fix: some file didn't have the svn:eol-style native yet
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@@ -1,91 +1,91 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef VEHICLE_DEMO_H
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#define VEHICLE_DEMO_H
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class btVehicleTuning;
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struct btVehicleRaycaster;
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class btCollisionShape;
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#include "BulletDynamics/Vehicle/btRaycastVehicle.h"
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#include "GlutDemoApplication.h"
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///VehicleDemo shows how to setup and use the built-in raycast vehicle
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class VehicleDemo : public GlutDemoApplication
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{
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public:
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btRigidBody* m_carChassis;
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btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
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class btBroadphaseInterface* m_overlappingPairCache;
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class btCollisionDispatcher* m_dispatcher;
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class btConstraintSolver* m_constraintSolver;
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class btDefaultCollisionConfiguration* m_collisionConfiguration;
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class btTriangleIndexVertexArray* m_indexVertexArrays;
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btVector3* m_vertices;
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btRaycastVehicle::btVehicleTuning m_tuning;
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btVehicleRaycaster* m_vehicleRayCaster;
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btRaycastVehicle* m_vehicle;
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btCollisionShape* m_wheelShape;
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float m_cameraHeight;
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float m_minCameraDistance;
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float m_maxCameraDistance;
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VehicleDemo();
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virtual ~VehicleDemo();
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virtual void clientMoveAndDisplay();
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virtual void clientResetScene();
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virtual void displayCallback();
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///a very basic camera following the vehicle
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virtual void updateCamera();
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virtual void specialKeyboard(int key, int x, int y);
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virtual void specialKeyboardUp(int key, int x, int y);
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void renderme();
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void initPhysics();
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static DemoApplication* Create()
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{
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VehicleDemo* demo = new VehicleDemo();
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demo->myinit();
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demo->initPhysics();
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return demo;
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}
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};
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#endif //VEHICLE_DEMO_H
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef VEHICLE_DEMO_H
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#define VEHICLE_DEMO_H
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class btVehicleTuning;
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struct btVehicleRaycaster;
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class btCollisionShape;
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#include "BulletDynamics/Vehicle/btRaycastVehicle.h"
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#include "GlutDemoApplication.h"
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///VehicleDemo shows how to setup and use the built-in raycast vehicle
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class VehicleDemo : public GlutDemoApplication
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{
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public:
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btRigidBody* m_carChassis;
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btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
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class btBroadphaseInterface* m_overlappingPairCache;
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class btCollisionDispatcher* m_dispatcher;
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class btConstraintSolver* m_constraintSolver;
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class btDefaultCollisionConfiguration* m_collisionConfiguration;
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class btTriangleIndexVertexArray* m_indexVertexArrays;
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btVector3* m_vertices;
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btRaycastVehicle::btVehicleTuning m_tuning;
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btVehicleRaycaster* m_vehicleRayCaster;
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btRaycastVehicle* m_vehicle;
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btCollisionShape* m_wheelShape;
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float m_cameraHeight;
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float m_minCameraDistance;
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float m_maxCameraDistance;
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VehicleDemo();
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virtual ~VehicleDemo();
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virtual void clientMoveAndDisplay();
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virtual void clientResetScene();
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virtual void displayCallback();
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///a very basic camera following the vehicle
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virtual void updateCamera();
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virtual void specialKeyboard(int key, int x, int y);
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virtual void specialKeyboardUp(int key, int x, int y);
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void renderme();
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void initPhysics();
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static DemoApplication* Create()
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{
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VehicleDemo* demo = new VehicleDemo();
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demo->myinit();
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demo->initPhysics();
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return demo;
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}
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};
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#endif //VEHICLE_DEMO_H
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