Modify documentation
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@ -168,8 +168,8 @@ xs
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the ReactPhysics3D header file with the line: \\
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\begin{lstlisting}
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// Include the ReactPhysics3D header file
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#include "reactphysics3d.h"
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// Include the ReactPhysics3D header file
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#include "reactphysics3d.h"
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\end{lstlisting}
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\vspace{0.6cm}
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@ -189,9 +189,9 @@ xs
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\texttt{rp3d}. Therefore, you need to include this namespace into your code with the following declaration: \\
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\begin{lstlisting}
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// Use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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\end{lstlisting}
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// Use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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\end{lstlisting}
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\vspace{0.6cm}
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@ -896,14 +896,15 @@ collisionShape.setIsEdgesInformationUsed(true);
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The following example show how to create a \texttt{TriangleVertexArray}: \\
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\begin{lstlisting}
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const int nbVertices = 8;
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const int nbTriangles = 12;
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float vertices[3 * nbVertices] = ...;
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int indices[3 * nbTriangles] = ...;
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rp3d::TriangleVertexArray* triangleArray =
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new rp3d::TriangleVertexArray(nbVertices, vertices, 3 * sizeof(float), nbTriangles, indices, sizeof(int),
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rp3d::TriangleVertexArray::VERTEX_FLOAT_TYPE,
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rp3d::TriangleVertexArray::INDEX_INTEGER_TYPE);
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const int nbVertices = 8;
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const int nbTriangles = 12;
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float vertices[3 * nbVertices] = ...;
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int indices[3 * nbTriangles] = ...;
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rp3d::TriangleVertexArray* triangleArray =
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new rp3d::TriangleVertexArray(nbVertices, vertices, 3 * sizeof(float), nbTriangles,
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indices, sizeof(int),
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rp3d::TriangleVertexArray::VERTEX_FLOAT_TYPE,
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rp3d::TriangleVertexArray::INDEX_INTEGER_TYPE);
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\end{lstlisting}
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\vspace{0.6cm}
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@ -913,13 +914,13 @@ collisionShape.setIsEdgesInformationUsed(true);
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simulate as in the following example: \\
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\begin{lstlisting}
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rp3d::TriangleMesh triangleMesh;
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rp3d::TriangleMesh triangleMesh;
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// Add the triangle vertex array to the triangle mesh
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triangleMesh.addSubpart(triangleArray);
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// Add the triangle vertex array to the triangle mesh
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triangleMesh.addSubpart(triangleArray);
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// Create the concave mesh shape
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ConcaveMesh* concaveMesh = new rp3d::ConcaveMeshShape(&triangleMesh);
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// Create the concave mesh shape
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ConcaveMesh* concaveMesh = new rp3d::ConcaveMeshShape(&triangleMesh);
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\end{lstlisting}
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\vspace{0.6cm}
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@ -944,7 +945,7 @@ collisionShape.setIsEdgesInformationUsed(true);
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\texttt{indexRow} and column \texttt{indexColumn} is located at the following position in the array:
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\begin{lstlisting}
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heighFieldValues[indexRow * nbColumns + indexColumn]
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heighFieldValues[indexRow * nbColumns + indexColumn]
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\end{lstlisting}
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\vspace{0.6cm}
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@ -954,17 +955,17 @@ collisionShape.setIsEdgesInformationUsed(true);
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Here is an example that shows how to create a \texttt{HeightFieldShape}: \\
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\begin{lstlisting}
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const int nbRows = 40;
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const int nbColumns = 50;
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float minHeight = 100;
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float maxHeight = 500;
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const int nbRows = 40;
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const int nbColumns = 50;
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float minHeight = 100;
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float maxHeight = 500;
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// Height values
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float heightValues[nbRows * nbColumns] = ...;
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// Height values
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float heightValues[nbRows * nbColumns] = ...;
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// Create the heightfield collision shape
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rp3d::HeightFieldShape = new rp3d::HeightFieldShape(nbColumns, nbRows, minHeight, maxHeight, heightValues,
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rp3d::HeightFieldShape::HEIGHT_FLOAT_TYPE);
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// Create the heightfield collision shape
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rp3d::HeightFieldShape = new rp3d::HeightFieldShape(nbColumns, nbRows, minHeight,
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maxHeight, heightValues, rp3d::HeightFieldShape::HEIGHT_FLOAT_TYPE);
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\end{lstlisting}
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\vspace{0.6cm}
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