cleanup
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f11ec48adc
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62e12d6205
@ -415,6 +415,15 @@ static void Interface()
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static void Step()
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{
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if (g_settings.pause)
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{
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g_debugDraw->DrawString("*PAUSED*", b3Color_white);
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}
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else
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{
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g_debugDraw->DrawString("*PLAYING*", b3Color_white);
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}
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if (g_settings.drawGrid)
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{
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b3Color color(0.2f, 0.2f, 0.2f, 1.0f);
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@ -29,80 +29,6 @@ extern DebugDraw* g_debugDraw;
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extern Camera g_camera;
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extern Profiler* g_profiler;
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void BuildGrid(b3Mesh* mesh, u32 w, u32 h, bool randomY = false)
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{
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if (w == 0 && h == 0)
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{
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mesh->vertexCount = 0;
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mesh->triangleCount = 0;
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return;
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}
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// Square to vertex count
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w += 1;
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h += 1;
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b3Vec3 t;
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t.x = -0.5f * float32(w) + 0.5f;
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t.y = 0.0f;
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t.z = -0.5f * float32(h) + 0.5f;
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mesh->vertexCount = h * w;
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mesh->vertices = (b3Vec3*)b3Alloc(mesh->vertexCount * sizeof(b3Vec3));
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for (u32 i = 0; i < h; ++i)
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{
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for (u32 j = 0; j < w; ++j)
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{
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u32 v1 = i * w + j;
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b3Vec3 v;
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v.x = float32(j);
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v.y = randomY ? RandomFloat(0.0f, 1.0f) : 0.0f;
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v.z = float32(i);
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v += t;
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mesh->vertices[v1] = v;
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}
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}
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mesh->triangleCount = 2 * (h - 1) * (w - 1);
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mesh->triangles = (b3Triangle*)b3Alloc(mesh->triangleCount * sizeof(b3Triangle));
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u32 triangleCount = 0;
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for (u32 i = 0; i < h - 1; ++i)
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{
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for (u32 j = 0; j < w - 1; ++j)
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{
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u32 v1 = i * w + j;
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u32 v2 = (i + 1) * w + j;
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u32 v3 = (i + 1) * w + (j + 1);
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u32 v4 = i * w + (j + 1);
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B3_ASSERT(triangleCount < mesh->triangleCount);
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b3Triangle* t1 = mesh->triangles + triangleCount;
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++triangleCount;
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t1->v1 = v3;
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t1->v2 = v2;
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t1->v3 = v1;
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B3_ASSERT(triangleCount < mesh->triangleCount);
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b3Triangle* t2 = mesh->triangles + triangleCount;
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++triangleCount;
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t2->v1 = v1;
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t2->v2 = v4;
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t2->v3 = v3;
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}
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}
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B3_ASSERT(triangleCount == mesh->triangleCount);
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mesh->BuildTree();
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}
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Test::Test()
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{
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b3_allocCalls = 0;
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@ -114,15 +40,15 @@ Test::Test()
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b3_convexCacheHits = 0;
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b3_debugDraw = g_debugDraw;
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m_world.SetContactListener(this);
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b3Quat q_y(b3Vec3(0.0f, 1.0f, 0.0f), 0.15f * B3_PI);
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b3Quat q_x(b3Quat(b3Vec3(1.0f, 0.0f, 0.0f), -0.15f * B3_PI));
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b3Quat q_y = b3QuatRotationY(0.15f * B3_PI);
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b3Quat q_x = b3QuatRotationX(-0.15f * B3_PI);
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g_camera.m_q = q_y * q_x;
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g_camera.m_zoom = 50.0f;
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g_camera.m_center.SetZero();
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m_world.SetContactListener(this);
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m_rayHit.shape = NULL;
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m_mouseJoint = NULL;
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@ -133,20 +59,23 @@ Test::Test()
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m_groundHull.SetTransform(m);
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}
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m_boxHull.SetIdentity();
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{
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m_boxHull.SetIdentity();
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}
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BuildGrid(m_meshes + e_gridMesh, 50, 50);
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BuildGrid(m_meshes + e_terrainMesh, 50, 50, true);
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BuildGrid(m_meshes + e_clothMesh, 10, 10);
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m_groundMesh.BuildTree();
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}
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Test::~Test()
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{
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for (u32 i = 0; i < e_maxMeshes; ++i)
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{
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b3Free(m_meshes[i].vertices);
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b3Free(m_meshes[i].triangles);
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}
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b3_allocCalls = 0;
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b3_gjkCalls = 0;
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b3_gjkIters = 0;
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b3_gjkMaxIters = 0;
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b3_convexCache = false;
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b3_convexCalls = 0;
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b3_convexCacheHits = 0;
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b3_debugDraw = nullptr;
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}
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void Test::BeginContact(b3Contact* contact)
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@ -231,13 +160,8 @@ void Test::Step()
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}
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// Draw Statistics
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ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
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ImGui::Begin("Log", NULL, ImVec2(0, 0), 0.0f, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoScrollbar);
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if (g_settings.pause)
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{
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ImGui::Text("*PAUSED*");
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}
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extern const char* g_logName;
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ImGui::Begin(g_logName, NULL, ImVec2(0, 0), 0.0f, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoScrollbar);
