Commit
git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@17 92aac97c-a6ce-11dd-a772-7fcde58d38e6
This commit is contained in:
parent
e0ea6f4a43
commit
6ae5fbd15b
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@ -1,3 +1,21 @@
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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||||
* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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// Libraries
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#include "Context.h"
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@ -8,13 +26,13 @@
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// Constructor of the class Context
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Context::Context() {
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// We add some objects in the context at the beginning ---> THESE THINGS WILL BE STORE IN A TEXT FILE
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Cube * cube1 = new Cube(Object::Position(-2.0, 1.0, -6.0), 2.0);
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Cube * cube2 = new Cube(Object::Position(0.0, 1.5, 6.0), 3.0);
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Cube * cube3 = new Cube(Object::Position(4.0, 4.0, -2.0), 2.0);
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Plane * plane1 = new Plane(Object::Position(0.0, 0.0, 0.0), 20.0, 30.0, Vector(-1.0, 0.0, 0.0), Vector(0.0, 0.0, 1.0));
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Cube* cube1 = new Cube(Object::Position(-2.0, 1.0, -6.0), 2.0);
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Cube* cube2 = new Cube(Object::Position(0.0, 1.5, 6.0), 3.0);
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Cube* cube3 = new Cube(Object::Position(4.0, 4.0, -2.0), 2.0);
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Plane* plane1 = new Plane(Object::Position(0.0, 0.0, 0.0), 20.0, 30.0, Vector3D(-1.0, 0.0, 0.0), Vector3D(0.0, 0.0, 1.0));
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addObject(cube1);
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addObject(cube2);
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addObject(cube3);
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@ -26,7 +44,7 @@ Context::Context() {
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Context::~Context() {
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// Delete all the objects in vectObjects
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for(int i=0; i<vectObjects.size(); ++i) {
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delete vectObjects[0];
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delete vectObjects[0];
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}
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}
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@ -40,19 +58,19 @@ Object& Context::getObject(int objectIndex) const {
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// Method for adding an object into the context
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void Context::addObject(Object* object) {
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if (object != NULL) {
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if (object != NULL) {
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// Add the object into the context
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vectObjects.push_back(object);
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}
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}
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// Method to remove an object from the context
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void Context::removeObject(int objectIndex) {
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// WE HAVE TO ADD HERE AN EXCEPTION IMPLEMENTATION
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// Restore the memory of the element
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delete vectObjects[objectIndex];
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// Erase the element in the vector
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vectObjects.erase(vectObjects.begin()+objectIndex);
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}
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@ -1,3 +1,22 @@
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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#ifndef CONTEXT_H
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#define CONTEXT_H
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class Context {
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private :
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std::vector<Object*> vectObjects; // Vector of Objects in the simulation
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public :
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Context(); // Constructor of the class
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~Context(); // Destructor of the class
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int getNbObjects() const; // Return the number of objects in the context
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Object& getObject(int objectIndex) const; // Get an object from the context
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void addObject(Object* object); // Add an object into the context
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void removeObject(int objectIndex); // Remove an object from the context
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void removeObject(int objectIndex); // Remove an object from the context
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};
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// Method (inline) to get the number of objects in the context
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@ -1,3 +1,21 @@
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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// Libraries
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#include "Objects.h"
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#include <GL/freeglut.h>
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#include <math.h>
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// ----- Structure Vector ----- //
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// Constructor without arguments of the structure Vector
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Vector::Vector() {
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x = 0.0;
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y = 0.0;
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z = 0.0;
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}
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// Constructor of the structure Vector
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Vector::Vector(double x, double y, double z) {
