merged most of the changes from the branch into trunk, except for COLLADA, libxml and glut glitches.
Still need to verify to make sure no unwanted renaming is introduced.
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@@ -35,14 +35,16 @@ subject to the following restrictions:
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#include <math.h>
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#include "LinearMath/SimdVector3.h"
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#include "LinearMath/SimdMatrix3x3.h"
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#include "LinearMath/SimdTransform.h"
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class CcdPhysicsEnvironment;
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class CcdPhysicsController;
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class CollisionShape;
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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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class CcdPhysicsEnvironment;
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class CcdPhysicsController;
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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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@@ -53,18 +55,21 @@ class DemoApplication
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///this is the most important class
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CcdPhysicsEnvironment* m_physicsEnvironmentPtr;
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btDynamicsWorld* m_dynamicsWorld;
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btTypedConstraint* m_pickConstraint;
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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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SimdVector3 m_cameraPosition;
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SimdVector3 m_cameraTargetPosition;//look at
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btVector3 m_cameraPosition;
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btVector3 m_cameraTargetPosition;//look at
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float m_scaleBottom;
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float m_scaleFactor;
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SimdVector3 m_cameraUp;
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btVector3 m_cameraUp;
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int m_forwardAxis;
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int m_glutScreenWidth;
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@@ -99,7 +104,7 @@ class DemoApplication
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return m_physicsEnvironmentPtr;
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}
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void setCameraUp(const SimdVector3& camUp)
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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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@@ -114,11 +119,11 @@ class DemoApplication
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virtual void updateCamera();
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SimdVector3 getCameraPosition()
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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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SimdVector3 getCameraTargetPosition()
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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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@@ -135,11 +140,13 @@ class DemoApplication
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virtual void clientResetScene() =0 ;
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///Demo functions
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void shootBox(const SimdVector3& destination);
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void shootBox(const btVector3& destination);
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SimdVector3 GetRayTo(int x,int y);
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btVector3 GetRayTo(int x,int y);
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CcdPhysicsController* LocalCreatePhysicsObject(bool isDynamic, float mass, const SimdTransform& startTransform,CollisionShape* shape);
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CcdPhysicsController* LocalCreatePhysicsObject(bool isDynamic, float mass, const btTransform& startTransform,btCollisionShape* shape);
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btRigidBody* LocalCreateRigidBody(bool isDynamic, float mass, const btTransform& startTransform,btCollisionShape* shape);
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///callback methods by glut
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