Fix merge mess
This commit is contained in:
parent
87b88fc953
commit
494f866357
4
.gitignore
vendored
4
.gitignore
vendored
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@ -25,3 +25,7 @@ Thumbs.db
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# vim swap files
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#####################
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*.*sw*
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# CMake build directory
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#######################
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build/*
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@ -400,13 +400,8 @@ void RigidBody::updateBroadPhaseState() const {
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PROFILE("RigidBody::updateBroadPhaseState()");
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<<<<<<< HEAD
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DynamicsWorld& world = static_cast<DynamicsWorld&>(mWorld);
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const Vector3 displacement = world.mTimer.getTimeStep() * mLinearVelocity;
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=======
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DynamicsWorld& world = dynamic_cast<DynamicsWorld&>(mWorld);
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const Vector3 displacement = world.mTimeStep* mLinearVelocity;
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>>>>>>> 1bde11f245806de07a12b1cf6c33cdb83046b882
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const Vector3 displacement = world.mTimer.getTimeStep() * mLinearVelocity;
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// For all the proxy collision shapes of the body
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for (ProxyShape* shape = mProxyCollisionShapes; shape != NULL; shape = shape->mNext) {
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@ -1,27 +1,27 @@
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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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* 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 BOX_H
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#define BOX_H
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@ -34,73 +34,67 @@
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// Class Box
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class Box : public openglframework::Object3D, public PhysicsObject {
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private :
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private :
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// -------------------- Attributes -------------------- //
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// -------------------- Attributes -------------------- //
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/// Size of each side of the box
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float mSize[3];
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/// Size of each side of the box
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float mSize[3];
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/// Scaling matrix (applied to a cube to obtain the correct box dimensions)
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openglframework::Matrix4 mScalingMatrix;
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/// Scaling matrix (applied to a cube to obtain the correct box dimensions)
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openglframework::Matrix4 mScalingMatrix;
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/// Vertex Buffer Object for the vertices data used to render the box with OpenGL
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static openglframework::VertexBufferObject mVBOVertices;
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/// Vertex Buffer Object for the vertices data used to render the box with OpenGL
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static openglframework::VertexBufferObject mVBOVertices;
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/// Vertex Buffer Object for the normales used to render the box with OpenGL
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static openglframework::VertexBufferObject mVBONormals;
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/// Vertex Buffer Object for the normales used to render the box with OpenGL
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static openglframework::VertexBufferObject mVBONormals;
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/// Vertex Array Object for the vertex data
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static openglframework::VertexArrayObject mVAO;
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/// Vertex Array Object for the vertex data
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static openglframework::VertexArrayObject mVAO;
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/// Vertices coordinates of the triangles of the box
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static GLfloat mCubeVertices[108];
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/// Vertices coordinates of the triangles of the box
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static GLfloat mCubeVertices[108];
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/// Vertices normals of the triangles of the box
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static GLfloat mCubeNormals[108];
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/// Vertices normals of the triangles of the box
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static GLfloat mCubeNormals[108];
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/// Total number of boxes created
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static int totalNbBoxes;
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/// Total number of boxes created
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static int totalNbBoxes;
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// -------------------- Methods -------------------- //
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// -------------------- Methods -------------------- //
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/// Create a the VAO and VBOs to render to box with OpenGL
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static void createVBOAndVAO();
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/// Create a the VAO and VBOs to render to box with OpenGL
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static void createVBOAndVAO();
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public :
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public :
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// -------------------- Methods -------------------- //
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// -------------------- Methods -------------------- //
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/// Constructor
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Box(const openglframework::Vector3& size, const openglframework::Vector3& position,
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reactphysics3d::CollisionWorld* world);
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/// Constructor
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Box(const openglframework::Vector3& size, const openglframework::Vector3& position,
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reactphysics3d::CollisionWorld* world);
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/// Constructor
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Box(const openglframework::Vector3& size, const openglframework::Vector3& position,
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float mass, reactphysics3d::DynamicsWorld *world);
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/// Constructor
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Box(const openglframework::Vector3& size, const openglframework::Vector3& position,
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float mass, reactphysics3d::DynamicsWorld *world);
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/// Destructor
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~Box();
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/// Destructor
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~Box();
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/// Render the cube at the correct position and with the correct orientation
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void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix);
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/// Render the cube at the correct position and with the correct orientation
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void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix);
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/// Set the position of the box
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void resetTransform(const rp3d::Transform& transform);
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/// Set the position of the box
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void resetTransform(const rp3d::Transform& transform);
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/// Update the transform matrix of the object
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virtual void updateTransform(float interpolationFactor);
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/// Update the transform matrix of the object
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virtual void updateTransform(float interpolationFactor);
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};
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<<<<<<< HEAD:examples/common/Box.h
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// Return a pointer to the rigid body of the box
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inline rp3d::RigidBody* Box::getRigidBody() {
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return static_cast<rp3d::RigidBody*>(mRigidBody);
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=======
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// Update the transform matrix of the object
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inline void Box::updateTransform(float interpolationFactor) {
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mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix);
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>>>>>>> 1bde11f245806de07a12b1cf6c33cdb83046b882:testbed/common/Box.h
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mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix);
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}
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@ -1,27 +1,27 @@
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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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* 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 CAPSULE_H
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#define CAPSULE_H
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// Class Sphere
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class Capsule : public openglframework::Mesh, public PhysicsObject {
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private :
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private :
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// -------------------- Attributes -------------------- //
