Update user manual
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@ -163,7 +163,7 @@
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\begin{figure}[!ht]
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\centering
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\includegraphics[scale=0.7]{CMakeWin.png}
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\includegraphics[scale=0.6]{CMakeWin.png}
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\label{fig:cmakewin}
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\end{figure}
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@ -192,7 +192,7 @@
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\begin{figure}[!ht]
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\centering
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\includegraphics[scale=0.5]{VSBuild.png}
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\includegraphics[scale=0.6]{VSBuild.png}
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\label{fig:vsbuild}
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\end{figure}
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@ -228,7 +228,7 @@
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\begin{figure}
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\centering
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\includegraphics[scale=0.5]{VSInstall.png}
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\includegraphics[scale=0.6]{VSInstall.png}
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\label{fig:vsinstall}
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\end{figure}
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@ -371,9 +371,10 @@ using namespace reactphysics3d;
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// Main function
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int main(int argc, char** argv) {
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// First you need to create the PhysicsCommon object. This is a factory module
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// that you can use to create physics world and other objects. It is also responsible
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// for logging and memory management
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// First you need to create the PhysicsCommon object.
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// This is a factory module that you can use to create physics
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// world and other objects. It is also responsible for
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// logging and memory management
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PhysicsCommon physicsCommon;
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// Create a physics world
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@ -397,7 +398,8 @@ int main(int argc, char** argv) {
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const Vector3& position = transform.getPosition();
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// Display the position of the body
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std::cout << "Body Position: (" << position.x << ", " << position.y << ", " << position.z << ")" << std::endl;
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std::cout << "Body Position: (" << position.x << ", " <<
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position.y << ", " << position.z << ")" << std::endl;
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}
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return 0;
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@ -922,7 +924,8 @@ float factor = accumulator / timeStep;
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\begin{lstlisting}
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// Compute the interpolated transform of the rigid body
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Transform interpolatedTransform = Transform::interpolateTransforms(prevTransform, currTransform, factor);
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Transform interpolatedTransform = Transform::interpolateTransforms(prevTransform,
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currTransform, factor);
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\end{lstlisting}
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\vspace{0.6cm}
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@ -964,7 +967,8 @@ decimal factor = accumulator / timeStep;
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Transform currTransform = body->getTransform();
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// Compute the interpolated transform of the rigid body
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Transform interpolatedTransform = Transform::interpolateTransforms(prevTransform, currTransform, factor);
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Transform interpolatedTransform = Transform::interpolateTransforms(prevTransform,
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currTransform, factor);
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// Now you can render your body using the interpolated transform here
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@ -1351,7 +1355,8 @@ float maxHeight = 500;
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float heightValues[nbRows * nbColumns] = ...;
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// Create the heightfield collision shape
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HeightFieldShape* heightFieldShape = physicsCommon.createHeightFieldShape(nbColumns, nbRows, minHeight,
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HeightFieldShape* heightFieldShape = physicsCommon.createHeightFieldShape(nbColumns,
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nbRows, minHeight,
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maxHeight, heightValues, HeightFieldShape::HEIGHT_FLOAT_TYPE);
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\end{lstlisting}
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@ -1984,7 +1989,7 @@ bool isHit = collider->raycast(ray, raycastInfo);
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\begin{figure}[!ht]
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\centering
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\includegraphics[scale=0.27]{testbed.png}
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\includegraphics[scale=0.5]{testbed.png}
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\label{fig:testbed}
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\end{figure}
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@ -2188,7 +2193,8 @@ DefaultLogger* logger = physicsCommon.createDefaultLogger();
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uint logLevel = static_cast<uint>(static_cast<uint>(Logger::Level::Warning) | static_cast<uint>(Logger::Level::Error);
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// Output the logs into an HTML file
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logger->addFileDestination("rp3d_log_" + name + ".html", logLevel, DefaultLogger::Format::HTML);
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logger->addFileDestination("rp3d_log_" + name + ".html", logLevel,
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DefaultLogger::Format::HTML);
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// Set the logger
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physicsCommon.setLogger(logger);
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@ -2207,7 +2213,7 @@ physicsCommon.setLogger(logger);
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\begin{figure}[!ht]
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\centering
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\includegraphics[scale=0.25]{DebugRendering.png}
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\includegraphics[scale=0.45]{DebugRendering.png}
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\label{fig:debugrendering}
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\end{figure}
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