LOCATION=$1 cp $LOCATION/AUTHORS . cp $LOCATION/BulletLicense.txt . cp $LOCATION/ChangeLog . cp $LOCATION/LICENSE . cp $LOCATION/README . cp $LOCATION/VERSION . cp $LOCATION/src/*.h src cp $LOCATION/src/LinearMath/*.h src/LinearMath/ cp $LOCATION/src/LinearMath/*.cpp src/LinearMath/ cp $LOCATION/src/BulletCollision/BroadphaseCollision/*.h src/BulletCollision/BroadphaseCollision cp $LOCATION/src/BulletCollision/BroadphaseCollision/*.cpp src/BulletCollision/BroadphaseCollision cp $LOCATION/src/BulletCollision/CollisionDispatch/*.h src/BulletCollision/CollisionDispatch cp $LOCATION/src/BulletCollision/CollisionDispatch/*.cpp src/BulletCollision/CollisionDispatch cp $LOCATION/src/BulletCollision/CollisionShapes/*.h src/BulletCollision/CollisionShapes cp $LOCATION/src/BulletCollision/CollisionShapes/*.cpp src/BulletCollision/CollisionShapes cp $LOCATION/src/BulletCollision/NarrowPhaseCollision/*.h src/BulletCollision/NarrowPhaseCollision cp $LOCATION/src/BulletCollision/NarrowPhaseCollision/*.cpp src/BulletCollision/NarrowPhaseCollision cp $LOCATION/src/BulletDynamics/ConstraintSolver/*.h src/BulletDynamics/ConstraintSolver cp $LOCATION/src/BulletDynamics/ConstraintSolver/*.cpp src/BulletDynamics/ConstraintSolver cp $LOCATION/src/BulletDynamics/Dynamics/*.h src/BulletDynamics/Dynamics cp $LOCATION/src/BulletDynamics/Dynamics/*.cpp src/BulletDynamics/Dynamics cp $LOCATION/src/BulletDynamics/Vehicle/*.h src/BulletDynamics/Vehicle cp $LOCATION/src/BulletDynamics/Vehicle/*.cpp src/BulletDynamics/Vehicle cp $LOCATION/Demos/OpenGL/*.h Demos/OpenGL cp $LOCATION/Demos/OpenGL/*.cpp Demos/OpenGL echo "REMEMBER to patch this new bullet version:" echo "1) btDiscreteDynamicsWorld.cpp: --- BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp (revision 4812) +++ BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp (working copy) @@ -262,7 +262,12 @@ for (int v=0;vgetNumWheels();v++) { //synchronize the wheels with the (interpolated) chassis worldtransform + // updateWheelTransform resets m_isInContact to false. Since + // this field is needed in STK, we save it here and restore + // its value after the call to updateWheelTransform. + bool contact = m_vehicles[i]->getWheelInfo(v).m_raycastInfo.m_isInContact; m_vehicles[i]->updateWheelTransform(v,true); + m_vehicles[i]->getWheelInfo(v).m_raycastInfo.m_isInContact = contact; } } } "