void ConcaveRaycastDemo::clientMoveAndDisplay()
{
	 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

	float dt = getDeltaTimeMicroseconds() * 0.000001f;

	if (m_animatedMesh)
	{
		static float offset=0.f;
		offset+=0.01f;

		setVertexPositions(waveheight,offset);

		btVector3 worldMin(-1000,-1000,-1000);
		btVector3 worldMax(1000,1000,1000);

		trimeshShape->refitTree(worldMin,worldMax);
		
		//clear all contact points involving mesh proxy. Note: this is a slow/unoptimized operation.
		m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(staticBody->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher());
	}

	m_dynamicsWorld->stepSimulation(1./60.,0);
	
	//optional but useful: debug drawing
	m_dynamicsWorld->debugDrawWorld();
	
	raycastBar.move (dt);
	raycastBar.cast (m_dynamicsWorld);
	renderme();
	raycastBar.draw ();
    glFlush();
    glutSwapBuffers();

}
Beispiel #2
0
void ConcaveRaycastDemo::displayCallback(void) {

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

	renderme();
	raycastBar.draw ();
    glFlush();
    glutSwapBuffers();
}
void ConcaveRaycastDemo::displayCallback(void) {

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

	//optional but useful: debug drawing
	if (m_dynamicsWorld)
		m_dynamicsWorld->debugDrawWorld();
	
	renderme();
	raycastBar.draw ();
    glFlush();
    glutSwapBuffers();
}