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this->x = x;
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this->y = y;
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this->z = z;
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};
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// ----- Class Object ----- //
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// Constructor of the class Object
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// ----- Class Plane ----- //
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// Constructor of the class Plane
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Plane::Plane(const Position& position, float width, float height, const Vector& d1, const Vector& d2)
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Plane::Plane(const Position& position, float width, float height, const Vector3D& d1, const Vector3D& d2)
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:Object(position) {
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this->width = width;
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this->height = height;
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this->d2 = d2;
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// Compute the unit normal vector of the plane by a cross product
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normalVector.x = d1.y * d2.z - d1.z * d2.y;
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normalVector.y = d1.z * d2.x - d1.x * d2.z;
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normalVector.z = d1.x * d2.y - d1.y * d2.x;
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float length = sqrt(normalVector.x * normalVector.x + normalVector.y * normalVector.y + normalVector.z * normalVector.z);
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normalVector.x = normalVector.x / length;
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normalVector.y = normalVector.y / length;
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normalVector.z = normalVector.z / length;
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normalVector = d1.crossProduct(d2).getUnit();
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}
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// Destructor of the class Plane
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// Draw the plane
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glBegin(GL_POLYGON);
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glColor3f(1.0, 1.0, 1.0);
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glVertex3f(position.x + d1.x * halfWidth + d2.x * halfHeight , position.y + d1.y * halfWidth + d2.y * halfHeight
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, position.z + d1.z * halfWidth + d2.z * halfHeight);
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glNormal3f(normalVector.x, normalVector.y, normalVector.z);
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glVertex3f(position.x + d1.x * halfWidth - d2.x * halfHeight , position.y + d1.y * halfWidth - d2.y * halfHeight
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, position.z + d1.z * halfWidth - d2.z * halfHeight);
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glNormal3f(normalVector.x, normalVector.y, normalVector.z);
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glVertex3f(position.x - d1.x * halfWidth - d2.x * halfHeight , position.y - d1.y * halfWidth - d2.y * halfHeight
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, position.z - d1.z * halfWidth - d2.z * halfHeight);
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glNormal3f(normalVector.x, normalVector.y, normalVector.z);
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glVertex3f(position.x - d1.x * halfWidth + d2.x * halfHeight , position.y - d1.y * halfWidth + d2.y * halfHeight
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, position.z - d1.z * halfWidth + d2.z * halfHeight);
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glVertex3f(position.x + d1.getX() * halfWidth + d2.getX() * halfHeight , position.y + d1.getY() * halfWidth + d2.getY() * halfHeight
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, position.z + d1.getZ() * halfWidth + d2.getZ() * halfHeight);
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glNormal3f(normalVector.getX(), normalVector.getY(), normalVector.getZ());
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glVertex3f(position.x + d1.getX() * halfWidth - d2.getX() * halfHeight , position.y + d1.getY() * halfWidth - d2.getY() * halfHeight
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, position.z + d1.getZ() * halfWidth - d2.getZ() * halfHeight);
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glNormal3f(normalVector.getX(), normalVector.getY(), normalVector.getZ());
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glVertex3f(position.x - d1.getX() * halfWidth - d2.getX() * halfHeight , position.y - d1.getY() * halfWidth - d2.getY() * halfHeight
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, position.z - d1.getZ() * halfWidth - d2.getZ() * halfHeight);
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glNormal3f(normalVector.getX(), normalVector.getY(), normalVector.getZ());
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glVertex3f(position.x - d1.getX() * halfWidth + d2.getX() * halfHeight , position.y - d1.getY() * halfWidth + d2.getY() * halfHeight
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, position.z - d1.getZ() * halfWidth + d2.getZ() * halfHeight);
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glEnd();
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}
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@ -1,20 +1,35 @@
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
|
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
|
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
|
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* GNU General Public License for more details. *
|
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* *
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* You should have received a copy of the GNU General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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#ifndef OBJECTS_H
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#define OBJECTS_H
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// Libraries
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#include "../reactphysics3d/reactphysics3d.h"
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// Namespaces
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using namespace reactphysics3d;
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/*
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Here we define all the objects that can appear in the simulation like cube, sphere, plane, ...
