git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@57 92aac97c-a6ce-11dd-a772-7fcde58d38e6
This commit is contained in:
parent
b9e6da09b9
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34
sources/demo/Camera.cpp
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34
sources/demo/Camera.cpp
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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 *
|
||||
* 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, *
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||||
* 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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// Libraries
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#include "Camera.h"
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// Initialization of static variables
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double Camera::speed=0.5;
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// Constructor of the camera
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Camera::Camera() {
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}
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// Destructor of the camera
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Camera::~Camera() {
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}
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91
sources/demo/Camera.h
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91
sources/demo/Camera.h
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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 *
|
||||
* 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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* *
|
||||
* 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 CAMERA_H
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#define CAMERA_H
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// Libraries
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#include "../reactphysics3d/reactphysics3d.h" // We want the mathematics stuff of reactphysics3d
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// Namespaces
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using namespace reactphysics3d;
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// Class Camera (abstract class)
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// In the project we will use two different camera. This is the superclass of the two
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// cameras. We will use a OutSideCamera that move arround the scene and an OnBoardCamera
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// that will simulate the deplacement of a viewer inside the scene
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class Camera {
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protected :
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Vector3D position; // Position of the camera
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Vector3D lookAtPoint; // Point where the camera is looking
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Vector3D viewVector; // Vector from the camera position to the view point
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static double speed; // Speed movement of the camera
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public :
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Camera(); // Constructor
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Camera(const Camera& camera); // Copy-constructor
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virtual ~Camera(); // Destructor
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virtual Vector3D getPosition() const; // Get the position of the camera
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virtual void setPosition(const Vector3D& pos); // Set the position of the camera
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virtual Vector3D getLookAtPoint() const; // Return the point where the camera is looking
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virtual Vector3D getViewVector() const; // Return the view vector of the camera
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virtual void updateViewVector()=0; // Update the view vector of the camera
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static void increaseSpeed(); // Increase the speed of camera movement
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static void decreaseSpeed(); // Decrease the speed of camera movement
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};
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// Get the position of the camera (inline function)
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inline Vector3D Camera::getPosition() const {
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// Return the position of the camera
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return position;
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}
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// Set the position of the camera (inline function)
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inline void Camera::setPosition(const Vector3D& pos) {
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// Set the position of the camera
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position = pos;
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}
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// Return the point where the camera is looking (inline function)
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inline Vector3D Camera::getLookAtPoint() const {
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return lookAtPoint;
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}
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// Return the view vector of the camera (inline function)
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inline Vector3D Camera::getViewVector() const {
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return viewVector;
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}
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// Increase the speed movement of the camera (inline function)
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inline void Camera::increaseSpeed()
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{
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speed= speed+0.05;
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if(speed>1)
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speed=1;
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}
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// Decrease the speep movement of the camera (inline function)
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inline void Camera::decreaseSpeed()
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{
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speed = speed-0.05;
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if(speed<=0)
