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documentation/UserManual/ReactPhysics3D-UserManual.tex

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You can find some demos in the \texttt{examples/} folder of
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the ReactPhysics3D library. Follow the instructions described in section \ref{sec:building} to
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compile the examples. Note that OpenGL and the GLEW library are required to run those examples. Studying the examples is a
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good way to understand how to use the ReactPhysics3D library.
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good way to understand how to use the ReactPhysics3D library. \\
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All the examples require some command line arguments to be able to run them. Do not forget to set them in your IDE (Visual Studio, XCode, \dots) or to
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specify them when you run the example in command line. You can find the command line arguments to use for each example bellow.
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\subsection{Cubes}
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Command line arguments: shaders/ \\
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In this example, you will see how to create a floor and some cubes using the Box Shape for collision detection. Because of gravity,
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the cubes will fall down on the floor. After falling down, the cubes will come to rest and start sleeping (become inactive). In this demo,
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the cubes are green when they are active and become red as they get inactive (sleeping).
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\subsection{Collision Shapes}
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Command line arguments: shaders/ meshes/ \\
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In this example, you will see how to create a floor (using the Box Shape) and some other bodies using the different collision shapes available
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in the ReactPhysics3D library like Cylinders, Capsules, Spheres, Convex Meshes and Cones. Those bodies will fall down to the floor.
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\subsection{Joints}
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Command line arguments: shaders/ \\
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In this example, you will learn how to create different joints (Ball and Socket, Hinge, Slider, Fixed) into the dynamics world. You can also see how
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to set the motor or limits of the joints.
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\subsection{Raycast}
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Command line arguments: shaders/ meshes/ \\
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In this example, you will see how to use the ray casting methods of the library. Several rays are thrown against the different collision shapes.
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It is possible to switch from a collision shape to another using the space key.
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