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https://github.com/bulletphysics/bullet3
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Merge pull request #1732 from erwincoumans/master
people are actually using this internal API, add a new one and keep o…
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4615774150
@ -273,7 +273,7 @@ B3_SHARED_API b3PhysicsClientHandle b3CreateInProcessPhysicsServerFromExistingEx
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extern int gSharedMemoryKey;
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B3_SHARED_API b3PhysicsClientHandle b3CreateInProcessPhysicsServerFromExistingExampleBrowserAndConnect2(void* guiHelperPtr, int sharedMemoryKey)
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B3_SHARED_API b3PhysicsClientHandle b3CreateInProcessPhysicsServerFromExistingExampleBrowserAndConnect3(void* guiHelperPtr, int sharedMemoryKey)
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{
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static DummyGUIHelper noGfx;
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@ -289,6 +289,13 @@ B3_SHARED_API b3PhysicsClientHandle b3CreateInProcessPhysicsServerFromExistin
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cl->setSharedMemoryKey(sharedMemoryKey+1);
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cl->connect();
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//backward compatiblity
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gSharedMemoryKey = SHARED_MEMORY_KEY;
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return (b3PhysicsClientHandle ) cl;
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}
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//backward compatiblity
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B3_SHARED_API b3PhysicsClientHandle b3CreateInProcessPhysicsServerFromExistingExampleBrowserAndConnect2(void* guiHelperPtr)
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{
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return b3CreateInProcessPhysicsServerFromExistingExampleBrowserAndConnect3(guiHelperPtr, SHARED_MEMORY_KEY);
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}
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@ -18,7 +18,9 @@ B3_SHARED_API b3PhysicsClientHandle b3CreateInProcessPhysicsServerAndConnectMain
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B3_SHARED_API b3PhysicsClientHandle b3CreateInProcessPhysicsServerFromExistingExampleBrowserAndConnect(void* guiHelperPtr);
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//create a shared memory physics server, with a DummyGUIHelper (no graphics)
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B3_SHARED_API b3PhysicsClientHandle b3CreateInProcessPhysicsServerFromExistingExampleBrowserAndConnect2(void* guiHelperPtr, int sharedMemoryKey);
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B3_SHARED_API b3PhysicsClientHandle b3CreateInProcessPhysicsServerFromExistingExampleBrowserAndConnect2(void* guiHelperPtr);
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//create a shared memory physics server, with a DummyGUIHelper (no graphics) and allow to set shared memory key
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B3_SHARED_API b3PhysicsClientHandle b3CreateInProcessPhysicsServerFromExistingExampleBrowserAndConnect3(void* guiHelperPtr, int sharedMemoryKey);
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///ignore the following APIs, they are for internal use for example browser
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void b3InProcessRenderSceneInternal(b3PhysicsClientHandle clientHandle);
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