\_to\_library\textgreater} must be replaced
by the path to the library which is the path to the
\texttt{reactphysics3d-0.3.0/} folder. It is the folder that
contains the \texttt{CMakeLists.txt} file. This will generate the
makefiles into your build directory you have created before. Notice that the previous command generates the makefiles to
compile the library in Release mode. If you wan to generate the makefiles to
compile in Debug mode, you will have to use the following command : \\
\texttt{cmake \textless path\_to\_library\textgreater \ -G "Unix Makefiles" -DCMAKE\_BUILD\_TYPE=Debug} \\
If you also want to build the examples at the same time, you can
use the following command : \\
\texttt{cmake \textless path\_to\_library\textgreater \ -G "Unix Makefiles" -DCMAKE\_BUILD\_TYPE=Release \\
-DCOMPILE\_EXAMPLES=True } \\
In order to compile the examples, the GLUT or FREEGLUT library needs to be
installed on your system if you use Mac OS X. \\
If you want to build the unit tests, you can use the following
command : \\
\texttt{cmake \textless path\_to\_library\textgreater \ -G "Unix Makefiles" -DCMAKE\_BUILD\_TYPE=Debug \\
-DCOMPILE\_TESTS=True } \\
Now that you have generated the makefiles with the CMake software,
you can compile the code to build the static library in the
\texttt{/lib} folder with the following command in your build directory : \\
\texttt{make} \\
This will also compile the examples if you have used the above
option to do it.
\subsection{Windows}
On Windows, you can also use the CMake software to generate the
files that you will be able to use in your favorite IDE to
compile the library and examples. \\
First, download the CMake
software for Windows and install it. Then, run the
\texttt{cmake-gui} program. The program will ask you for the
source folder which is the \texttt{reactphysics3d-0.3.0/} folder of
the library. You will also have to select a folder where you want to
build the library and the examples. Select any empty folder that
is on your system. Then, you can click on
\texttt{Configure}. CMake will ask you to choose an IDE that is on
your system. For instance, you can select Visual Studio. Then you
can change the compilation options. For instance, if you want to
generate the files to compile the examples, you have to check the option
\texttt{COMPILE\_EXAMPLES}. If you want to compile the unit
tests, you need to check the option \texttt{COMPILE\_TESTS}.
Note that compiling the examples
requires the GLUT or FREEGLUT library to be installed on your system. Once
this is done, you can click on \texttt{Configure} again and
finally on \texttt{Generate}. \\
Now, if you go into the folder you have chosen to build the
library, you should be able to open the
Visual Studio Project that CMake has created and compile the
ReactPhysics3D library and the examples.
\section{Using ReactPhysics3D in your application}
In order to use the library in your own application, first build
the static library of ReactPhysics3d as described above to get the
static library file in the \texttt{/lib} folder. Then, in your code, you have to include
the ReactPhysics3D header file with the line : \\
\texttt{\#include "reactphysics3d.h"} \\
Note that the \texttt{reactphysics3d.h} header file can be found in the
\texttt{/src} folder of the library. Do not forget to add the
\texttt{/src} folder in your include directories in order that the
\texttt{reactphysics3d.h} file is accessible in your code. \\
Don't forget to also link your application with the ReactPhysics3D
static library. \\
Then, you should be able to compile your application using the
ReactPhysics3D library. You should also take a look at the
examples and the API documentation to get a better idea of how to use the
ReactPhysics3D library.
\section{Examples}
You can find some OpenGL demos in the \texttt{/examples} folder of
the library. Follow the instructions described in section
\ref{sec:compilation} to
compile the examples. Note that the GLUT or FREEGLUT library is required to
compile and run the examples.
\section{API Documentation}
Some documentation about the API of the code has been generated
using Doxygen. You will be able to find this documentation in the library archive in the folder \texttt{/documentation/API/html/}. You just
need to open the \texttt{index.html} file with your favorite web browser.
\section{Bugs}
If you find some bugs, do not hesitate to report them on the issue tracker of the ReactPhysics3D website at : \\
\url{http://code.google.com/p/reactphysics3d/issues/list} \\
Thanks a lot for reporting the bugs that you find. It will help us to correct and improve the library.
\end{document}

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% Title page definition
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{\Large Version: 0.3.0\par}%
\vskip 0.3cm
{\Large \@author\par}%
\vskip 2cm
{\includegraphics[height=5cm]{images/ReactPhysics3DLogo.png}}
\vskip 2cm
{\large{\url{http://code.google.com/p/reactphysics3d/}}}
\vskip 0.2cm
{\large \@date}%
\end{center}%
\vfill
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