Use statically linked freeglut, instead of dynamic glut for the obsolete Bullet 2.x demos Add the 'reset' method to b3GpuDynamicsWorld, and use it in the BasicGpuDemo (pretty slow in debug mode, use release mode) Don't crash in btCollisionWorld, if there is no collision dispatcher
72 lines
1.2 KiB
C++
72 lines
1.2 KiB
C++
#ifndef RAGDOLL_H_INCLUDED
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#define RAGDOLL_H_INCLUDED
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#include "DemoApplication.h"
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#include "LinearMath/btAlignedObjectArray.h"
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#include "btBulletDynamicsCommon.h"
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class RagDoll
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{
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enum
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{
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BODYPART_PELVIS = 0,
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BODYPART_SPINE,
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BODYPART_HEAD,
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BODYPART_LEFT_UPPER_LEG,
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BODYPART_LEFT_LOWER_LEG,
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BODYPART_RIGHT_UPPER_LEG,
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BODYPART_RIGHT_LOWER_LEG,
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BODYPART_LEFT_UPPER_ARM,
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BODYPART_LEFT_LOWER_ARM,
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BODYPART_RIGHT_UPPER_ARM,
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BODYPART_RIGHT_LOWER_ARM,
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BODYPART_COUNT
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};
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enum
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{
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JOINT_PELVIS_SPINE = 0,
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JOINT_SPINE_HEAD,
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JOINT_LEFT_HIP,
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JOINT_LEFT_KNEE,
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JOINT_RIGHT_HIP,
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JOINT_RIGHT_KNEE,
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JOINT_LEFT_SHOULDER,
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JOINT_LEFT_ELBOW,
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JOINT_RIGHT_SHOULDER,
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JOINT_RIGHT_ELBOW,
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JOINT_COUNT
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};
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btDynamicsWorld* m_ownerWorld;
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btCollisionShape* m_shapes[BODYPART_COUNT];
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btRigidBody* m_bodies[BODYPART_COUNT];
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btTypedConstraint* m_joints[JOINT_COUNT];
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btRigidBody* localCreateRigidBody (btScalar mass, const btTransform& startTransform, btCollisionShape* shape);
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public:
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RagDoll (btDynamicsWorld* ownerWorld,
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const btVector3& positionOffset,
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btScalar scale_ragdoll = btScalar(1.0));
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~RagDoll ();
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};
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#endif // RAGDOLL_H_INCLUDED
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