minor tweaks to the demos
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@@ -180,6 +180,7 @@ void Timer(int)
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void SimulationLoop()
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{
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Resize(width, height);
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@@ -461,7 +462,7 @@ int main(int argc, char** argv)
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glui->add_button("Toggle Pause", 0,(GLUI_Update_CB)TogglePause);
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glui->add_button("Single Step", 0,(GLUI_Update_CB)SingleSimulationStep);
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// glui->add_button("Reset Scene", 0,(GLUI_Update_CB)ResetScene);
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glui->add_button("Reset Scene", 0,(GLUI_Update_CB)ResetScene);
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glui->add_button("Restart Scene", 0,(GLUI_Update_CB)RestartScene);
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glui->add_separator();
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@@ -140,7 +140,7 @@ void ConcaveDemo::initPhysics()
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{
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setTexturing(true);
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setShadows(true);
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setShadows(false);//true);
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#define TRISIZE 10.f
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@@ -209,128 +209,10 @@ void ForkLiftDemo::initPhysics()
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//m_dynamicsWorld->setGravity(btVector3(0,0,0));
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btTransform tr;
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tr.setIdentity();
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tr.setOrigin(btVector3(0,-10,0));
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//either use heightfield or triangle mesh
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#define USE_TRIMESH_GROUND 1
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#ifdef USE_TRIMESH_GROUND
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int i;
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const float TRIANGLE_SIZE=20.f;
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//create a triangle-mesh ground
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int vertStride = sizeof(btVector3);
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int indexStride = 3*sizeof(int);
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const int NUM_VERTS_X = 20;
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const int NUM_VERTS_Y = 20;
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const int totalVerts = NUM_VERTS_X*NUM_VERTS_Y;
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const int totalTriangles = 2*(NUM_VERTS_X-1)*(NUM_VERTS_Y-1);
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m_vertices = new btVector3[totalVerts];
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int* gIndices = new int[totalTriangles*3];
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for ( i=0;i<NUM_VERTS_X;i++)
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{
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for (int j=0;j<NUM_VERTS_Y;j++)
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{
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float wl = .2f;
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//height set to zero, but can also use curved landscape, just uncomment out the code
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float height = 0.f;//20.f*sinf(float(i)*wl)*cosf(float(j)*wl);
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#ifdef FORCE_ZAXIS_UP
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m_vertices[i+j*NUM_VERTS_X].setValue(
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(i-NUM_VERTS_X*0.5f)*TRIANGLE_SIZE,
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(j-NUM_VERTS_Y*0.5f)*TRIANGLE_SIZE,
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height
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);
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#else
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m_vertices[i+j*NUM_VERTS_X].setValue(
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(i-NUM_VERTS_X*0.5f)*TRIANGLE_SIZE,
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height,
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(j-NUM_VERTS_Y*0.5f)*TRIANGLE_SIZE);
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#endif
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}
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}
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int index=0;
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for ( i=0;i<NUM_VERTS_X-1;i++)
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{
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for (int j=0;j<NUM_VERTS_Y-1;j++)
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{
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gIndices[index++] = j*NUM_VERTS_X+i;
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gIndices[index++] = j*NUM_VERTS_X+i+1;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
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gIndices[index++] = j*NUM_VERTS_X+i;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i;
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}
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}
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m_indexVertexArrays = new btTriangleIndexVertexArray(totalTriangles,
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gIndices,
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indexStride,
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totalVerts,(btScalar*) &m_vertices[0].x(),vertStride);
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bool useQuantizedAabbCompression = true;
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groundShape = new btBvhTriangleMeshShape(m_indexVertexArrays,useQuantizedAabbCompression);
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tr.setOrigin(btVector3(0,-4.5f,0));
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#else
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//testing btHeightfieldTerrainShape
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int width=128;
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int length=128;
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unsigned char* heightfieldData = new unsigned char[width*length];
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{
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for (int i=0;i<width*length;i++)
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{
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heightfieldData[i]=0;
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}
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}
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char* filename="heightfield128x128.raw";
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FILE* heightfieldFile = fopen(filename,"r");
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if (!heightfieldFile)
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{
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filename="../../heightfield128x128.raw";
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heightfieldFile = fopen(filename,"r");
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}
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if (heightfieldFile)
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{
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int numBytes =fread(heightfieldData,1,width*length,heightfieldFile);
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//btAssert(numBytes);
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if (!numBytes)
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{
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printf("couldn't read heightfield at %s\n",filename);
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}
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fclose (heightfieldFile);
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}
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btScalar maxHeight = 20000.f;
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bool useFloatDatam=false;
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bool flipQuadEdges=false;
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btHeightfieldTerrainShape* heightFieldShape = new btHeightfieldTerrainShape(width,length,heightfieldData,maxHeight,upIndex,useFloatDatam,flipQuadEdges);;
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groundShape = heightFieldShape;
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heightFieldShape->setUseDiamondSubdivision(true);
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btVector3 localScaling(20,20,20);
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localScaling[upIndex]=1.f;
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groundShape->setLocalScaling(localScaling);
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tr.setOrigin(btVector3(0,-64.5f,0));
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#endif //
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m_collisionShapes.push_back(groundShape);
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//create ground object
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localCreateRigidBody(0,tr,groundShape);
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