|
1438 | 1438 | You can find some demos in the \texttt{examples/} folder of
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1439 | 1439 | the ReactPhysics3D library. Follow the instructions described in section \ref{sec:building} to
|
1440 | 1440 | compile the examples. Note that OpenGL and the GLEW library are required to run those examples. Studying the examples is a
|
1441 |
| - good way to understand how to use the ReactPhysics3D library. |
| 1441 | + good way to understand how to use the ReactPhysics3D library. \\ |
| 1442 | + |
| 1443 | + 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 |
| 1444 | + specify them when you run the example in command line. You can find the command line arguments to use for each example bellow. |
1442 | 1445 |
|
1443 | 1446 | \subsection{Cubes}
|
1444 | 1447 |
|
| 1448 | + Command line arguments: shaders/ \\ |
| 1449 | + |
1445 | 1450 | In this example, you will see how to create a floor and some cubes using the Box Shape for collision detection. Because of gravity,
|
1446 | 1451 | 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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1447 | 1452 | the cubes are green when they are active and become red as they get inactive (sleeping).
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1448 | 1453 |
|
1449 | 1454 | \subsection{Collision Shapes}
|
1450 |
| - |
| 1455 | + |
| 1456 | + Command line arguments: shaders/ meshes/ \\ |
| 1457 | + |
1451 | 1458 | 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
|
1452 | 1459 | in the ReactPhysics3D library like Cylinders, Capsules, Spheres, Convex Meshes and Cones. Those bodies will fall down to the floor.
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1453 | 1460 |
|
1454 | 1461 | \subsection{Joints}
|
1455 | 1462 |
|
| 1463 | + Command line arguments: shaders/ \\ |
| 1464 | + |
1456 | 1465 | 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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1457 | 1466 | to set the motor or limits of the joints.
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1458 | 1467 |
|
1459 | 1468 | \subsection{Raycast}
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1460 | 1469 |
|
| 1470 | + Command line arguments: shaders/ meshes/ \\ |
| 1471 | + |
1461 | 1472 | 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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1462 | 1473 | It is possible to switch from a collision shape to another using the space key.
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1463 | 1474 |
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