enable CPU joint (non-contact) constraint solver in GPU rigid body pipeline
small change to BasicGpuDemo
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@@ -15,9 +15,9 @@ subject to the following restrictions:
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///create 125 (5x5x5) dynamic object
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#define ARRAY_SIZE_X 30
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#define ARRAY_SIZE_X 25
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#define ARRAY_SIZE_Y 20
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#define ARRAY_SIZE_Z 30
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#define ARRAY_SIZE_Z 25
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//maximum number of objects (and allow user to shoot additional boxes)
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#define MAX_PROXIES (ARRAY_SIZE_X*ARRAY_SIZE_Y*ARRAY_SIZE_Z + 1024)
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@@ -164,7 +164,7 @@ void BasicGpuDemo::exitCL()
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BasicGpuDemo::BasicGpuDemo()
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{
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m_clData = new btInternalData;
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setCameraDistance(btScalar(SCALING*120.));
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setCameraDistance(btScalar(SCALING*60.));
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this->setAzi(45);
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this->setEle(45);
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@@ -181,8 +181,8 @@ BasicGpuDemo::~BasicGpuDemo()
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void BasicGpuDemo::initPhysics()
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{
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setTexturing(true);
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setShadows(true);
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setShadows(false);//too slow with many objects
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///collision configuration contains default setup for memory, collision setup
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m_collisionConfiguration = 0;
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