add hello world example and edit source tree
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@ -21,9 +21,9 @@
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#include <bounce/common/settings.h>
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// Allocate 10 MiB from the stack.
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// Allocate 1 MiB from the stack.
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// Increase as you want.
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const u32 b3_maxStackSize = B3_MiB(10);
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const u32 b3_maxStackSize = B3_MiB(1);
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// A stack allocator.
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class b3StackAllocator
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@ -116,6 +116,12 @@ public:
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// However, manipulating a body transform during the simulation may cause non-physical behaviour.
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void SetTransform(const b3Vec3& position, const b3Vec3& axis, float32 angle);
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// Get the position of the world body origin.
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b3Vec3 GetPosition() const;
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// Get the orientation of the world body frame.
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b3Quat GetOrientation() const;
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// Get the gravity scale of the body. One is used by default.
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float32 GetGravityScale() const;
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@ -382,6 +388,16 @@ inline void b3Body::SetTransform(const b3Vec3& position, const b3Vec3& axis, flo
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SynchronizeShapes();
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}
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inline b3Vec3 b3Body::GetPosition() const
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{
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return m_sweep.worldCenter;
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}
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inline b3Quat b3Body::GetOrientation() const
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{
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return m_sweep.orientation;
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}
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inline b3Vec3 b3Body::GetLocalVector(const b3Vec3& vector) const
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{
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return b3MulT(m_xf.rotation, vector);
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@ -53,7 +53,7 @@ enum b3LimitState
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// Return the Steiner's matrix given the displacement vector from the old
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// center of rotation to the new center of rotation.
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// The result equals to transpose( skew(v) ) * skew(v) or diagonal(v^2) - outer(v)
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// The result equals to transpose( skew(v) ) * skew(v) or diagonal(v^2) - outer(v, v)
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inline b3Mat33 b3Steiner(const b3Vec3& v)
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{
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float32 xx = v.x * v.x;
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