Merge branch 'develop' of https://code.google.com/p/reactphysics3d into develop
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commit
0cc8b592ff
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@ -4,8 +4,14 @@ CMAKE_MINIMUM_REQUIRED(VERSION 2.6)
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# Project configuration
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PROJECT(REACTPHYSICS3D)
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# Default build type
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SET(CMAKE_BUILD_TYPE "Debug")
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# Where to build the library
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SET(LIBRARY_OUTPUT_PATH lib/)
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SET(LIBRARY_OUTPUT_PATH "lib")
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# Where to build the executables
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SET(OUR_EXECUTABLE_OUTPUT_PATH "${PROJECT_BINARY_DIR}/bin")
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# Options
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OPTION(COMPILE_EXAMPLES "Select this if you want to build the examples" OFF)
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@ -4,8 +4,11 @@ cmake_minimum_required(VERSION 2.6)
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# Project configuration
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PROJECT(CollisionShapes)
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# Where to build the executable
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SET(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR}/bin/collisionshapes/)
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# Where to build the executables
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SET(EXECUTABLE_OUTPUT_PATH "${OUR_EXECUTABLE_OUTPUT_PATH}/collisionshapes")
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SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${EXECUTABLE_OUTPUT_PATH})
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SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE ${EXECUTABLE_OUTPUT_PATH})
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SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG ${EXECUTABLE_OUTPUT_PATH})
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# Copy the shaders used for the demo into the build directory
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FILE(COPY "${OPENGLFRAMEWORK_DIR}/src/shaders/" DESTINATION "${EXECUTABLE_OUTPUT_PATH}/shaders/")
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@ -4,8 +4,11 @@ cmake_minimum_required(VERSION 2.6)
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# Project configuration
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PROJECT(Cubes)
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# Where to build the executable
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SET(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR}/bin/cubes/)
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# Where to build the executables
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SET(EXECUTABLE_OUTPUT_PATH "${OUR_EXECUTABLE_OUTPUT_PATH}/cubes")
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SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${EXECUTABLE_OUTPUT_PATH})
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SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE ${EXECUTABLE_OUTPUT_PATH})
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SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG ${EXECUTABLE_OUTPUT_PATH})
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# Copy the shaders used for the demo into the build directory
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FILE(COPY "${OPENGLFRAMEWORK_DIR}/src/shaders/" DESTINATION "${EXECUTABLE_OUTPUT_PATH}/shaders/")
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@ -4,8 +4,11 @@ cmake_minimum_required(VERSION 2.6)
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# Project configuration
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PROJECT(Joints)
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# Where to build the executable
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SET(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR}/bin/joints/)
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# Where to build the executables
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SET(EXECUTABLE_OUTPUT_PATH "${OUR_EXECUTABLE_OUTPUT_PATH}/joints")
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SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${EXECUTABLE_OUTPUT_PATH})
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SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE ${EXECUTABLE_OUTPUT_PATH})
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SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG ${EXECUTABLE_OUTPUT_PATH})
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# Copy the shaders used for the demo into the build directory
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FILE(COPY "${OPENGLFRAMEWORK_DIR}/src/shaders/" DESTINATION "${EXECUTABLE_OUTPUT_PATH}/shaders/")
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@ -188,7 +188,7 @@ class RigidBody : public CollisionBody {
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/// Apply an external force to the body at its gravity center.
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void applyForceToCenter(const Vector3& force);
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/// Apply an external force to the body at a given point (in world-coordinates).
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/// Apply an external force to the body at a given point (in world-space coordinates).
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void applyForce(const Vector3& force, const Vector3& point);
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/// Apply an external torque to the body.
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@ -361,7 +361,7 @@ inline void RigidBody::applyForceToCenter(const Vector3& force) {
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mExternalForce += force;
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}
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// Apply an external force to the body at a given point (in world-coordinates).
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// Apply an external force to the body at a given point (in world-space coordinates).
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/// If the point is not at the center of gravity of the body, it will also
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/// generate some torque and therefore, change the angular velocity of the body.
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/// If the body is sleeping, calling this method will wake it up. Note that the
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@ -66,13 +66,13 @@ class Material {
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/// Return the bounciness
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decimal getBounciness() const;
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/// Set the bounciness
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/// Set the bounciness.
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void setBounciness(decimal bounciness);
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/// Return the friction coefficient
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decimal getFrictionCoefficient() const;
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/// Set the friction coefficient
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/// Set the friction coefficient.
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void setFrictionCoefficient(decimal frictionCoefficient);
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/// Overloaded assignment operator
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@ -84,7 +84,9 @@ inline decimal Material::getBounciness() const {
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return mBounciness;
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}
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// Set the bounciness
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// Set the bounciness.
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/// The bounciness should be a value between 0 and 1. The value 1 is used for a
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/// very bouncy body and zero is used for a body that is not bouncy at all.
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inline void Material::setBounciness(decimal bounciness) {
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assert(bounciness >= decimal(0.0) && bounciness <= decimal(1.0));
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mBounciness = bounciness;
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@ -95,7 +97,9 @@ inline decimal Material::getFrictionCoefficient() const {
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return mFrictionCoefficient;
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}
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// Set the friction coefficient
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// Set the friction coefficient.
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/// The friction coefficient has to be a positive value. The value zero is used for no
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/// friction at all.
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inline void Material::setFrictionCoefficient(decimal frictionCoefficient) {
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assert(frictionCoefficient >= decimal(0.0));
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mFrictionCoefficient = frictionCoefficient;
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