Modications in raycast example
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@ -54,50 +54,48 @@ Scene::Scene(Viewer* viewer, const std::string& shaderFolderPath, const std::str
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// ---------- Dumbbell ---------- //
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// ---------- Dumbbell ---------- //
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openglframework::Vector3 position1(0, 0, 0);
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openglframework::Vector3 position1(0, 0, 0);
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// Create a convex mesh and a corresponding rigid in the dynamics world
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// Create a convex mesh and a corresponding collision body in the dynamics world
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mDumbbell = new Dumbbell(position1, mCollisionWorld, meshFolderPath);
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mDumbbell = new Dumbbell(position1, mCollisionWorld, meshFolderPath);
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// ---------- Box ---------- //
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// ---------- Box ---------- //
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openglframework::Vector3 position2(0, 0, 0);
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openglframework::Vector3 position2(0, 0, 0);
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// Create a sphere and a corresponding rigid in the dynamics world
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// Create a box and a corresponding collision body in the dynamics world
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mBox = new Box(BOX_SIZE, position2, mCollisionWorld);
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mBox = new Box(BOX_SIZE, position2, mCollisionWorld);
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mBox->getCollisionBody()->setIsActive(false);
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mBox->getCollisionBody()->setIsActive(false);
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// ---------- Sphere ---------- //
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// ---------- Sphere ---------- //
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openglframework::Vector3 position3(0, 0, 0);
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openglframework::Vector3 position3(0, 0, 0);
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// Create a sphere and a corresponding rigid in the dynamics world
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// Create a sphere and a corresponding collision body in the dynamics world
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mSphere = new Sphere(SPHERE_RADIUS, position3, mCollisionWorld,
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mSphere = new Sphere(SPHERE_RADIUS, position3, mCollisionWorld,
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meshFolderPath);
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meshFolderPath);
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// ---------- Cone ---------- //
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// ---------- Cone ---------- //
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openglframework::Vector3 position4(0, 0, 0);
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openglframework::Vector3 position4(0, 0, 0);
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// Create a cone and a corresponding rigid in the dynamics world
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// Create a cone and a corresponding collision body in the dynamics world
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mCone = new Cone(CONE_RADIUS, CONE_HEIGHT, position4, mCollisionWorld,
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mCone = new Cone(CONE_RADIUS, CONE_HEIGHT, position4, mCollisionWorld,
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meshFolderPath);
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meshFolderPath);
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mCone->getCollisionBody()->setIsActive(false);
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// ---------- Cylinder ---------- //
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// ---------- Cylinder ---------- //
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openglframework::Vector3 position5(0, 0, 0);
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openglframework::Vector3 position5(0, 0, 0);
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// Create a cylinder and a corresponding rigid in the dynamics world
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// Create a cylinder and a corresponding collision body in the dynamics world
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mCylinder = new Cylinder(CYLINDER_RADIUS, CYLINDER_HEIGHT, position5,
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mCylinder = new Cylinder(CYLINDER_RADIUS, CYLINDER_HEIGHT, position5,
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mCollisionWorld, meshFolderPath);
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mCollisionWorld, meshFolderPath);
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mCylinder->getCollisionBody()->setIsActive(false);
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// ---------- Capsule ---------- //
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// ---------- Capsule ---------- //
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openglframework::Vector3 position6(0, 0, 0);
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openglframework::Vector3 position6(0, 0, 0);
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// Create a cylinder and a corresponding rigid in the dynamics world
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// Create a cylinder and a corresponding collision body in the dynamics world
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mCapsule = new Capsule(CAPSULE_RADIUS, CAPSULE_HEIGHT, position6 ,
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mCapsule = new Capsule(CAPSULE_RADIUS, CAPSULE_HEIGHT, position6 ,
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mCollisionWorld, meshFolderPath);
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mCollisionWorld, meshFolderPath);
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// ---------- Convex Mesh ---------- //
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// ---------- Convex Mesh ---------- //
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openglframework::Vector3 position7(0, 0, 0);
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openglframework::Vector3 position7(0, 0, 0);
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// Create a convex mesh and a corresponding rigid in the dynamics world
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// Create a convex mesh and a corresponding collision body in the dynamics world
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mConvexMesh = new ConvexMesh(position7, mCollisionWorld, meshFolderPath);
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mConvexMesh = new ConvexMesh(position7, mCollisionWorld, meshFolderPath);
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// Create the lines that will be used for raycasting
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// Create the lines that will be used for raycasting
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