Fix compilation errors on Mac OS X and remove the compilation of freeglut from the CMake files
This commit is contained in:
parent
f575a46fdd
commit
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@ -7,8 +7,8 @@ PROJECT(REACTPHYSICS3D)
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# Where to build the library
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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 find the module to find special packages/libraries
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# Where to build the executables
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/")
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SET(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR}/bin)
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# Options
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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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OPTION(COMPILE_EXAMPLES "Select this if you want to build the examples" OFF)
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32
cmake/FindFreeglut.cmake
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32
cmake/FindFreeglut.cmake
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@ -0,0 +1,32 @@
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# This module is used to try to find the Freeglut library and include files
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IF(WIN32)
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FIND_PATH(FREEGLUT_INCLUDE_DIR NAMES GL/freeglut.h)
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FIND_LIBRARY(FREEGLUT_LIBRARY NAMES freeglut freeglut_static)
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PATHS ${OPENGL_LIBRARY_DIR})
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ELSE(WIN32)
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IF(APPLE)
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# Do nothing, we do not want to use freeglut on Mac OS X
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ELSE(APPLE)
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FIND_PATH(FREEGLUT_INCLUDE_DIR GL/freeglut.h /usr/include/GL
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/usr/openwin/share/include
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/usr/openwin/include
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/opt/graphics/OpenGL/include
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/opt/graphics/OpenGL/contrib/libglut)
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FIND_LIBRARY(FREEGLUT_LIBRARY NAMES freeglut freeglut_static PATHS /usr/openwin/lib)
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FIND_LIBRARY(Xi_LIBRARY Xi /usr/openwin/lib)
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FIND_LIBRARY(Xmu_LIBRARY Xmu /usr/openwin/lib)
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ENDIF(APPLE)
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ENDIF(WIN32)
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INCLUDE(${CMAKE_CURRENT_LIST_DIR}/FindPackageHandleStandardArgs.cmake)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(FREEGLUT REQUIRED_VARS FREEGLUT_LIBRARY FREEGLUT_INCLUDE_DIR)
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IF(FREEGLUT_FOUND)
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SET(FREEGLUT_LIBRARIES ${FREEGLUT_LIBRARY} ${Xi_LIBRARY} ${Xmu_LIBRARY})
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SET(FREEGLUT_LIBRARY ${FREEGLUT_LIBRARIES})
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ENDIF(FREEGLUT_FOUND)
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MARK_AS_ADVANCED(FREEGLUT_INCLUDE_DIR FREEGLUT_LIBRARY Xi_LIBRARY Xmu_LIBRARY)
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@ -400,8 +400,8 @@ void Scene::render() {
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mPhongShader.setMatrix4x4Uniform("projectionMatrix", camera.getProjectionMatrix());
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mPhongShader.setMatrix4x4Uniform("projectionMatrix", camera.getProjectionMatrix());
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mPhongShader.setVector3Uniform("light0PosCameraSpace", worldToCameraMatrix * mLight0.getOrigin());
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mPhongShader.setVector3Uniform("light0PosCameraSpace", worldToCameraMatrix * mLight0.getOrigin());
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mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f));
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mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f));
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Color& diffColLight0 = mLight0.getDiffuseColor();
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const Color& diffColLight0 = mLight0.getDiffuseColor();
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Color& specColLight0 = mLight0.getSpecularColor();
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const Color& specColLight0 = mLight0.getSpecularColor();
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mPhongShader.setVector3Uniform("light0DiffuseColor", Vector3(diffColLight0.r, diffColLight0.g, diffColLight0.b));
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mPhongShader.setVector3Uniform("light0DiffuseColor", Vector3(diffColLight0.r, diffColLight0.g, diffColLight0.b));
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mPhongShader.setVector3Uniform("light0SpecularColor", Vector3(specColLight0.r, specColLight0.g, specColLight0.b));
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mPhongShader.setVector3Uniform("light0SpecularColor", Vector3(specColLight0.r, specColLight0.g, specColLight0.b));
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mPhongShader.setFloatUniform("shininess", 200.0f);
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mPhongShader.setFloatUniform("shininess", 200.0f);
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@ -157,11 +157,6 @@ void Box::render(openglframework::Shader& shader,
