Added specialKeyboardUp handler to GLUI (why was it missing?)

Some cleanup for ForkLiftDemo
Enable textures for ConcavePhysicsDemo, 
Added scaling to BasicDemo to show small objects (20 centimeter)
Removed demos from 'AllBulletDemos': less (clutter) = more
This commit is contained in:
erwin.coumans
2008-11-13 07:33:25 +00:00
parent 0514944b41
commit 352aed528e
7 changed files with 165 additions and 67 deletions

View File

@@ -21,6 +21,8 @@ subject to the following restrictions:
//maximum number of objects (and allow user to shoot additional boxes)
#define MAX_PROXIES (ARRAY_SIZE_X*ARRAY_SIZE_Y*ARRAY_SIZE_Z + 1024)
///scaling of the objects (0.1 = 20 centimeter boxes )
#define SCALING 0.1
#define START_POS_X -5
#define START_POS_Y -5
#define START_POS_Z -3
@@ -80,7 +82,7 @@ void BasicDemo::initPhysics()
setTexturing(true);
setShadows(true);
setCameraDistance(btScalar(50.));
setCameraDistance(btScalar(SCALING*50.));
///collision configuration contains default setup for memory, collision setup
m_collisionConfiguration = new btDefaultCollisionConfiguration();
@@ -106,7 +108,7 @@ void BasicDemo::initPhysics()
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0,-56,0));
groundTransform.setOrigin(btVector3(0,-50,0));
//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
{
@@ -133,7 +135,7 @@ void BasicDemo::initPhysics()
//create a few dynamic rigidbodies
// Re-using the same collision is better for memory usage and performance
btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
btCollisionShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1));
//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
m_collisionShapes.push_back(colShape);
@@ -160,9 +162,9 @@ void BasicDemo::initPhysics()
{
for(int j = 0;j<ARRAY_SIZE_Z;j++)
{
startTransform.setOrigin(btVector3(
startTransform.setOrigin(SCALING*btVector3(
2.0*i + start_x,
10+2.0*k + start_y,
20+2.0*k + start_y,
2.0*j + start_z));