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speed=0.005;
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}
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#endif
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76
sources/demo/Context.cpp
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76
sources/demo/Context.cpp
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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 *
|
||||
* 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. *
|
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* *
|
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* 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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// Libraries
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#include "Context.h"
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#include <iostream>
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#include <vector>
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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, 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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addObject(plane1);
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}
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// Destructor of the class 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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}
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}
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// Method to get an object from the context
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Object& Context::getObject(int objectIndex) const {
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// WE HAVE TO ADD HERE AN EXCEPTION IMPLEMENTATION
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// Return the object from the context
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return (*vectObjects.at(objectIndex)); // THROWN AN EXCEPTION IF INDEX IS OUT OF THE BOUNDS
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}
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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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// 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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47
sources/demo/Context.h
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47
sources/demo/Context.h
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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. *
|
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* *
|
||||
* 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. *
|
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* *
|
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* 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 CONTEXT_H
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#define CONTEXT_H
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// Libraries
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#include "Objects.h"
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#include <vector>
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// Class Context
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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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};
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// Method (inline) to get the number of objects in the context
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inline int Context::getNbObjects() const {
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return vectObjects.size();
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}
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#endif
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123
sources/demo/Objects.cpp
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123
sources/demo/Objects.cpp
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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. *
|
||||
* *
|
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* 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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// Libraries
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#include "Objects.h"
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//#include <windows.h> // To avoid an error due to the #include <GL/glut.h>
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#include <GL/freeglut.h>
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#include <math.h>
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// ----- Class Object ----- //
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// Constructor of the class Object
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Object::Object(const Position& position) {
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this->position = position;
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}
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// Destructor of the class Object
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Object::~Object() {
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}
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// ----- Structure Position ----- //
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// Constructor without arguments of the structure Position
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Object::Position::Position() {
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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 Position
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Object::Position::Position(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 Cube ----- //
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// Constructor of the class Cube
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Cube::Cube(const Position& position, float size)
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:Object(position) {
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this->size = size;
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}
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// Destructor of the classe Cube
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Cube::~Cube() {
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}
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// Method to draw the cube
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void Cube::draw() const {
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// Translation of the cube to its position
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glTranslatef(position.x, position.y, position.z);
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// Draw the cube
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glutSolidCube(size);
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}
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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 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->d1 = d1;