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shader.unbind();
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shader.unbind();
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}
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}
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// Set the color of the box
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void Box::setColor(openglframework::Color& color) {
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mColor = color;
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}
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// Update the transform matrix of the box
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// Update the transform matrix of the box
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void Box::updateTransform() {
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void Box::updateTransform() {
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@ -74,7 +74,7 @@ class Box : public openglframework::Object3D {
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/// True if the VBOs have already been created
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/// True if the VBOs have already been created
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static bool areVBOsCreated;
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static bool areVBOsCreated;
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// TODO : REMOVE THIS
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/// Main color of the box
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openglframework::Color mColor;
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openglframework::Color mColor;
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// -------------------- Methods -------------------- //
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// -------------------- Methods -------------------- //
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@ -103,7 +103,7 @@ class Box : public openglframework::Object3D {
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void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix);
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void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix);
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/// Set the color of the box
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/// Set the color of the box
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void setColor(openglframework::Color& color);
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void setColor(const openglframework::Color& color);
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};
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};
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// Return a pointer to the rigid body of the box
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// Return a pointer to the rigid body of the box
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@ -111,4 +111,9 @@ inline rp3d::RigidBody* Box::getRigidBody() {
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return mRigidBody;
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return mRigidBody;
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}
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}
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// Set the color of the box
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inline void Box::setColor(const openglframework::Color& color) {
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mColor = color;
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}
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#endif
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#endif
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@ -8,7 +8,7 @@ PROJECT(OPENGLFRAMEWORK)
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OPTION(USE_JPEG_TEXTURES "Select this if you want to use jpeg textures (libjpeg required)" OFF)
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OPTION(USE_JPEG_TEXTURES "Select this if you want to use jpeg textures (libjpeg required)" OFF)
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# Where to find the module to find special packages/libraries
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# Where to find the module to find special packages/libraries
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/")
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set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/")
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# Find OpenGL
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# Find OpenGL
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FIND_PACKAGE(OpenGL REQUIRED)
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FIND_PACKAGE(OpenGL REQUIRED)
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@ -26,6 +26,30 @@ else()
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MESSAGE("GLEW not found")
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MESSAGE("GLEW not found")
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endif()
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endif()
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# Find the GLUT/FREEGLUT library
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IF(APPLE)
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# Find the GLUT library
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FIND_PACKAGE(GLUT REQUIRED)
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IF(GLUT_FOUND)
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MESSAGE("GLUT found")
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ELSE(GLUT_FOUND)
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MESSAGE(SEND_ERROR "GLUT not found")
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ENDIF(GLUT_FOUND)
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ELSE(APPLE)