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// -------------------- Attributes -------------------- //
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/// Radius of the capsule
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float mRadius;
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/// Radius of the capsule
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float mRadius;
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/// Height of the capsule
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float mHeight;
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/// Height of the capsule
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float mHeight;
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/// Scaling matrix (applied to a sphere to obtain the correct sphere dimensions)
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openglframework::Matrix4 mScalingMatrix;
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/// Scaling matrix (applied to a sphere to obtain the correct sphere dimensions)
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openglframework::Matrix4 mScalingMatrix;
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/// Previous transform (for interpolation)
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rp3d::Transform mPreviousTransform;
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/// Previous transform (for interpolation)
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rp3d::Transform mPreviousTransform;
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/// Vertex Buffer Object for the vertices data
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static openglframework::VertexBufferObject mVBOVertices;
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/// Vertex Buffer Object for the vertices data
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static openglframework::VertexBufferObject mVBOVertices;
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/// Vertex Buffer Object for the normals data
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static openglframework::VertexBufferObject mVBONormals;
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/// Vertex Buffer Object for the normals data
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static openglframework::VertexBufferObject mVBONormals;
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/// Vertex Buffer Object for the texture coords
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static openglframework::VertexBufferObject mVBOTextureCoords;
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/// Vertex Buffer Object for the texture coords
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static openglframework::VertexBufferObject mVBOTextureCoords;
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/// Vertex Buffer Object for the indices
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static openglframework::VertexBufferObject mVBOIndices;
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/// Vertex Buffer Object for the indices
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static openglframework::VertexBufferObject mVBOIndices;
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/// Vertex Array Object for the vertex data
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static openglframework::VertexArrayObject mVAO;
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/// Vertex Array Object for the vertex data
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static openglframework::VertexArrayObject mVAO;
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// Total number of capsules created
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static int totalNbCapsules;
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// Total number of capsules created
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static int totalNbCapsules;
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// -------------------- Methods -------------------- //
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// -------------------- Methods -------------------- //
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// Create the Vertex Buffer Objects used to render with OpenGL.
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void createVBOAndVAO();
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// Create the Vertex Buffer Objects used to render with OpenGL.
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void createVBOAndVAO();
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public :
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public :
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// -------------------- Methods -------------------- //
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// -------------------- Methods -------------------- //
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/// Constructor
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Capsule(float radius, float height, const openglframework::Vector3& position,
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reactphysics3d::CollisionWorld* world, const std::string& meshFolderPath);
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/// Constructor
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Capsule(float radius, float height, const openglframework::Vector3& position,
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reactphysics3d::CollisionWorld* world, const std::string& meshFolderPath);
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/// Constructor
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Capsule(float radius, float height, const openglframework::Vector3& position,
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float mass, reactphysics3d::DynamicsWorld* dynamicsWorld,
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const std::string& meshFolderPath);
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/// Constructor
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Capsule(float radius, float height, const openglframework::Vector3& position,
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float mass, reactphysics3d::DynamicsWorld* dynamicsWorld,
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const std::string& meshFolderPath);
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/// Destructor
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~Capsule();
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/// Destructor
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~Capsule();
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/// Render the sphere at the correct position and with the correct orientation
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void render(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix);
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/// Render the sphere at the correct position and with the correct orientation
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void render(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix);
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/// Set the position of the box
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void resetTransform(const rp3d::Transform& transform);
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/// Set the position of the box
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void resetTransform(const rp3d::Transform& transform);
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/// Update the transform matrix of the object
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virtual void updateTransform(float interpolationFactor);
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/// Update the transform matrix of the object
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virtual void updateTransform(float interpolationFactor);
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};
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<<<<<<< HEAD:examples/common/Capsule.h
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// Return a pointer to the rigid body of the box
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inline rp3d::RigidBody* Capsule::getRigidBody() {
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return static_cast<rp3d::RigidBody*>(mRigidBody);
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=======
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// Update the transform matrix of the object
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inline void Capsule::updateTransform(float interpolationFactor) {
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mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix);
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>>>>>>> 1bde11f245806de07a12b1cf6c33cdb83046b882:testbed/common/Capsule.h
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mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix);
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}
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#endif
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@ -99,15 +99,8 @@ class Cone : public openglframework::Mesh, public PhysicsObject {
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virtual void updateTransform(float interpolationFactor);
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};
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<<<<<<< HEAD:examples/common/Cone.h
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// Return a pointer to the rigid body of the box
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inline rp3d::RigidBody* Cone::getRigidBody() {
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return static_cast<rp3d::RigidBody*>(mRigidBody);
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=======
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// Update the transform matrix of the object
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inline void Cone::updateTransform(float interpolationFactor) {
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mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix);
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>>>>>>> 1bde11f245806de07a12b1cf6c33cdb83046b882:testbed/common/Cone.h
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}
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#endif
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@ -96,15 +96,9 @@ class Sphere : public openglframework::Mesh, public PhysicsObject {
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virtual void updateTransform(float interpolationFactor);
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};
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<<<<<<< HEAD:examples/common/Sphere.h
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// Return a pointer to the rigid body of the box
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inline rp3d::RigidBody* Sphere::getRigidBody() {
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return static_cast<rp3d::RigidBody*>(mRigidBody);
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=======
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// Update the transform matrix of the object
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inline void Sphere::updateTransform(float interpolationFactor) {
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mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix);
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>>>>>>> 1bde11f245806de07a12b1cf6c33cdb83046b882:testbed/common/Sphere.h
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}
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#endif
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