Add box in collision detection scene for the testbed application
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@ -60,6 +60,7 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name)
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mSphere1->setColor(mGreyColorDemo);
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mSphere1->setSleepingColor(mRedColorDemo);
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/*
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// ---------- Sphere 2 ---------- //
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openglframework::Vector3 position2(4, 0, 0);
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@ -92,6 +93,17 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name)
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// Set the color
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mCapsule2->setColor(mGreyColorDemo);
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mCapsule2->setSleepingColor(mRedColorDemo);
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*/
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// ---------- Box 1 ---------- //
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openglframework::Vector3 position5(4, 5, 0);
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// Create a box and a corresponding collision body in the dynamics world
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mBox1 = new Box(BOX_SIZE, position5, mCollisionWorld, mMeshFolderPath);
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mAllShapes.push_back(mBox1);
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// Set the color
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mBox1->setColor(mGreyColorDemo);
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mBox1->setSleepingColor(mRedColorDemo);
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// ---------- Cone ---------- //
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//openglframework::Vector3 position4(0, 0, 0);
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@ -171,6 +183,7 @@ CollisionDetectionScene::~CollisionDetectionScene() {
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mCollisionWorld->destroyCollisionBody(mSphere1->getCollisionBody());
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delete mSphere1;
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/*
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mCollisionWorld->destroyCollisionBody(mSphere2->getCollisionBody());
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delete mSphere2;
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@ -179,6 +192,10 @@ CollisionDetectionScene::~CollisionDetectionScene() {
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mCollisionWorld->destroyCollisionBody(mCapsule2->getCollisionBody());
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delete mCapsule2;
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*/
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mCollisionWorld->destroyCollisionBody(mBox1->getCollisionBody());
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delete mBox1;
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/*
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// Destroy the corresponding rigid body from the dynamics world
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@ -300,9 +317,12 @@ void CollisionDetectionScene::renderSinglePass(openglframework::Shader& shader,
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// Render the shapes
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if (mSphere1->getCollisionBody()->isActive()) mSphere1->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
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/*
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if (mSphere2->getCollisionBody()->isActive()) mSphere2->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
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if (mCapsule1->getCollisionBody()->isActive()) mCapsule1->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
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if (mCapsule2->getCollisionBody()->isActive()) mCapsule2->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
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*/
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if (mBox1->getCollisionBody()->isActive()) mBox1->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
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/*
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if (mBox->getCollisionBody()->isActive()) mBox->render(shader, worldToCameraMatrix);
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@ -146,6 +146,7 @@ class CollisionDetectionScene : public SceneDemo {
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Sphere* mSphere2;
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Capsule* mCapsule1;
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Capsule* mCapsule2;
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Box* mBox1;
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//Cone* mCone;
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//Cylinder* mCylinder;
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//Capsule* mCapsule;
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