make Bullet compile on Visual Studio 6
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@@ -254,7 +254,7 @@ void CollisionInterfaceDemo::clientResetScene()
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{
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objects[0].getWorldTransform().setOrigin(btVector3(0.0f,3.f,0.f));
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btQuaternion rotA(0.739,-0.204,0.587,0.257);
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btQuaternion rotA(0.739f,-0.204f,0.587f,0.257f);
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rotA.normalize();
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objects[0].getWorldTransform().setRotation(rotA);
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@@ -97,9 +97,9 @@ btScalar(0.)));
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// Setup some damping on the m_bodies
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for (int i = 0; i < BODYPART_COUNT; ++i)
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{
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m_bodies[i]->setDamping(0.05, 0.85);
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m_bodies[i]->setDeactivationTime(0.8);
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m_bodies[i]->setSleepingThresholds(1.6, 2.5);
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m_bodies[i]->setDamping(0.05f, 0.85f);
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m_bodies[i]->setDeactivationTime(0.8f);
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m_bodies[i]->setSleepingThresholds(1.6f, 2.5f);
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}
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///////////////////////////// SETTING THE CONSTRAINTS /////////////////////////////////////////////7777
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@@ -191,7 +191,7 @@ btScalar(0.)));
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joint6DOF->setAngularUpperLimit(btVector3(SIMD_EPSILON,SIMD_EPSILON,SIMD_EPSILON));
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#else
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joint6DOF->setAngularLowerLimit(btVector3(-SIMD_EPSILON,-SIMD_EPSILON,-SIMD_EPSILON));
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joint6DOF->setAngularUpperLimit(btVector3(SIMD_PI*0.7,SIMD_EPSILON,SIMD_EPSILON));
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joint6DOF->setAngularUpperLimit(btVector3(SIMD_PI*0.7f,SIMD_EPSILON,SIMD_EPSILON));
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#endif
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m_joints[JOINT_LEFT_ELBOW] = joint6DOF;
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m_ownerWorld->addConstraint(m_joints[JOINT_LEFT_ELBOW], true);
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@@ -110,7 +110,9 @@ void GL_DialogDynamicsWorld::setScreenSize(int width, int height)
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{
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for (int i=0;i<m_dynamicsWorld->getCollisionObjectArray().size();i++)
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int i;
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for ( i=0;i<m_dynamicsWorld->getCollisionObjectArray().size();i++)
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{
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btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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@@ -129,7 +131,7 @@ void GL_DialogDynamicsWorld::setScreenSize(int width, int height)
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}
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}
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for (int i=0;i<m_dialogs.size();i++)
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for ( i=0;i<m_dialogs.size();i++)
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{
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m_dialogs[i]->setScreenSize(width,height);
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}
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@@ -10,6 +10,7 @@
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# You shouldn't have to modify anything below this line
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########################################################
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IF (USE_GLUT)
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INCLUDE_DIRECTORIES(
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@@ -25,3 +26,22 @@ ADD_EXECUTABLE(AppSoftBodyDemo
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SoftDemo.cpp
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)
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IF (WIN32)
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IF (CMAKE_CL_64)
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ADD_CUSTOM_COMMAND(
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TARGET AppSoftBodyDemo
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POST_BUILD
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COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/glut64.dll ${CMAKE_CURRENT_BINARY_DIR}
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)
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ELSE(CMAKE_CL_64)
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ADD_CUSTOM_COMMAND(
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TARGET AppSoftBodyDemo
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POST_BUILD
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COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/GLUT32.DLL ${CMAKE_CURRENT_BINARY_DIR}
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)
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ENDIF(CMAKE_CL_64)
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ENDIF(WIN32)
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ELSE(USE_GLUT)
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ENDIF (USE_GLUT)
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@@ -218,7 +218,7 @@ void SoftDemo::clientMoveAndDisplay()
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#endif //PRINT_CONTACT_STATISTICS
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glutSwapBuffers();
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swapBuffers();
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}
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@@ -232,7 +232,7 @@ void SoftDemo::displayCallback(void) {
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renderme();
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glFlush();
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glutSwapBuffers();
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swapBuffers();
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}
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@@ -19,7 +19,13 @@ subject to the following restrictions:
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#ifndef SOFT_DEMO_H
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#define SOFT_DEMO_H
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#ifdef _WINDOWS
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#include "Win32DemoApplication.h"
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#define PlatformDemoApplication Win32DemoApplication
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#else
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#include "GlutDemoApplication.h"
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#define PlatformDemoApplication GlutDemoApplication
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#endif
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#include "LinearMath/btAlignedObjectArray.h"
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#include "BulletSoftBody/btSoftBody.h"
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@@ -41,7 +47,7 @@ class btSoftRigidDynamicsWorld;
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///CcdPhysicsDemo shows basic stacking using Bullet physics, and allows toggle of Ccd (using key '1')
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class SoftDemo : public GlutDemoApplication
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class SoftDemo : public PlatformDemoApplication
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{
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public:
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