rename ObsoleteDemos back to Demos
fix some relative path issues for loading assets
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Demos/OpenGL/GL_DialogDynamicsWorld.h
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91
Demos/OpenGL/GL_DialogDynamicsWorld.h
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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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 GL_DIALOG_DYNAMICS_WORLD_H
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#define GL_DIALOG_DYNAMICS_WORLD_H
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class btDiscreteDynamicsWorld;
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class GL_DialogWindow;
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class btDefaultCollisionConfiguration;
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struct btDbvtBroadphase;
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class btSequentialImpulseConstraintSolver;
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class btCollisionDispatcher;
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class btVoronoiSimplexSolver;
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class btMinkowskiPenetrationDepthSolver;
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class btCollisionObject;
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class btTypedConstraint;
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struct GL_ToggleControl;
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struct GL_SliderControl;
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#include "LinearMath/btAlignedObjectArray.h"
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#include "LinearMath/btVector3.h"
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class GL_DialogDynamicsWorld
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{
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btDefaultCollisionConfiguration* m_collisionConfiguration;
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btDbvtBroadphase* m_broadphase;
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btSequentialImpulseConstraintSolver* m_constraintSolver;
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btCollisionDispatcher* m_dispatcher;
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btVoronoiSimplexSolver* m_simplexSolver;
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btMinkowskiPenetrationDepthSolver* m_pdSolver;
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btDiscreteDynamicsWorld* m_dynamicsWorld;
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btCollisionObject* m_lowerBorder;
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btCollisionObject* m_upperBorder;
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btCollisionObject* m_leftBorder;
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btCollisionObject* m_rightBorder;
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btAlignedObjectArray<GL_DialogWindow*> m_dialogs;
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int m_screenWidth;
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int m_screenHeight;
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///for picking
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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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///constraint for mouse picking
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btTypedConstraint* m_pickConstraint;
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btVector3 getRayTo(int x,int y);
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public:
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GL_DialogDynamicsWorld();
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virtual ~GL_DialogDynamicsWorld();
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virtual void setScreenSize(int width, int height);
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virtual GL_DialogWindow* createDialog(int horPos,int vertPos,int dialogWidth,int dialogHeight, const char* dialogTitle );
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GL_ToggleControl* createToggle(GL_DialogWindow* dialog, const char* toggleText);
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GL_SliderControl* createSlider(GL_DialogWindow* dialog, const char* sliderText, btScalar initialFraction = btScalar(0.5f));
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virtual void draw(btScalar timeStep);
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virtual bool mouseFunc(int button, int state, int x, int y);
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virtual void mouseMotionFunc(int x,int y);
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};
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#endif //GL_DIALOG_DYNAMICS_WORLD_H
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