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# Find the FREEGLUT library
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FIND_PACKAGE(FREEGLUT REQUIRED)
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IF(FREEGLUT_FOUND)
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MESSAGE("FREEGLUT found")
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ADD_DEFINITIONS(-DUSE_FREEGLUT)
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ELSE(FREEGLUT_FOUND)
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MESSAGE(SEND_ERROR "FREEGLUT not found")
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ENDIF(FREEGLUT_FOUND)
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ENDIF(APPLE)
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# If the user wants to use JPEG textures
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# If the user wants to use JPEG textures
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if(USE_JPEG_TEXTURES)
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if(USE_JPEG_TEXTURES)
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@ -38,11 +62,8 @@ if(USE_JPEG_TEXTURES)
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endif()
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endif()
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endif()
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endif()
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# Freeglut
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add_subdirectory(freeglut)
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# Headers
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# Headers
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INCLUDE_DIRECTORIES(src freeglut ${JPEG_INCLUDE_DIR})
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INCLUDE_DIRECTORIES(src ${OPENGL_INCLUDE_DIR} ${GLEW_INCLUDE_PATH} ${FREEGLUT_INCLUDE_DIR} ${GLUT_INCLUDE_DIR} ${JPEG_INCLUDE_DIR})
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if(USE_JPEG_TEXTURES)
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if(USE_JPEG_TEXTURES)
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add_definitions(-DUSE_JPEG_TEXTURE)
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add_definitions(-DUSE_JPEG_TEXTURE)
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@ -62,4 +83,4 @@ ADD_LIBRARY (
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${OPENGLFRAMEWORK_SOURCES_FILES}
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${OPENGLFRAMEWORK_SOURCES_FILES}
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)
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)
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TARGET_LINK_LIBRARIES(openglframework ${GLEW_LIBRARIES} ${OPENGL_LIBRARY} freeglut_static)
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TARGET_LINK_LIBRARIES(openglframework ${GLEW_LIBRARIES} ${OPENGL_LIBRARY} ${FREEGLUT_LIBRARY} ${GLUT_LIBRARY})
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32
examples/common/opengl-framework/cmake/FindFREEGLUT.cmake
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32
examples/common/opengl-framework/cmake/FindFREEGLUT.cmake
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# This module is used to try to find the Freeglut library and include files
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IF(WIN32)
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FIND_PATH(FREEGLUT_INCLUDE_DIR NAMES GL/freeglut.h)
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FIND_LIBRARY(FREEGLUT_LIBRARY NAMES freeglut freeglut_static
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PATHS ${OPENGL_LIBRARY_DIR})
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ELSE(WIN32)
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IF(APPLE)
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# Do nothing, we do not want to use freeglut on Mac OS X
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ELSE(APPLE)
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FIND_PATH(FREEGLUT_INCLUDE_DIR GL/freeglut.h /usr/include/GL
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/usr/openwin/share/include
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/usr/openwin/include
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/opt/graphics/OpenGL/include
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/opt/graphics/OpenGL/contrib/libglut)
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FIND_LIBRARY(FREEGLUT_LIBRARY NAMES glut freeglut freeglut_static PATHS /usr/openwin/lib)
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FIND_LIBRARY(Xi_LIBRARY Xi /usr/openwin/lib)
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FIND_LIBRARY(Xmu_LIBRARY Xmu /usr/openwin/lib)
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ENDIF(APPLE)
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ENDIF(WIN32)
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INCLUDE(FindPackageHandleStandardArgs)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(FREEGLUT REQUIRED_VARS FREEGLUT_LIBRARY FREEGLUT_INCLUDE_DIR)
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IF(FREEGLUT_FOUND)
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SET(FREEGLUT_LIBRARIES ${FREEGLUT_LIBRARY} ${Xi_LIBRARY} ${Xmu_LIBRARY})
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SET(FREEGLUT_LIBRARY ${FREEGLUT_LIBRARIES})
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ENDIF(FREEGLUT_FOUND)
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MARK_AS_ADVANCED(FREEGLUT_INCLUDE_DIR FREEGLUT_LIBRARY Xi_LIBRARY Xmu_LIBRARY)
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65
examples/common/opengl-framework/cmake/FindGLEW.cmake
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65
examples/common/opengl-framework/cmake/FindGLEW.cmake
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@ -0,0 +1,65 @@
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#
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# Try to find GLEW library and include path.
