remove SimpleOpenGL3 demo, it breaks some builds
reset callback to 0 after exiting a demo to avoid issues
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@@ -1,5 +1,5 @@
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SUBDIRS( HelloWorld BasicDemo )
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IF(BUILD_BULLET3)
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SUBDIRS( ExampleBrowser SimpleOpenGL3 ThirdPartyLibs/Gwen OpenGLWindow)
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SUBDIRS( ExampleBrowser ThirdPartyLibs/Gwen OpenGLWindow)
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ENDIF()
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@@ -36,6 +36,9 @@ public:
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};
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extern ContactAddedCallback gContactAddedCallback;
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MultiBodySoftContact::MultiBodySoftContact(struct GUIHelperInterface* helper)
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:CommonMultiBodyBase(helper),
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m_once(true)
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@@ -44,11 +47,10 @@ m_once(true)
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MultiBodySoftContact::~MultiBodySoftContact()
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{
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gContactAddedCallback = 0;
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}
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extern ContactAddedCallback gContactAddedCallback;
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static bool btMultiBodySoftContactCallback(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap,int partId0,int index0,const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1)
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{
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cp.m_contactCFM = 0.3;
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@@ -29,6 +29,8 @@ subject to the following restrictions:
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#include "BulletDynamics/MLCPSolvers/btMLCPSolver.h"
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#include "BulletDynamics/MLCPSolvers/btSolveProjectedGaussSeidel.h"
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extern ContactAddedCallback gContactAddedCallback;
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struct RigidBodySoftContact : public CommonRigidBodyBase
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{
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@@ -36,7 +38,10 @@ struct RigidBodySoftContact : public CommonRigidBodyBase
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:CommonRigidBodyBase(helper)
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{
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}
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virtual ~RigidBodySoftContact(){}
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virtual ~RigidBodySoftContact()
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{
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gContactAddedCallback = 0;
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}
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virtual void initPhysics();
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virtual void renderScene();
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void resetCamera()
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@@ -49,7 +54,7 @@ struct RigidBodySoftContact : public CommonRigidBodyBase
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}
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};
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extern ContactAddedCallback gContactAddedCallback;
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static bool btRigidBodySoftContactCallback(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap,int partId0,int index0,const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1)
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{
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cp.m_contactCFM = 0.3;
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