Use a local grid mesh
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@ -24,6 +24,8 @@ class MeshContactTest : public Test
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public:
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public:
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MeshContactTest()
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MeshContactTest()
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{
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{
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m_gridMesh.BuildTree();
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// Transform grid into a terrain
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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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for (u32 i = 0; i < m_terrainMesh.vertexCount; ++i)
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{
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{
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@ -37,7 +39,7 @@ public:
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m_ground = m_world.CreateBody(bd);
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m_ground = m_world.CreateBody(bd);
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b3MeshShape ms;
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b3MeshShape ms;
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ms.m_mesh = &m_groundMesh;
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ms.m_mesh = &m_gridMesh;
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b3ShapeDef sd;
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b3ShapeDef sd;
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sd.shape = &ms;
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sd.shape = &ms;
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@ -138,7 +140,7 @@ public:
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if (key == GLFW_KEY_G)
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if (key == GLFW_KEY_G)
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{
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{
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b3MeshShape ms;
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b3MeshShape ms;
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ms.m_mesh = &m_groundMesh;
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ms.m_mesh = &m_gridMesh;
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b3ShapeDef sd;
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b3ShapeDef sd;
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sd.shape = &ms;
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sd.shape = &ms;
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@ -176,6 +178,7 @@ public:
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}
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}
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b3GridMesh<25, 25> m_terrainMesh;
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b3GridMesh<25, 25> m_terrainMesh;
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b3GridMesh<25, 25> m_gridMesh;
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b3Body* m_ground;
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b3Body* m_ground;
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b3Body* m_body;
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b3Body* m_body;
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