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if (g_settings.drawStats)
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{
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@ -29,7 +29,7 @@ public:
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b3Body* ground = m_world.CreateBody(bdef);
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b3MeshShape ms;
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ms.m_mesh = m_meshes + e_gridMesh;
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ms.m_mesh = &m_groundMesh;
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b3ShapeDef sd;
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sd.shape = &ms;
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@ -314,7 +314,7 @@ public:
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Ray3 m_clothRay;
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b3StackAllocator m_clothAllocator;
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b3GridMesh<5, 5> m_clothMesh;
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b3GridMesh<10, 10> m_clothMesh;
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b3SpringCloth m_cloth;
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ClothDragger m_clothDragger;
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@ -31,7 +31,7 @@ public:
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g_camera.m_zoom = 25.0f;
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b3ClothDef def;
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def.mesh = m_meshes + e_clothMesh;
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def.mesh = &m_clothMesh;
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def.density = 0.2f;
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def.gravity.Set(2.5f, 5.0f, -10.0f);
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def.k1 = 0.2f;
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@ -81,6 +81,7 @@ public:
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return new Cloth();
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}
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b3GridMesh<10, 10> m_clothMesh;
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b3Cloth m_cloth;
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b3AABB3 m_aabb;
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};
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@ -24,12 +24,20 @@ class MeshContactTest : public Test
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public:
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MeshContactTest()
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{
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// Transform grid into a terrain
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for (u32 i = 0; i < m_terrainMesh.vertexCount; ++i)
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{
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m_terrainMesh.vertices[i].y = RandomFloat(0.0f, 1.0f);
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}
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m_terrainMesh.BuildTree();
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{
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b3BodyDef bd;
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m_ground = m_world.CreateBody(bd);
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b3MeshShape ms;
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ms.m_mesh = m_meshes + e_gridMesh;
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ms.m_mesh = &m_groundMesh;
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b3ShapeDef sd;
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sd.shape = &ms;
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@ -130,7 +138,7 @@ public:
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if (key == GLFW_KEY_G)
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{
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b3MeshShape ms;
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ms.m_mesh = m_meshes + e_gridMesh;
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ms.m_mesh = &m_groundMesh;
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b3ShapeDef sd;
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sd.shape = &ms;
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@ -141,7 +149,7 @@ public:
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if (key == GLFW_KEY_T)
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{
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b3MeshShape ms;
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ms.m_mesh = m_meshes + e_terrainMesh;
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ms.m_mesh = &m_terrainMesh;
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b3ShapeDef sd;
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sd.shape = &ms;
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@ -169,6 +177,8 @@ public:
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return new MeshContactTest();
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}
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b3GridMesh<25, 25> m_terrainMesh;
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b3Body* m_ground;
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b3Body* m_body;
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};
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@ -30,7 +30,7 @@ public:
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b3Body* ground = m_world.CreateBody(bd);
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b3MeshShape ms;
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ms.m_mesh = m_meshes + e_gridMesh;
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ms.m_mesh = &m_groundMesh;
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b3ShapeDef sd;
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sd.shape = &ms;
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@ -32,7 +32,7 @@ public:
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b3SpringClothDef def;
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def.allocator = &m_clothAllocator;
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def.mesh = m_meshes + e_clothMesh;
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def.mesh = &m_clothMesh;
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def.density = 0.2f;
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def.ks = 1000.0f;
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def.kd = 0.0f;
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@ -94,6 +94,7 @@ public:
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return new SpringClothCollision();
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}
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b3GridMesh<10, 10> m_clothMesh;
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b3StackAllocator m_clothAllocator;
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b3CapsuleShape m_clothCapsule;
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b3SpringCloth m_cloth;
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@ -32,7 +32,7 @@ public:
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b3SpringClothDef def;
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def.allocator = &m_clothAllocator;
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def.mesh = m_meshes + e_clothMesh;
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def.mesh = &m_clothMesh;
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def.density = 0.2f;
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def.ks = 100000.0f;
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def.kb = 1000000.0f;
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@ -84,6 +84,7 @@ public:
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return new SpringCloth();
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}
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b3GridMesh<10, 10> m_clothMesh;
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b3StackAllocator m_clothAllocator;
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b3SpringCloth m_cloth;
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b3AABB3 m_aabb;
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@ -119,14 +119,6 @@ public:
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class Test : public b3ContactListener
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{
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public:
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enum Meshes
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{
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e_gridMesh,
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e_terrainMesh,
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e_clothMesh,
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e_maxMeshes,
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};
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Test();
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virtual ~Test();
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@ -146,12 +138,13 @@ public:
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virtual void Dump() { }
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b3World m_world;
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b3RayCastSingleOutput m_rayHit; // ray hit local space
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b3RayCastSingleOutput m_rayHit;
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b3MouseJoint* m_mouseJoint;
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b3BoxHull m_boxHull;
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b3BoxHull m_groundHull;
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b3BoxHull m_boxHull;
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b3Mesh m_meshes[e_maxMeshes];
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b3GridMesh<50, 50> m_groundMesh;
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};
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#endif
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#endif
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