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*/
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struct Vector {
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double x; // x component
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double y; // y component
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double z; // z component
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// Methods
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Vector(); // Constructor without arguments of the structure Vector
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Vector(double x, double y, double z); // Constructor of the structure Vector
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};
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// ----- Class Object (abstract) ----- //
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// Represent an object of the simulation
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class Object {
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public :
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float width; // Width of the plane
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float height; // Height of the plane
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Vector d1; // Unit vector in the plane
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Vector d2; // Unit vector in the plane
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Vector normalVector; // Unit normal vector of the plane
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Plane(const Position& position, float width, float height, const Vector& d1, const Vector& d2); // Constructor of the class Plane
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Vector3D d1; // Unit vector in the plane
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Vector3D d2; // Unit vector in the plane
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Vector3D normalVector; // Unit normal vector of the plane
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Plane(const Position& position, float width, float height, const Vector3D& d1, const Vector3D& d2); // Constructor of the class Plane
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virtual ~Plane(); // Destructor of the class Plane
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virtual void draw() const; // Method to draw the plane
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};
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@ -1,8 +1,27 @@
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
|
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
|
||||
* it under the terms of the GNU 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 General Public License for more details. *
|
||||
* *
|
||||
* You should have received a copy of the GNU General Public License *
|
||||
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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#ifndef REACT_DEMO_H
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#define REACT_DEMO_H
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// Constants
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const int WINWIDTH = 640; // Width of the OpenGL windows
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const int WINHEIGHT = 480; // Height of the OpenGL windows
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const int WINWIDTH = 640; // Width of the OpenGL windows
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const int WINHEIGHT = 480; // Height of the OpenGL windows
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#endif
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@ -1,3 +1,21 @@
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
|
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* This file is part of ReactPhysics3D. *
|
||||
* *
|
||||
* ReactPhysics3D is free software: you can redistribute it and/or modify *
|
||||
* it under the terms of the GNU 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 General Public License for more details. *
|
||||
* *
|
||||
* You should have received a copy of the GNU General Public License *
|
||||
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
|
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***************************************************************************/
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// Librairies
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#include "Scene.h"
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@ -10,36 +28,32 @@ Scene::Scene() {
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mat_specular[1] = 1.0;
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mat_specular[2] = 1.0;
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mat_specular[3] = 1.0;
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// Initialize the material shininess
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mat_shininess[0] = 50.0;
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// Initialise the light source position
