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Jan 17th, 2019
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  1. /// GENERAL SETTINGS
  2. btBroadphaseInterface *m_broadPhase = new btDbvtBroadphase();
  3. btDefaultCollisionConfiguration *m_collisionConfig = new btDefaultCollisionConfiguration();
  4. btCollisionDispatcher *m_dispatcher = new btCollisionDispatcher(m_collisionConfig);
  5. btSequentialImpulseConstraintSolver *m_solver = new btSequentialImpulseConstraintSolver();
  6. m_dynamicWorld = new btDiscreteDynamicsWorld(m_dispatcher, m_broadPhase, m_solver, m_collisionConfig);
  7. m_dynamicWorld->setGravity(btVector3(0.f, -9.8f, 0.f));
  8. /////////////////////////
  9. /// ADD BODY
  10. btStaticPlaneShape *l_groundShape = new btStaticPlaneShape(btVector3(0.f, 1.f, 0.f), 0.f);
  11. btDefaultMotionState *l_groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0.f, 0.f, 0.f, 1.f), btVector3(0.f, 0.f, 0.f)));
  12. btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0.f, l_groundMotionState, l_groundShape);
  13. btRigidBody *m_floorBody = new btRigidBody(groundRigidBodyCI);
  14. m_dynamicWorld->addRigidBody(m_floorBody);
  15. /////////////////////////
  16. /// REMOVE BODY
  17. m_dynamicWorld->removeRigidBody(m_floorBody);
  18. delete m_floorBody->getMotionState();
  19. delete m_floorBody;
  20. /////////////////////////
  21. m_dynamicWorld->stepSimulation(1.f/60.f, 10.f, 1.f/60.f);
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