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# Once done this will define
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#
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# GLEW_FOUND
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# GLEW_INCLUDE_PATH
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# GLEW_LIBRARY
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#
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IF (WIN32)
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FIND_PATH( GLEW_INCLUDE_PATH GL/glew.h
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$ENV{PROGRAMFILES}/GLEW/include
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${GLEW_ROOT_DIR}/include
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DOC "The directory where GL/glew.h resides")
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IF (NV_SYSTEM_PROCESSOR STREQUAL "AMD64")
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FIND_LIBRARY( GLEW_LIBRARY
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NAMES glew64 glew64s
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PATHS
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$ENV{PROGRAMFILES}/GLEW/lib
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${PROJECT_SOURCE_DIR}/src/nvgl/glew/bin
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${PROJECT_SOURCE_DIR}/src/nvgl/glew/lib
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DOC "The GLEW library (64-bit)"
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)
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ELSE(NV_SYSTEM_PROCESSOR STREQUAL "AMD64")
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FIND_LIBRARY( GLEW_LIBRARY
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NAMES glew GLEW glew32 glew32s
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PATHS
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$ENV{PROGRAMFILES}/GLEW/lib
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${PROJECT_SOURCE_DIR}/src/nvgl/glew/bin
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${PROJECT_SOURCE_DIR}/src/nvgl/glew/lib
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DOC "The GLEW library"
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)
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ENDIF(NV_SYSTEM_PROCESSOR STREQUAL "AMD64")
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ELSE (WIN32)
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FIND_PATH( GLEW_INCLUDE_PATH GL/glew.h
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/usr/include
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/usr/local/include
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/sw/include
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/opt/local/include
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${GLEW_ROOT_DIR}/include
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DOC "The directory where GL/glew.h resides")
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FIND_LIBRARY( GLEW_LIBRARY
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NAMES GLEW glew
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PATHS
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/usr/lib64
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/usr/lib
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/usr/local/lib64
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/usr/local/lib
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/sw/lib
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/opt/local/lib
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${GLEW_ROOT_DIR}/lib
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DOC "The GLEW library")
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ENDIF (WIN32)
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SET(GLEW_FOUND "NO")
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IF (GLEW_INCLUDE_PATH AND GLEW_LIBRARY)
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SET(GLEW_LIBRARIES ${GLEW_LIBRARY})
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SET(GLEW_FOUND "YES")
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ENDIF (GLEW_INCLUDE_PATH AND GLEW_LIBRARY)
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include(FindPackageHandleStandardArgs)
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find_package_handle_standard_args(GLEW DEFAULT_MSG GLEW_LIBRARY GLEW_INCLUDE_PATH)
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@ -71,7 +71,6 @@ Scene::Scene(GlutViewer* viewer) : mViewer(viewer), mLight0(0),
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Box* cube = new Box(BOX_SIZE, position , BOX_MASS, mDynamicsWorld);
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Box* cube = new Box(BOX_SIZE, position , BOX_MASS, mDynamicsWorld);
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cube->getRigidBody()->setIsMotionEnabled(true);
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cube->getRigidBody()->setIsMotionEnabled(true);
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mMapBodyToBox.insert(std::make_pair<rp3d::RigidBody*, Box*>(cube->getRigidBody(), cube));
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// Change the material properties of the rigid body
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// Change the material properties of the rigid body
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rp3d::Material& material = cube->getRigidBody()->getMaterial();
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rp3d::Material& material = cube->getRigidBody()->getMaterial();
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@ -88,8 +87,6 @@ Scene::Scene(GlutViewer* viewer) : mViewer(viewer), mLight0(0),
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// The floor must be a non-moving rigid body
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// The floor must be a non-moving rigid body
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mFloor->getRigidBody()->setIsMotionEnabled(false);
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mFloor->getRigidBody()->setIsMotionEnabled(false);
