2015-04-08 18:47:55 +00:00
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2015 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef SCENE_H
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#define SCENE_H
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// Libraries
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#include "openglframework.h"
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2015-08-06 19:06:35 +00:00
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#include "PhysicsEventListener.h"
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2015-04-08 18:47:55 +00:00
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2015-04-20 21:23:46 +00:00
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/// Structure EngineSettings
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/// This structure contains several physics engine parameters
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struct EngineSettings {
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public:
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2015-06-30 17:50:17 +00:00
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float elapsedTime; // Elapsed time (in seconds)
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float timeStep; // Current time step (in seconds)
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int nbVelocitySolverIterations; // Nb of velocity solver iterations
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int nbPositionSolverIterations; // Nb of position solver iterations
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bool isSleepingEnabled; // True if sleeping technique is enabled
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float timeBeforeSleep; // Time of inactivity before a body sleep
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float sleepLinearVelocity; // Sleep linear velocity
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float sleepAngularVelocity; // Sleep angular velocity
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bool isGravityEnabled; // True if gravity is enabled
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openglframework::Vector3 gravity; // Gravity vector
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/// Constructor
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EngineSettings() : elapsedTime(0.0f), timeStep(0.0f) {
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}
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};
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// Class Scene
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// Abstract class that represents a 3D scene.
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class Scene {
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protected:
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// -------------------- Attributes -------------------- //
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/// Scene name
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std::string mName;
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/// Physics engine settings
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EngineSettings mEngineSettings;
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/// Camera
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openglframework::Camera mCamera;
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/// Center of the scene
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openglframework::Vector3 mCenterScene;
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/// Last mouse coordinates on the windows
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double mLastMouseX, mLastMouseY;
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/// Window dimension
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int mWindowWidth, mWindowHeight;
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/// Last point computed on a sphere (for camera rotation)
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openglframework::Vector3 mLastPointOnSphere;
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/// True if the last point computed on a sphere (for camera rotation) is valid
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bool mIsLastPointOnSphereValid;
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/// Interpolation factor for the bodies in the current frame
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float mInterpolationFactor;
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/// Viewport x,y, width and height values
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int mViewportX, mViewportY, mViewportWidth, mViewportHeight;
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/// True if the shadow mapping is enabled
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bool mIsShadowMappingEnabled;
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// -------------------- Methods -------------------- //
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/// Set the scene position (where the camera needs to look at)
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void setScenePosition(const openglframework::Vector3& position, float sceneRadius);
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/// Set the camera so that we can view the whole scene
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void resetCameraToViewAll();
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/// Map mouse coordinates to coordinates on the sphere
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bool mapMouseCoordinatesToSphere(double xMouse, double yMouse,
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openglframework::Vector3& spherePoint) const;
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/// Zoom the camera
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void zoom(float zoomDiff);
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/// Translate the camera
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void translate(int xMouse, int yMouse);
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/// Rotate the camera
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void rotate(int xMouse, int yMouse);
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public:
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// -------------------- Methods -------------------- //
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/// Constructor
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Scene(const std::string& name, bool isShadowMappingEnabled = false);
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/// Destructor
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virtual ~Scene();
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/// Reshape the view
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virtual void reshape(int width, int height);
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/// Update the physics world (take a simulation step)
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/// Can be called several times per frame
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virtual void updatePhysics()=0;
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/// Update the scene
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virtual void update()=0;
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/// Render the scene
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virtual void render()=0;
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/// Reset the scene
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virtual void reset()=0;
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/// Called when a keyboard event occurs
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virtual void keyboardEvent(int key, int scancode, int action, int mods);
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/// Called when a mouse button event occurs
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virtual void mouseButtonEvent(int button, int action, int mods,
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double mousePosX, double mousePosY);
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/// Called when a mouse motion event occurs
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virtual void mouseMotionEvent(double xMouse, double yMouse, int leftButtonState,
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int rightButtonState, int middleButtonState, int altKeyState);
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/// Called when a scrolling event occurs
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virtual void scrollingEvent(float xAxis, float yAxis, float scrollSensitivy);
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/// Set the window dimension
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void setWindowDimension(int width, int height);
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/// Set the viewport to render the scene
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void setViewport(int x, int y, int width, int height);
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/// Return a reference to the camera
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const openglframework::Camera& getCamera() const;
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/// Get the engine settings
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EngineSettings getEngineSettings() const;
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/// Set the engine settings
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void setEngineSettings(const EngineSettings& settings);
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/// Set the interpolation factor
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void setInterpolationFactor(float interpolationFactor);
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2015-06-01 21:40:44 +00:00
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/// Return the name of the scene
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std::string getName() const;
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/// Return true if the shadow mapping is enabled
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bool getIsShadowMappingEnabled() const;
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/// Enabled/Disable the shadow mapping
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void virtual setIsShadowMappingEnabled(bool isShadowMappingEnabled);
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/// Return all the contact points of the scene
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std::vector<ContactPoint> virtual getContactPoints() const;
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};
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// Called when a keyboard event occurs
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inline void Scene::keyboardEvent(int key, int scancode, int action, int mods) {
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}
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/// Reshape the view
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inline void Scene::reshape(int width, int height) {
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mCamera.setDimensions(width, height);
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}
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// Return a reference to the camera
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inline const openglframework::Camera& Scene::getCamera() const {
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return mCamera;
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}
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// Set the window dimension
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inline void Scene::setWindowDimension(int width, int height) {
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mWindowWidth = width;
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mWindowHeight = height;
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}
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// Set the viewport to render the scene
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inline void Scene::setViewport(int x, int y, int width, int height) {
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mViewportX = x;
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mViewportY = y;
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mViewportWidth = width;
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mViewportHeight = height;
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}
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2015-07-11 16:35:58 +00:00
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// Get the engine settings
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inline EngineSettings Scene::getEngineSettings() const {
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return mEngineSettings;
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}
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// Set the engine settings
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inline void Scene::setEngineSettings(const EngineSettings& settings) {
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mEngineSettings = settings;
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}
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// Set the interpolation factor
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inline void Scene::setInterpolationFactor(float interpolationFactor) {
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mInterpolationFactor = interpolationFactor;
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}
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// Return the name of the scene
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inline std::string Scene::getName() const {
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return mName;
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}
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// Return true if the shadow mapping is enabled
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inline bool Scene::getIsShadowMappingEnabled() const {
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return mIsShadowMappingEnabled;
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}
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// Enabled/Disable the shadow mapping
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inline void Scene::setIsShadowMappingEnabled(bool isShadowMappingEnabled) {
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mIsShadowMappingEnabled = isShadowMappingEnabled;
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}
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// Return all the contact points of the scene
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inline std::vector<ContactPoint> Scene::getContactPoints() const {
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// Return an empty list of contact points
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return std::vector<ContactPoint>();
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}
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2015-04-08 18:47:55 +00:00
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#endif
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