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light_position[0] = 20.0;
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light_position[1] = 9.0;
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light_position[2] = 15.0;
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light_position[3] = 0.0;
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// Initialise the ambient color of the light
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ambient_color[0] = 1.0;
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ambient_color[1] = 1.0;
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ambient_color[2] = 1.0;
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ambient_color[3] = 0.7;
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// Initialise the diffuse light color
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white_light[0] = 1.0;
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white_light[1] = 1.0;
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white_light[2] = 1.0;
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white_light[3] = 1.0;
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// Initialise the camera angles
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camera_angle1 = 0.0;
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camera_angle2 = 0.0;
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}
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// Destructor of the class Scene
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Scene::~Scene() {
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}
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// Init method
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@ -47,7 +61,7 @@ void Scene::init() {
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glClearColor(0.0, 0.0, 0.0, 0.0); // Select the color for the background
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glShadeModel(GL_SMOOTH);
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glClearDepth(1.0);
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// Lighting settings
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); // Specular color of the material
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glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); // Shininess of the material
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@ -55,10 +69,11 @@ void Scene::init() {
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color); // Ambient color of the light
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glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light); // Diffuse color of the light
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glLightfv(GL_LIGHT0, GL_SPECULAR, white_light); // Specular color of the light
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|
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glEnable(GL_LIGHTING); // Activate the lighting
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glEnable(GL_LIGHT0); // Activate a light source
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glEnable(GL_DEPTH_TEST); // Activate the Depth buffer
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|
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glEnable(GL_LIGHTING); // Activate the lighting
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glEnable(GL_LIGHT0); // Activate a light source
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glEnable(GL_DEPTH_TEST); // Activate the Depth buffer
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//glEnable(GL_CULL_FACE);
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}
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// Display method
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@ -69,25 +84,25 @@ void Scene::display(const Context& context) const {
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glLoadIdentity();
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// Define the position and the direction of the camera
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gluLookAt(30,10,0,0,0,0,0,1,0);
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|
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// Rotation of the camera due to the mouse mouvement
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glRotatef(camera_angle2, 0.0, 0.0, 1.0);
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glRotatef(camera_angle1, 0.0, 1.0, 0.0);
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//gluLookAt(30,10,0,0,0,0,0,1,0);
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double x = outsideCamera.getPosition().getX();
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double y = outsideCamera.getPosition().getY();
|
||||
double z = outsideCamera.getPosition().getZ();
|
||||
gluLookAt(x,y,z,0,0,0,0,1,0);
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// Draw all objects in the context
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for(int i=0; i<context.getNbObjects(); ++i)
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||||
{
|
||||
// Copy the active matrix on the matrix stack