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mMapBodyToBox.insert(std::make_pair<rp3d::RigidBody*, Box*>(mFloor->getRigidBody(), mFloor));
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// Change the material properties of the floor rigid body
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// Change the material properties of the floor rigid body
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rp3d::Material& material = mFloor->getRigidBody()->getMaterial();
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rp3d::Material& material = mFloor->getRigidBody()->getMaterial();
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material.setBounciness(rp3d::decimal(0.3));
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material.setBounciness(rp3d::decimal(0.3));
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@ -175,8 +172,8 @@ void Scene::render() {
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mPhongShader.setMatrix4x4Uniform("projectionMatrix", camera.getProjectionMatrix());
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mPhongShader.setMatrix4x4Uniform("projectionMatrix", camera.getProjectionMatrix());
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mPhongShader.setVector3Uniform("light0PosCameraSpace",worldToCameraMatrix * mLight0.getOrigin());
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mPhongShader.setVector3Uniform("light0PosCameraSpace",worldToCameraMatrix * mLight0.getOrigin());
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mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f));
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mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f));
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Color& diffCol = mLight0.getDiffuseColor();
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const Color& diffCol = mLight0.getDiffuseColor();
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Color& specCol = mLight0.getSpecularColor();
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const Color& specCol = mLight0.getSpecularColor();
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mPhongShader.setVector3Uniform("light0DiffuseColor", Vector3(diffCol.r, diffCol.g, diffCol.b));
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mPhongShader.setVector3Uniform("light0DiffuseColor", Vector3(diffCol.r, diffCol.g, diffCol.b));
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mPhongShader.setVector3Uniform("light0SpecularColor", Vector3(specCol.r, specCol.g, specCol.b));
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mPhongShader.setVector3Uniform("light0SpecularColor", Vector3(specCol.r, specCol.g, specCol.b));
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mPhongShader.setFloatUniform("shininess", 60.0f);
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mPhongShader.setFloatUniform("shininess", 60.0f);
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@ -66,9 +66,6 @@ class Scene {
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/// True if the physics simulation is running
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/// True if the physics simulation is running
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bool mIsRunning;
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bool mIsRunning;
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// TODO : REMOVE THIS
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std::map<rp3d::RigidBody*, Box*> mMapBodyToBox;
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public:
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public:
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// -------------------- Methods -------------------- //
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// -------------------- Methods -------------------- //
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@ -166,8 +166,8 @@ void Scene::render() {
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mPhongShader.setVector3Uniform("light0PosCameraSpace",worldToCameraMatrix * mLight0.getOrigin());
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mPhongShader.setVector3Uniform("light0PosCameraSpace",worldToCameraMatrix * mLight0.getOrigin());
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mPhongShader.setMatrix4x4Uniform("projectionMatrix", camera.getProjectionMatrix());
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mPhongShader.setMatrix4x4Uniform("projectionMatrix", camera.getProjectionMatrix());
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mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f));
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mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f));
|
||||||
Color& diffCol = mLight0.getDiffuseColor();
|
const Color& diffCol = mLight0.getDiffuseColor();
|
||||||
Color& specCol = mLight0.getSpecularColor();
|
const Color& specCol = mLight0.getSpecularColor();
|
||||||
mPhongShader.setVector3Uniform("light0DiffuseColor", Vector3(diffCol.r, diffCol.g, diffCol.b));
|
mPhongShader.setVector3Uniform("light0DiffuseColor", Vector3(diffCol.r, diffCol.g, diffCol.b));
|
||||||
mPhongShader.setVector3Uniform("light0SpecularColor", Vector3(specCol.r, specCol.g, specCol.b));
|
mPhongShader.setVector3Uniform("light0SpecularColor", Vector3(specCol.r, specCol.g, specCol.b));
|
||||||
mPhongShader.setFloatUniform("shininess", 60.0f);
|
mPhongShader.setFloatUniform("shininess", 60.0f);
|
||||||
|
|
|
@ -28,6 +28,7 @@
|
||||||
|
|
||||||
// Libraries
|
// Libraries
|
||||||
#include <cassert>
|
#include <cassert>
|
||||||
|
#include <typeinfo>
|
||||||
#include "../../mathematics/Vector3.h"
|
#include "../../mathematics/Vector3.h"
|
||||||
#include "../../mathematics/Matrix3x3.h"
|
#include "../../mathematics/Matrix3x3.h"
|
||||||
#include "AABB.h"
|
#include "AABB.h"
|
||||||
|
|
|
@ -27,6 +27,7 @@
|
||||||
#define REACTPHYSICS3D_MEMORY_ALLOCATOR_H
|
#define REACTPHYSICS3D_MEMORY_ALLOCATOR_H
|
||||||
|
|
||||||
// Libraries
|
// Libraries
|
||||||
|
#include <cstring>
|
||||||
#include "../configuration.h"
|
#include "../configuration.h"
|
||||||
|
|
||||||
/// ReactPhysics3D namespace
|
/// ReactPhysics3D namespace
|
||||||
|
|
Loading…
Reference in New Issue
Block a user