# Glui.lib

This topic is 3317 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

I am trying to use a 2d physics library(Box2d) however when I try to compile some of the sample code I get this error message. 1>LINK : fatal error LNK1104: cannot open file 'glui.lib' I suppose it's asking me for a library, I think I've heard the term before, does anyone know what is it and/or where can I get it?
#include "Box2D.h"

#include <cstdio>

// This is a simple example of building and running a simulation
// using Box2D. Here we create a large ground box and a small dynamic
// box.
int main(int argc, char** argv)
{
B2_NOT_USED(argc);
B2_NOT_USED(argv);

// Define the size of the world. Simulation will still work
// if bodies reach the end of the world, but it will be slower.
b2AABB worldAABB;
worldAABB.lowerBound.Set(-100.0f, -100.0f);
worldAABB.upperBound.Set(100.0f, 100.0f);

// Define the gravity vector.
b2Vec2 gravity(0.0f, -10.0f);

// Do we want to let bodies sleep?
bool doSleep = true;

// Construct a world object, which will hold and simulate the rigid bodies.
b2World world(worldAABB, gravity, doSleep);

// Define the ground body.
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0.0f, -10.0f);

// Call the body factory which allocates memory for the ground body
// from a pool and creates the ground box shape (also from a pool).
// The body is also added to the world.
b2Body* groundBody = world.CreateBody(&groundBodyDef);

// Define the ground box shape.
b2PolygonDef groundShapeDef;

// The extents are the half-widths of the box.
groundShapeDef.SetAsBox(50.0f, 10.0f);

// Add the ground shape to the ground body.
groundBody->CreateShape(&groundShapeDef);

// Define the dynamic body. We set its position and call the body factory.
b2BodyDef bodyDef;
bodyDef.position.Set(0.0f, 4.0f);
b2Body* body = world.CreateBody(&bodyDef);

// Define another box shape for our dynamic body.
b2PolygonDef shapeDef;
shapeDef.SetAsBox(1.0f, 1.0f);

// Set the box density to be non-zero, so it will be dynamic.
shapeDef.density = 1.0f;

// Override the default friction.
shapeDef.friction = 0.3f;

// Add the shape to the body.
body->CreateShape(&shapeDef);

// Now tell the dynamic body to compute it's mass properties base
// on its shape.
body->SetMassFromShapes();

// Prepare for simulation. Typically we use a time step of 1/60 of a
// second (60Hz) and 10 iterations. This provides a high quality simulation
// in most game scenarios.
float32 timeStep = 1.0f / 60.0f;
int32 velocityIterations = 8;
int32 positionIterations = 1;

// This is our little game loop.
for (int32 i = 0; i < 60; ++i)
{
// Instruct the world to perform a single step of simulation. It is
// generally best to keep the time step and iterations fixed.
world.Step(timeStep, velocityIterations);

// Now print the position and angle of the body.
b2Vec2 position = body->GetPosition();
float32 angle = body->GetAngle();

printf("%4.2f %4.2f %4.2f\n", position.x, position.y, angle);
}

// When the world destructor is called, all bodies and joints are freed. This can

return 0;
}


[Edited by - Antonym on January 19, 2009 9:36:42 AM]

##### Share on other sites
are you sure you linked against this?

##### Share on other sites
what do u mean 'linked against this'?

I am following this tutorial to 'install' opengl glui/glut

http://vis.eng.uci.edu/~jkimball/eecs205/