re-create debug drawer after 'resetSimulation', also avoid memory leak after doing so.
this fixes wireframe. Also use <CTRL>+hotkey, to avoid conflicts with user-specified keyboard functions.
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@@ -201,6 +201,8 @@ void MyKeyboardCallback(int key, int state)
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//if (handled)
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// return;
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if (s_window && s_window->isModifierKeyPressed(B3G_CONTROL))
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{
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if (key=='a' && state)
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{
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gDebugDrawFlags ^= btIDebugDraw::DBG_DrawAabb;
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@@ -293,6 +295,7 @@ void MyKeyboardCallback(int key, int state)
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b3Printf("F1 released %d",count++);
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}
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}
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}
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if (key==B3G_ESCAPE && s_window)
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{
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@@ -338,6 +338,12 @@ void OpenGLGuiHelper::render(const btDiscreteDynamicsWorld* rbWorld)
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void OpenGLGuiHelper::createPhysicsDebugDrawer(btDiscreteDynamicsWorld* rbWorld)
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{
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btAssert(rbWorld);
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if (m_data->m_debugDraw)
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{
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delete m_data->m_debugDraw;
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m_data->m_debugDraw = 0;
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}
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m_data->m_debugDraw = new MyDebugDrawer(m_data->m_glApp);
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rbWorld->setDebugDrawer(m_data->m_debugDraw );
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@@ -1515,7 +1515,10 @@ void PhysicsServerCommandProcessor::createEmptyDynamicsWorld()
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// m_data->m_dynamicsWorld->getSolverInfo().m_minimumSolverBatchSize = 2;
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//todo: islands/constraints are buggy in btMultiBodyDynamicsWorld! (performance + see slipping grasp)
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if (m_data->m_guiHelper)
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{
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m_data->m_guiHelper->createPhysicsDebugDrawer(m_data->m_dynamicsWorld);
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}
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m_data->m_dynamicsWorld->setInternalTickCallback(logCallback,this);
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}
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