|
||||
glPushMatrix();
|
||||
|
||||
|
||||
// Draw the object
|
||||
context.getObject(i).draw();
|
||||
|
||||
context.getObject(i).draw();
|
||||
|
||||
// Remove the matrix on the top of the matrix stack
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
|
||||
// Change the buffers
|
||||
SDL_GL_SwapBuffers();
|
||||
}
|
||||
|
@ -100,4 +115,4 @@ void Scene::reshape(int width, int height) {
|
|||
gluPerspective(45.0, (float) width/height, 0.1f, 150.0f);
|
||||
glMatrixMode(GL_MODELVIEW); // Specify the matrix that will be modified
|
||||
glLoadIdentity(); // Load the identity matrix before the transformations
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,8 +1,28 @@
|
|||
/****************************************************************************
|
||||
* 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 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 General Public License for more details. *
|
||||
* *
|
||||
* You should have received a copy of the GNU General Public License *
|
||||
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
|
||||
***************************************************************************/
|
||||
|
||||
#ifndef SCENE_H
|
||||
#define SCENE_H
|
||||
|
||||
// Libraries
|
||||
#include "Context.h"
|
||||
#include "OutSideCamera.h"
|
||||
|
||||
#include <SDL/SDL.h>
|
||||
#include <GL/freeglut.h> // Used only to draw cubes
|
||||
|
@ -17,40 +37,25 @@ class Scene {
|
|||
GLfloat mat_shininess[1]; // Material shininess
|
||||
GLfloat light_position[4]; // Position of the light source
|
||||
GLfloat ambient_color[4]; // Ambient color of the light
|
||||
GLfloat white_light[4]; // White light color
|
||||
float camera_angle1; // Camera angle
|
||||
float camera_angle2; // Camera angle
|
||||
GLfloat white_light[4]; // White light color
|
||||
OutSideCamera outsideCamera; // OutSide camera (Camera that can move around the scene)
|
||||
|
||||
public :
|
||||
Scene(); // constructor of the class
|
||||
~Scene(); // Destructor of the class
|
||||
void init(); // Initialize the values of OpenGL
|
||||
void display(const Context& context) const; // display the scene
|
||||
void reshape(int width, int height); // Reshape the window
|
||||
void reshape(int width, int height); // Reshape the window
|
||||
OutSideCamera& getOutSideCamera() ; // Return a reference to the outside camera
|
||||
float getCameraAngle1() const; // Return the angle of the camera
|
||||
float getCameraAngle2() const; // Return the angle of the camera
|
||||
void setCameraAngle1(float angle); // Set the angle of the camera
|
||||
void setCameraAngle2(float angle); // Set the angle of the camera
|
||||
};
|
||||
|
||||
// Return the angle of the camera (inline)
|
||||
inline float Scene::getCameraAngle1() const {
|
||||
return camera_angle1;
|
||||
}
|
||||
|
||||
// Return the angle of the camera (inline)
|
||||
inline float Scene::getCameraAngle2() const {
|
||||
return camera_angle2;
|
||||
}
|
||||
|
||||
// Set the angle of the camera (inline)
|
||||
inline void Scene::setCameraAngle1(float angle) {
|
||||
camera_angle1 = angle;
|
||||
}
|
||||
|
||||
// Set the angle of the camera (inline)
|
||||
inline void Scene::setCameraAngle2(float angle) {
|
||||
camera_angle2 = angle;
|
||||
|
||||
// Return a reference to the camera
|
||||
inline OutSideCamera& Scene::getOutSideCamera() {
|
||||
return outsideCamera;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,51 +1,86 @@
|
|||
/****************************************************************************
|
||||
* 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 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 General Public License for more details. *
|
||||
* *
|
||||
* You should have received a copy of the GNU General Public License *
|
||||
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
|
||||
***************************************************************************/
|
||||
|
||||
// Libraries
|
||||
#include "Simulation.h"
|
||||
#include "ReactDemo.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
// Constructor of the class Simulation
|
||||
Simulation::Simulation() {
|
||||
Simulation::Simulation() {
|
||||
simRunning = false;
|
||||
mouseButtonPressed = false;
|
||||
mouseButtonPressed = false;
|
||||
fps = 0.0;
|
||||
}
|
||||
|
||||
// Destructor of the class Simulation
|
||||
Simulation::~Simulation() {
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Method to start the simulation
|
||||
void Simulation::start() {
|
||||
// Initialisation of the OpenGL settings for the scene
|
||||
scene.init();
|
||||
|
||||
|
||||
// Reshape the windows for the first time
|
||||
scene.reshape(WINWIDTH, WINHEIGHT);
|
||||
|
||||
|
||||
// Activation of the simulation
|
||||
simRunning = true;
|
||||
simRunning = true;
|
||||
|
||||
// Get the current time
|
||||
currentFrameTime = SDL_GetTicks();
|
||||
|
||||
// Main loop of the simulation
|
||||
while(simRunning) {
|
||||
// Check if an SDL event occured and make the apropriate actions
|
||||
checkEvents();
|
||||
|
||||
|
||||
// Display the actual scene
|
||||
