rename ObsoleteDemos back to Demos
fix some relative path issues for loading assets
This commit is contained in:
266
Demos/OpenGL/DemoApplication.h
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266
Demos/OpenGL/DemoApplication.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 DEMO_APPLICATION_H
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#define DEMO_APPLICATION_H
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#include "GlutStuff.h"
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#include "GL_ShapeDrawer.h"
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btMatrix3x3.h"
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#include "LinearMath/btTransform.h"
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#include "LinearMath/btQuickprof.h"
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#include "LinearMath/btAlignedObjectArray.h"
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class btCollisionShape;
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class btDynamicsWorld;
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class btRigidBody;
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class btTypedConstraint;
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class DemoApplication
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{
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protected:
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void displayProfileString(int xOffset,int yStart,char* message);
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class CProfileIterator* m_profileIterator;
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protected:
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#ifdef USE_BT_CLOCK
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btClock m_clock;
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#endif //USE_BT_CLOCK
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///this is the most important class
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btDynamicsWorld* m_dynamicsWorld;
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///constraint for mouse picking
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btTypedConstraint* m_pickConstraint;
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virtual void removePickingConstraint();
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virtual void pickObject(const btVector3& pickPos, const class btCollisionObject* hitObj);
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btCollisionShape* m_shootBoxShape;
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float m_cameraDistance;
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int m_debugMode;
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float m_ele;
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float m_azi;
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btVector3 m_cameraPosition;
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btVector3 m_cameraTargetPosition;//look at
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int m_mouseOldX;
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int m_mouseOldY;
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int m_mouseButtons;
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public:
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int m_modifierKeys;
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protected:
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float m_scaleBottom;
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float m_scaleFactor;
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btVector3 m_cameraUp;
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int m_forwardAxis;
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float m_zoomStepSize;
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int m_glutScreenWidth;
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int m_glutScreenHeight;
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float m_frustumZNear;
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float m_frustumZFar;
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int m_ortho;
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float m_ShootBoxInitialSpeed;
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bool m_stepping;
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bool m_singleStep;
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bool m_idle;
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int m_lastKey;
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void showProfileInfo(int& xOffset,int& yStart, int yIncr);
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void renderscene(int pass);
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GL_ShapeDrawer* m_shapeDrawer;
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bool m_enableshadows;
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btVector3 m_sundirection;
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btScalar m_defaultContactProcessingThreshold;
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public:
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DemoApplication();
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virtual ~DemoApplication();
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btDynamicsWorld* getDynamicsWorld()
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{
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return m_dynamicsWorld;
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}
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virtual void initPhysics() = 0;
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virtual void setDrawClusters(bool drawClusters)
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{
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}
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void overrideGLShapeDrawer (GL_ShapeDrawer* shapeDrawer);
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void setOrthographicProjection();
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void resetPerspectiveProjection();
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bool setTexturing(bool enable) { return(m_shapeDrawer->enableTexture(enable)); }
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bool setShadows(bool enable) { bool p=m_enableshadows;m_enableshadows=enable;return(p); }
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bool getTexturing() const
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{
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return m_shapeDrawer->hasTextureEnabled();
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}
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bool getShadows() const
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{
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return m_enableshadows;
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}
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int getDebugMode()
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{
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return m_debugMode ;
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}
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void setDebugMode(int mode);
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void setAzi(float azi)
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{
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m_azi = azi;
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}
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void setEle(float ele)
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{
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m_ele = ele;
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}
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void setCameraUp(const btVector3& camUp)
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{
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m_cameraUp = camUp;
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}
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void setCameraForwardAxis(int axis)
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{
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m_forwardAxis = axis;
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}
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virtual void myinit();
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void toggleIdle();
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virtual void updateCamera();
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btVector3 getCameraPosition()
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{
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return m_cameraPosition;
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}
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btVector3 getCameraTargetPosition()
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{
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return m_cameraTargetPosition;
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}
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btScalar getDeltaTimeMicroseconds()
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{
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#ifdef USE_BT_CLOCK
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btScalar dt = (btScalar)m_clock.getTimeMicroseconds();
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m_clock.reset();
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return dt;
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#else
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return btScalar(16666.);
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#endif
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}
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void setFrustumZPlanes(float zNear, float zFar)
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{
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m_frustumZNear = zNear;
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m_frustumZFar = zFar;
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}
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///glut callbacks
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float getCameraDistance();
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void setCameraDistance(float dist);
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void moveAndDisplay();
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virtual void clientMoveAndDisplay() = 0;
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virtual void clientResetScene();
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///Demo functions
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virtual void setShootBoxShape ();
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virtual void shootBox(const btVector3& destination);
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btVector3 getRayTo(int x,int y);
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btRigidBody* localCreateRigidBody(float mass, const btTransform& startTransform,btCollisionShape* shape);
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///callback methods by glut
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virtual void keyboardCallback(unsigned char key, int x, int y);
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virtual void keyboardUpCallback(unsigned char key, int x, int y) {}
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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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virtual void reshape(int w, int h);
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virtual void mouseFunc(int button, int state, int x, int y);
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virtual void mouseMotionFunc(int x,int y);
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virtual void displayCallback();
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virtual void renderme();
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virtual void swapBuffers() = 0;
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virtual void updateModifierKeys() = 0;
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void stepLeft();
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void stepRight();
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void stepFront();
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void stepBack();
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void zoomIn();
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void zoomOut();
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bool isIdle() const
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{
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return m_idle;
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}
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void setIdle(bool idle)
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{
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m_idle = idle;
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}
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};
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#endif //DEMO_APPLICATION_H
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