fix some warnings, disable gimpact by default in world importer,
use DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS by default for now, until we find the issue with some failing test cases in btMultiBody fix a crashing issue in MyMultiBodyCreator.cpp (uninitialized variable) disable excessive debug printf in URDF2Bullet
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@@ -10,13 +10,13 @@ struct SimpleCameraInternalData
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:m_cameraTargetPosition(b3MakeVector3(0,0,0)),
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m_cameraDistance(20),
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m_cameraUp(b3MakeVector3(0,1,0)),
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m_cameraUpAxis(1),
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m_cameraForward(b3MakeVector3(1,0,0)),
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m_frustumZNear(0.01),
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m_frustumZFar(1000),
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m_cameraUpAxis(1),
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m_yaw(20),
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m_pitch(0),
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m_aspect(1)
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m_aspect(1),
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m_frustumZNear(0.01),
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m_frustumZFar(1000)
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{
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}
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b3Vector3 m_cameraTargetPosition;
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@@ -83,7 +83,7 @@ static void b3CreateFrustum(
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#if 0
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static void b3CreateDiagonalMatrix(float value, float result[4][4])
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{
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for (int i=0;i<4;i++)
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@@ -100,7 +100,6 @@ static void b3CreateDiagonalMatrix(float value, float result[4][4])
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}
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}
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}
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static void b3CreateOrtho(float left, float right, float bottom, float top, float zNear, float zFar, float result[4][4])
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{
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b3CreateDiagonalMatrix(1.f,result);
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@@ -112,7 +111,7 @@ static void b3CreateOrtho(float left, float right, float bottom, float top, floa
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result[3][1] = - (top + bottom) / (top - bottom);
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result[3][2] = - (zFar + zNear) / (zFar - zNear);
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}
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#endif
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static void b3CreateLookAt(const b3Vector3& eye, const b3Vector3& center,const b3Vector3& up, float result[16])
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{
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b3Vector3 f = (center - eye).normalized();
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