scene.display(context);
|
||||
scene.display(context);
|
||||
|
||||
// Compute the fps (framerate)
|
||||
computeFps();
|
||||
|
||||
//std::cout << fps << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// This method checks if an events occur and call the apropriate method
|
||||
void Simulation::checkEvents() {
|
||||
SDL_Event event; // An SDL event
|
||||
SDL_Event event; // An SDL event
|
||||
|
||||
// Zoom of the outside camera
|
||||
if (SDL_GetKeyState(NULL)[SDLK_UP]) {
|
||||
scene.getOutSideCamera().decreaseDistance(fps);
|
||||
}
|
||||
else if(SDL_GetKeyState(NULL)[SDLK_DOWN]) {
|
||||
scene.getOutSideCamera().increaseDistance(fps);
|
||||
}
|
||||
|
||||
// Check in the stack of events
|
||||
while(SDL_PollEvent(&event)) {
|
||||
// Check an event
|
||||
switch(event.type) {
|
||||
// An QUIT event occur
|
||||
case SDL_QUIT: simRunning = false;
|
||||
case SDL_QUIT: simRunning = false;
|
||||
break;
|
||||
|
||||
// A keyboard key has been pushed
|
||||
|
@ -57,14 +92,26 @@ void Simulation::checkEvents() {
|
|||
// The size of the windows changed then we reshape the windows
|
||||
case SDL_VIDEORESIZE: scene.reshape(event.resize.w, event.resize.h);
|
||||
break;
|
||||
|
||||
// If the mouse moved
|
||||
case SDL_MOUSEMOTION: if(SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(1)) {
|
||||
// If the left mouse button is pressed then change the angle
|
||||
scene.setCameraAngle1(scene.getCameraAngle1() + event.motion.xrel % 360);
|
||||
scene.setCameraAngle2(scene.getCameraAngle2() + event.motion.yrel % 360);
|
||||
}
|
||||
break;
|
||||
|
||||
// If the mouse moved
|
||||
case SDL_MOUSEMOTION: if (SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(1)) {
|
||||
// Rotation of the outSideCamera
|
||||
// TODO : Problem here when we try to implement fps indepence (if we try to
|
||||
// replace 60 by the variable fps
|
||||
scene.getOutSideCamera().modifyHorizontalAngleRotation(event.motion.xrel, 30);
|
||||
scene.getOutSideCamera().modifyVerticalAngleRotation(event.motion.yrel, 30);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Compute the framerate (fps) of the application
|
||||
void Simulation::computeFps() {
|
||||
double lastFrameTime = currentFrameTime;
|
||||
|
||||
// Get the current time
|
||||
currentFrameTime = SDL_GetTicks();
|
||||
|
||||
// Compute the new framerate
|
||||
fps = 1000 / double(currentFrameTime - lastFrameTime);
|
||||
}
|
||||
|
|
|
@ -1,3 +1,22 @@
|
|||
/****************************************************************************
|
||||
* 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 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 General Public License for more details. *
|
||||
* *
|
||||
* You should have received a copy of the GNU General Public License *
|
||||
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
|
||||
***************************************************************************/
|
||||
|
||||
#ifndef SIMULATION_H
|
||||
#define SIMULATION_H
|
||||
|
||||
|
@ -11,14 +30,17 @@ class Simulation {
|
|||
Scene scene; // Scene object for displaying the simulation
|
||||
Context context; // Context of the simulation
|
||||
bool simRunning; // True if the simulation is running and false otherwise
|
||||
bool mouseButtonPressed; // True if the left mouse button is pressed
|
||||
|
||||
bool mouseButtonPressed; // True if the left mouse button is pressed
|
||||
double currentFrameTime; // Current frame time
|
||||
double fps; // Framerate of the application
|
||||
|
||||
void computeFps(); // Compute the framerate of the application
|
||||
|
||||
public :
|
||||
Simulation(); // Constructor of the class
|
||||
~Simulation(); // Destructor of the class
|
||||
void start(); // Start the simulation
|
||||
void checkEvents(); // Check if SDL events occured and make the apropriate actions
|
||||
~Simulation(); // Destructor of the class
|
||||
void start(); // Start the simulation
|
||||
void checkEvents(); // Check if SDL events occured and make the apropriate actions
|
||||
};
|
||||
|
||||
|
||||
#endif SIMULATION_H
|
||||
#endif
|
||||
|
|
|
@ -1,5 +1,24 @@
|
|||
/****************************************************************************
|
||||
* 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 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 General Public License for more details. *
|
||||
* *
|
||||
* You should have received a copy of the GNU General Public License *
|
||||
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
|
||||
***************************************************************************/
|
||||
|
||||
// Libraries
|
||||
// Libraries
|
||||
#include "../reactphysics3d/reactphysics3d.h"
|
||||
#include "Simulation.h"
|
||||
#include "ReactDemo.h"
|
||||
|
||||
|
@ -68,7 +87,7 @@ int initSDL() {
|
|||
}
|
||||
|
||||
// Define the window title and the window icon
|
||||
SDL_WM_SetCaption("React Demo 0.0.1", NULL);
|
||||
SDL_WM_SetCaption("React Demo 0.01", NULL);
|
||||
|
||||
// Get the state of the Double Buffer parameter
|
||||
int nValue;
|
||||
|
|
Loading…
Reference in New Issue
Block a user