bt -> b3 and BT -> B3 rename for content and filenames
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@@ -1,8 +1,8 @@
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#include "Bullet2GpuDemo.h"
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#include "../btGpuDynamicsWorld.h"
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#include "../b3GpuDynamicsWorld.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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#include "BulletCollision/CollisionShapes/b3BoxShape.h"
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#include "gpu_rigidbody/host/b3RigidBody.h"
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void Bullet2GpuDemo::setupScene(const ConstructionInfo& ci)
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{
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@@ -10,14 +10,14 @@ void Bullet2GpuDemo::setupScene(const ConstructionInfo& ci)
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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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m_gpuDynamicsWorld = new b3GpuDynamicsWorld(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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b3Vector3 halfExtents(100,1,100);
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b3BoxShape* boxShape = new b3BoxShape(halfExtents);
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b3Vector3 localInertia;
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b3Scalar 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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b3RigidBody* body = new b3RigidBody(mass,0,boxShape,localInertia);
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m_gpuDynamicsWorld->addRigidBody(body);
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}
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