add joint/constraint solver support (using CPU, Bullet 2.x solver), in combination with GPU contact solver
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28
demo/gpudemo/rigidbody/Bullet2GpuDemo.cpp
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28
demo/gpudemo/rigidbody/Bullet2GpuDemo.cpp
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#include "Bullet2GpuDemo.h"
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#include "../btGpuDynamicsWorld.h"
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#include "GpuRigidBodyDemoInternalData.h"
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#include "BulletCollision/CollisionShapes/btBoxShape.h"
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#include "gpu_rigidbody/host/btRigidBody.h"
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void Bullet2GpuDemo::setupScene(const ConstructionInfo& ci)
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{
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// m_data->m_np = np;
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// m_data->m_bp = bp;
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// m_data->m_rigidBodyPipeline
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m_gpuDynamicsWorld = new btGpuDynamicsWorld(m_data->m_bp,m_data->m_np,m_data->m_rigidBodyPipeline);
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btVector3 halfExtents(100,1,100);
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btBoxShape* boxShape = new btBoxShape(halfExtents);
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btVector3 localInertia;
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btScalar mass=1.f;
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boxShape->calculateLocalInertia(mass,localInertia);
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btRigidBody* body = new btRigidBody(mass,0,boxShape,localInertia);
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m_gpuDynamicsWorld->addRigidBody(body);
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}
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void Bullet2GpuDemo::destroyScene()
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{
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delete m_gpuDynamicsWorld;
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m_gpuDynamicsWorld = 0;
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}
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