moved demo files
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285
Demos/AllBulletDemos/Main.cpp
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285
Demos/AllBulletDemos/Main.cpp
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/*
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* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* 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
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* 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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#include <stdio.h>
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#include "glui/GL/glui.h"
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#include "LinearMath/btScalar.h"
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#include "LinearMath/btMinMax.h"
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#include "Render.h"
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#include "Test.h"
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namespace
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{
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int testIndex = 0;
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int testSelection = 0;
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TestEntry* entry;
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Test* test;
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Settings settings;
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int width = 640;
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int height = 480;
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int framePeriod = 16;
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int mainWindow;
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GLUI *glui;
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float viewZoom = 20.0f;
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float viewX = 0.0f;
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float viewY = 0.0f;
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int tx, ty, tw, th;
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}
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void Resize(int w, int h)
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{
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width = w;
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height = h;
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GLUI_Master.get_viewport_area( &tx, &ty, &tw, &th );
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glViewport( tx, ty, tw, th );
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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double ratio = (double)tw / (double)th;
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gluOrtho2D(viewZoom * (viewX - ratio), viewZoom * (ratio + viewX),
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viewZoom * (viewY - 0.1), viewZoom * (viewY + 1.9));
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}
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/*b2Vec2 ConvertScreenToWorld(int x, int y)
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{
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b2Vec2 p;
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float ratio = float(tw) / float(th);
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float u = x / float(tw);
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float v = (th - y) / float(th);
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p.x = viewZoom * (viewX - ratio) * (1.0f - u) + viewZoom * (ratio + viewX) * u;
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p.y = viewZoom * (viewY - 0.1f) * (1.0f - v) + viewZoom * (viewY + 1.9f) * v;
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return p;
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}
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*/
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// This is used to control the frame rate (60Hz).
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void Timer(int)
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{
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glutSetWindow(mainWindow);
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glutPostRedisplay();
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glutTimerFunc(framePeriod, Timer, 0);
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}
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void SimulationLoop()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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test->SetTextLine(30);
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test->Step(&settings);
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/// DrawString(5, 15, entry->name);
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glutSwapBuffers();
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if (testSelection != testIndex)
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{
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testIndex = testSelection;
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delete test;
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entry = g_testEntries + testIndex;
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test = entry->createFcn();
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viewZoom = 20.0f;
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viewX = 0.0f;
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viewY = 0.0f;
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Resize(width, height);
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}
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}
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void Keyboard(unsigned char key, int x, int y)
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{
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switch (key)
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{
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case 27:
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exit(0);
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break;
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// Press 'a' to zoom in.
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case 'a':
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viewZoom = btMax(viewZoom - 1.0f, 1.0f);
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Resize(width, height);
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break;
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// Press 'z' to zoom out.
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case 'z':
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viewZoom = btMin(viewZoom + 1.0f, 100.0f);
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Resize(width, height);
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break;
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// Press 'r' to reset.
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case 'r':
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delete test;
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test = entry->createFcn();
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break;
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// Press space to launch a bomb.
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case ' ':
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if (test)
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{
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test->LaunchBomb();
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}
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break;
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case 'h':
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settings.pause = !settings.pause;
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break;
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default:
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if (test)
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{
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test->Keyboard(key);
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}
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}
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}
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void KeyboardSpecial(int key, int x, int y)
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{
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switch (key)
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{
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// Press left to pan left.
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case GLUT_KEY_LEFT:
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viewX += 0.1f;
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Resize(width, height);
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break;
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// Press right to pan right.
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case GLUT_KEY_RIGHT:
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viewX -= 0.1f;
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Resize(width, height);
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break;
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// Press down to pan down.
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case GLUT_KEY_DOWN:
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viewY += 0.1f;
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Resize(width, height);
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break;
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// Press up to pan up.
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case GLUT_KEY_UP:
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viewY -= 0.1f;
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Resize(width, height);
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break;
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// Press home to reset the view.
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case GLUT_KEY_HOME:
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viewZoom = 20.0f;
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viewX = 0.0f;
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viewY = 0.0f;
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Resize(width, height);
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break;
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}
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}
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void Mouse(int button, int state, int x, int y)
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{
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// Use the mouse to move things around.
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if (button == GLUT_LEFT_BUTTON)
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{
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if (state == GLUT_DOWN)
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{
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// b2Vec2 p = ConvertScreenToWorld(x, y);
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// test->MouseDown(p);
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}
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if (state == GLUT_UP)
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{
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test->MouseUp();
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}
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}
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}
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void MouseMotion(int x, int y)
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{
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// b2Vec2 p = ConvertScreenToWorld(x, y);
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// test->MouseMove(p);
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}
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int main(int argc, char** argv)
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{
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entry = g_testEntries + testIndex;
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test = entry->createFcn();
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
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glutInitWindowSize(width, height);
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mainWindow = glutCreateWindow("http://bulletphysics.com");
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//glutSetOption (GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
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glutDisplayFunc(SimulationLoop);
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GLUI_Master.set_glutReshapeFunc(Resize);
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GLUI_Master.set_glutKeyboardFunc(Keyboard);
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GLUI_Master.set_glutSpecialFunc(KeyboardSpecial);
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GLUI_Master.set_glutMouseFunc(Mouse);
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glutMotionFunc(MouseMotion);
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glui = GLUI_Master.create_glui_subwindow( mainWindow,
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GLUI_SUBWINDOW_RIGHT );
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glui->add_statictext("Tests");
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GLUI_Listbox* testList =
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glui->add_listbox("", &testSelection);
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glui->add_separator();
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GLUI_Spinner* iterationSpinner =
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glui->add_spinner("Iterations", GLUI_SPINNER_INT, &settings.iterationCount);
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iterationSpinner->set_int_limits(1, 100);
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GLUI_Spinner* hertzSpinner =
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glui->add_spinner("Hertz", GLUI_SPINNER_FLOAT, &settings.hz);
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hertzSpinner->set_float_limits(5.0f, 200.0f);
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glui->add_checkbox("Position Correction", &settings.enablePositionCorrection);
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glui->add_checkbox("Warm Starting", &settings.enablePositionCorrection);
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glui->add_separator();
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GLUI_Panel* drawPanel = glui->add_panel("Draw");
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glui->add_checkbox_to_panel(drawPanel, "AABBs", &settings.drawAABBs);
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glui->add_checkbox_to_panel(drawPanel, "Pairs", &settings.drawPairs);
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glui->add_checkbox_to_panel(drawPanel, "Contacts", &settings.drawContacts);
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glui->add_checkbox_to_panel(drawPanel, "Impulses", &settings.drawImpulses);
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glui->add_checkbox_to_panel(drawPanel, "Statistics", &settings.drawStats);
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int testCount = 0;
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TestEntry* e = g_testEntries;
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while (e->createFcn)
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{
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testList->add_item(testCount, e->name);
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++testCount;
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++e;
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}
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glui->add_button("Quit", 0,(GLUI_Update_CB)exit);
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glui->set_main_gfx_window( mainWindow );
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// Use a timer to control the frame rate.
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glutTimerFunc(framePeriod, Timer, 0);
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glutMainLoop();
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return 0;
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}
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