git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@223 92aac97c-a6ce-11dd-a772-7fcde58d38e6

This commit is contained in:
chappuis.daniel 2009-11-29 14:14:58 +00:00
parent 8e9b7a682a
commit 40cb2dc7fd
4 changed files with 42 additions and 28 deletions

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@ -1,21 +1,21 @@
/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU Lesser General Public License as published *
* by the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU Lesser General Public License as published *
* by the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "Context.h"
@ -29,13 +29,15 @@ using namespace reactphysics3d;
// Constructor of the class Context
Context::Context() {
Cube* cube1 = new Cube(Vector3D(0.0, 13, 3.0), Quaternion(0.5, 1.0, 1.0, 0.0), 3.0, Kilogram(30.0));
Cube* cube2 = new Cube(Vector3D(0.0, 17, 8.0), Quaternion(0.0, 1.0, 0.0, 0.0), 3.0, Kilogram(2.0));
Cube* cube1 = new Cube(Vector3D(0.0,14.0, 5.0), Quaternion(0.0, 1.0, 0.0, 0.0), 3.0, Kilogram(3.0));
cube1->getRigidBody()->setLinearVelocity(Vector3D(0.0, -5.0, 0.0));
//Cube* cube2 = new Cube(Vector3D(0.0, 17, 8.0), Quaternion(0.0, 1.0, 0.0, 0.0), 3.0, Kilogram(2.0));
//Cube* cube3 = new Cube(Vector3D(4.0, 17, -2.0), Quaternion(0.0, 1.0, 0.0, 0.0), 2.0, Kilogram(11.0));
Plane* plane1 = new Plane(Vector3D(0.0, 0.0, 0.0), Quaternion(0.0, 1.0, 0.0, 0.0), 20.0, 30.0, Vector3D(-1.0, 0.0, 0.0), Vector3D(0.0, 0.0, 1.0), Kilogram(10.0));
addObject(cube1);
addObject(cube2);
//addObject(cube2);
//addObject(cube3);
addObject(plane1);
}
@ -59,7 +61,7 @@ Object& Context::getObject(int objectIndex) const {
// Method for adding an object into the context
void Context::addObject(Object* object) {
if (object != NULL) {
if (object != 0) {
// Add the object into the context
vectObjects.push_back(object);
}

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@ -27,7 +27,7 @@ using namespace reactphysics3d;
// Constructor of the class Simulation
Simulation::Simulation()
:world(new CollisionWorld(Vector3D(0.0, -1.0, 0.0))), engine(world, Time(0.01)) {
:world(new DynamicWorld(Vector3D(0.0, -0.6, 0.0))), engine(world, Time(0.01)) {
simRunning = false;
mouseButtonPressed = false;
nbFrame = 0;
@ -66,7 +66,9 @@ void Simulation::start() {
pEngine->initializeDisplayTime(Time(SDL_GetTicks()/1000.0));
// Start the physics simulation
pEngine->start();
pEngine->start();
//double time = 1.0;
// Main loop of the simulation
while(simRunning) {
@ -74,7 +76,9 @@ void Simulation::start() {
checkEvents();
double time = SDL_GetTicks()/1000.0;
std::cout << "Time : " << time << std::endl;
//time += 0.01;
//std::cout << "************************************************* Time : " << time << std::endl;
// Update the display time
pEngine->updateDisplayTime(Time(time));
@ -87,7 +91,7 @@ void Simulation::start() {
// Compute the fps (framerate)
computeFps();
std::cout << "FPS : " << fps << std::endl;
//std::cout << "FPS : " << fps << std::endl;
/*
BodyState state = context.getObject(0).getRigidBody()->getInterpolatedState();
@ -117,6 +121,14 @@ void Simulation::start() {
std::cout << "Position Cube 2: (" << x2 << ", " << y2 << ", " << z2 << ")" << std::endl;
std::cout << "quaternion orientation 2 : " << velocity2.getX() << ", " << velocity2.getY() << ", " << velocity2.getZ() << ", " << velocity2.getW() << ")" << std::endl;;
*/
/*
double a;
if (time > 5.0) {
std::cin >> a;
}
*/
}
}

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@ -30,8 +30,8 @@ class Simulation {
private :
Scene scene; // Scene object for displaying the simulation
Context context; // Context of the simulation
rp3d::CollisionWorld* world; // Pointer to the collision world that contains bodies of the simulation
rp3d::CollisionEngine engine; // Collision engine for the physics of the simulation
rp3d::DynamicWorld* world; // Pointer to the collision world that contains bodies of the simulation
rp3d::DynamicEngine engine; // Collision engine for the physics of the simulation
bool simRunning; // True if the simulation is running and false otherwise
bool mouseButtonPressed; // True if the left mouse button is pressed
double lastFrameTime; // Last frame time

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@ -87,7 +87,7 @@ int initSDL() {
}
// Define the window title and the window icon
SDL_WM_SetCaption("React Demo 0.02", NULL);
SDL_WM_SetCaption("ReactPhysics3D Demo 0.01", NULL);
// Get the state of the Double Buffer parameter
int nValue;