Update user manual
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\texttt{make}
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\texttt{make}
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TODO : Add "make install" information here
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Finally, you can use the following command to install the static library and headers on your system: \\
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\texttt{make install}
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\subsection{CMake using the graphical interface (Linux, Mac OS X and Windows)}
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\subsection{CMake using the graphical interface (Linux, Mac OS X and Windows)}
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and therefore, it will run much faster. This mode must be used when you compile the final
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and therefore, it will run much faster. This mode must be used when you compile the final
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release of your application.
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release of your application.
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\item[COMPILE\_TESTBED] If this variable is \texttt{ON}, the tesbed application of the library will be compiled.
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\item[RP3D\_COMPILE\_TESTBED] If this variable is \texttt{ON}, the tesbed application of the library will be compiled.
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The testbed application uses OpenGL for rendering.
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The testbed application uses OpenGL for rendering.
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Take a look at the section \ref{sec:testbed} for more information about the testbed application.
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Take a look at the section \ref{sec:testbed} for more information about the testbed application.
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\item[COMPILE\_TESTS] If this variable is \texttt{ON}, the unit tests of the library will be compiled. You will then
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\item[RP3D\_COMPILE\_TESTS] If this variable is \texttt{ON}, the unit tests of the library will be compiled. You will then
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be able to launch the tests to make sure that they are running fine on your system.
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be able to launch the tests to make sure that they are running fine on your system.
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\item[PROFILING\_ENABLED] If this variable is \texttt{ON}, the integrated profiler will collect data during the execution of the application.
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\item[RP3D\_PROFILING\_ENABLED] If this variable is \texttt{ON}, the integrated profiler will collect data during the execution of the application.
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This might be useful to see which part of the ReactPhysics3D
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This might be useful to see which part of the ReactPhysics3D
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library takes time during its execution. This variable must be set to \texttt{OFF} when you compile
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library takes time during its execution. This variable must be set to \texttt{OFF} when you compile
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the final release of your application. You can find more information about the profiler in section \ref{sec:profiler}.
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the final release of your application. You can find more information about the profiler in section \ref{sec:profiler}.
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\item[LOGS\_ENABLED] Set this variable to \texttt{ON} if you want to enable the internal logger of ReactPhysics3D. Logs can be useful for debugging the application.
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\item[RP3D\_LOGS\_ENABLED] Set this variable to \texttt{ON} if you want to enable the internal logger of ReactPhysics3D. Logs can be useful for debugging the application.
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You can find more information about the logger in section \ref{sec:logger}.
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You can find more information about the logger in section \ref{sec:logger}.
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\item[DOUBLE\_PRECISION\_ENABLED] If this variable is \texttt{ON}, the library will be compiled with double floating point precision.
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\item[RP3D\_DOUBLE\_PRECISION\_ENABLED] If this variable is \texttt{ON}, the library will be compiled with double floating point precision.
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Otherwise, the library will be compiled with single precision.
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Otherwise, the library will be compiled with single precision.
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\end{description}
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\end{description}
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\section{Using ReactPhysics3D in your application}
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\section{Using ReactPhysics3D in your application}
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TODO : Update this section with "make install" way
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In order to use ReactPhysics3D in your own application, first build
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In order to use ReactPhysics3D in your own application, first build
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the static library as described above to get the
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and install the static library and headers as described above.
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static library file in the \texttt{lib/} folder. Then, in your code, you have to include
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Then, in your code, you have to include
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the ReactPhysics3D header file with the line: \\
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the ReactPhysics3D header file with the line: \\
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\begin{lstlisting}
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\begin{lstlisting}
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\section{Profiler}
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\section{Profiler}
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\label{sec:profiler}
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\label{sec:profiler}
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If you build the library with the \texttt{PROFILING\_ENABLED} variable enabled (see section \ref{sec:cmakevariables}), a real-time profiler will collect information while the application
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If you build the library with the \texttt{RP3D\_PROFILING\_ENABLED} variable enabled (see section \ref{sec:cmakevariables}), a real-time profiler will collect information while the application
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is running. Then, at the end of your application, when the destructor of the \texttt{DynamicsWorld} class is called, information about the running time of the library will be displayed in the
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is running. Then, at the end of your application, when the destructor of the \texttt{DynamicsWorld} class is called, information about the running time of the library will be displayed in the
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standard output. This can be useful to know where time is spent in the different parts of the ReactPhysics3D library in case your application is too slow. \\
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standard output. This can be useful to know where time is spent in the different parts of the ReactPhysics3D library in case your application is too slow. \\
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@ -1870,7 +1870,7 @@ rp3d::CollisionWorld world(rp3d::WorldSettings(), nullptr, profiler);
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\label{sec:logger}
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\label{sec:logger}
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ReactPhysics3D has an internal logger that can be used to output logs while running the application. This can be useful for debugging for instance.
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ReactPhysics3D has an internal logger that can be used to output logs while running the application. This can be useful for debugging for instance.
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To enable the logger, you need to build the library with the \texttt{LOGS\_ENABLED} variable enabled (see section \ref{sec:cmakevariables}). \\
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To enable the logger, you need to build the library with the \texttt{RP3D\_LOGS\_ENABLED} variable enabled (see section \ref{sec:cmakevariables}). \\
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Each collision or dynamics world has its own logger. By default, logs wil be written in an HTML file next to the executable.
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Each collision or dynamics world has its own logger. By default, logs wil be written in an HTML file next to the executable.
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If you have multiple worlds in your application, there will be one log file for each world. The logs files will be named after the
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If you have multiple worlds in your application, there will be one log file for each world. The logs files will be named after the
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