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- /// GENERAL SETTINGS
- btBroadphaseInterface *m_broadPhase = new btDbvtBroadphase();
- btDefaultCollisionConfiguration *m_collisionConfig = new btDefaultCollisionConfiguration();
- btCollisionDispatcher *m_dispatcher = new btCollisionDispatcher(m_collisionConfig);
- btSequentialImpulseConstraintSolver *m_solver = new btSequentialImpulseConstraintSolver();
- m_dynamicWorld = new btDiscreteDynamicsWorld(m_dispatcher, m_broadPhase, m_solver, m_collisionConfig);
- m_dynamicWorld->setGravity(btVector3(0.f, -9.8f, 0.f));
- /////////////////////////
- /// ADD BODY
- btStaticPlaneShape *l_groundShape = new btStaticPlaneShape(btVector3(0.f, 1.f, 0.f), 0.f);
- btDefaultMotionState *l_groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0.f, 0.f, 0.f, 1.f), btVector3(0.f, 0.f, 0.f)));
- btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0.f, l_groundMotionState, l_groundShape);
- btRigidBody *m_floorBody = new btRigidBody(groundRigidBodyCI);
- m_dynamicWorld->addRigidBody(m_floorBody);
- /////////////////////////
- /// REMOVE BODY
- m_dynamicWorld->removeRigidBody(m_floorBody);
- delete m_floorBody->getMotionState();
- delete m_floorBody;
- /////////////////////////
- m_dynamicWorld->stepSimulation(1.f/60.f, 10.f, 1.f/60.f);
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