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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 = d1.crossProduct(d2).getUnit();
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}
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|
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// Destructor of the class Plane
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Plane::~Plane() {
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|
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}
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// Method used to draw the plane
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void Plane::draw() const {
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// Translation of the cube to its position
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glTranslatef(position.x, position.y, position.z);
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float halfWidth = width / 2.0;
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float halfHeight = height / 2.0;
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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.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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||||
|
||||
|
79
sources/demo/Objects.h
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79
sources/demo/Objects.h
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|
|||
/****************************************************************************
|
||||
* 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 OBJECTS_H
|
||||
#define OBJECTS_H
|
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|
||||
// Libraries
|
||||
#include "../reactphysics3d/reactphysics3d.h"
|
||||
|
||||
// Namespaces
|
||||
using namespace reactphysics3d;
|
||||
|
||||
/*
|
||||
Here we define all the objects that can appear in the simulation like cube, sphere, plane, ...
|
||||
*/
|
||||
|
||||
// ----- Class Object (abstract) ----- //
|
||||
// Represent an object of the simulation
|
||||
class Object {
|
||||
public :
|
||||
// Structure Object::Position
|
||||
struct Position {
|
||||
double x; // x coordinate
|
||||
double y; // y coordinate
|
||||
double z; // z coordinate
|
||||
|
||||
// Methods
|
||||
Position(); // Constructor without arguments of the structure Position
|
||||
Position(double x, double y, double z); // Constructor of the structure Position
|
||||
} position; // Position of the object
|
||||
Object(const Position& position); // Constructor of the class Object
|
||||
virtual ~Object(); // Destructor of the class Object
|
||||
virtual void draw() const =0; // pure virtual method to draw the object
|
||||
};
|
||||
|
||||
// ----- Class Cube ----- //
|
||||
// Represente a Cube in the simulation
|
||||
class Cube : public Object {
|
||||
private :
|
||||
float size; // Size of a side in the cube
|
||||
|
||||
public :
|
||||
Cube(const Position& position, float size); // Constructor of the class cube
|
||||
virtual ~Cube(); // Destructor of the class cube
|
||||
virtual void draw() const; // Method to draw the cube
|
||||
};
|
||||
|
||||
|
||||
// ----- Class Plane ---- //
|
||||
// Represent a plane in the simulation
|
||||
class Plane : public Object {
|
||||
public :
|
||||
float width; // Width of the plane
|
||||
float height; // Height of the plane
|
||||
Vector3D d1; // Unit vector in the plane
|
||||
Vector3D d2; // Unit vector in the plane
|
||||
Vector3D normalVector; // Unit normal vector of the plane
|
||||
Plane(const Position& position, float width, float height, const Vector3D& d1, const Vector3D& d2); // Constructor of the class Plane
|
||||
virtual ~Plane(); // Destructor of the class Plane
|
||||
virtual void draw() const; // Method to draw the plane
|
||||
};
|
||||
|
||||
#endif
|
115
sources/demo/OutSideCamera.cpp
Normal file
115
sources/demo/OutSideCamera.cpp
Normal file
|
@ -0,0 +1,115 @@
|
|||
/****************************************************************************
|
||||
* 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 "OutSideCamera.h"
|
||||
#include <cmath>
|
||||
|
||||
// Constants
|
||||
const double PI = 3.141592;
|
||||
|
||||
// Constructor
|
||||
OutSideCamera::OutSideCamera() {
|
||||
|
||||
// Initialize the attributes
|
||||
heightFromFloor = 20.0;
|
||||
horizontalAngleRotation = 0;
|
||||
verticalAngleRotation = 45;
|
||||
distanceFromOrigin = 10.0;
|
||||
lookAtPoint.setAllValues(0.0, 0.0, 0.0);
|
||||
|
||||
// Update the position of the camera
|
||||
updatePosition();
|
||||
|
||||
// Update the view vector of the camera
|
||||
updateViewVector();
|
||||
}
|
||||
|
||||
// Destructor
|
||||
OutSideCamera::~OutSideCamera() {
|
||||
|
||||
}
|
||||
|
||||
// Compute the new position of the camera
|
||||
void OutSideCamera::updatePosition() {
|
||||
|
||||
// Compute the floor distance from origin
|
||||
double floorDistance = distanceFromOrigin * cos(PI/180.0 * verticalAngleRotation);
|
||||
|
||||
// Update the position of the camera
|
||||
position.setAllValues(floorDistance*cos(PI/180.0 * horizontalAngleRotation), distanceFromOrigin*sin(PI/180*verticalAngleRotation),
|
||||
floorDistance*sin(PI/180.0 * horizontalAngleRotation));
|
||||
}
|
||||
|
||||
// Set the camera rotation angle and update the position of the camera
|
||||
void OutSideCamera::modifyHorizontalAngleRotation(int screenDistance, float fps) {
|
||||
|
||||
// Update the horizontal rotation angle of the camera
|
||||
horizontalAngleRotation = (horizontalAngleRotation + int(screenDistance * 60.0 / fps)) % 360;
|
||||
|
||||
// Update the position and the view vector of the camera
|
||||
updatePosition();
|
||||
updateViewVector();
|
||||
}
|
||||
|
||||
// Set the vertical camera rotation angle
|
||||
void OutSideCamera::modifyVerticalAngleRotation(int screenDistance, float fps) {
|
||||
|
||||
// Update the vertical rotation angle of the camera
|
||||
verticalAngleRotation = verticalAngleRotation + (screenDistance * 60.0 / fps);
|
||||
|
||||
// Vertical angle limits
|
||||
if (verticalAngleRotation > 89) {
|
||||
verticalAngleRotation = 89;
|
||||
}
|
||||
if (verticalAngleRotation < 1) {
|
||||
verticalAngleRotation = 1;
|
||||
}
|
||||
|
||||
// Update the position and the view vector of the camera
|
||||
updatePosition();
|
||||
updateViewVector();
|
||||
}
|
||||
|
||||
// Increase the distance from origine of the camera (used for the zoom)
|
||||
void OutSideCamera::increaseDistance(float fps) {
|
||||
|
||||
// Increase the distance from origin
|
||||
distanceFromOrigin = distanceFromOrigin + (speed * 60 / fps);
|
||||
|
||||
// Update the position and the view vector of the camera
|
||||
updatePosition();
|
||||
updateViewVector();
|
||||
}
|
||||
|
||||
// Decrease the distance from origine of the camera (used for the zoom)
|
||||
void OutSideCamera::decreaseDistance(float fps) {
|
||||
|
||||
// Decrease the distance from origin
|
||||
distanceFromOrigin = distanceFromOrigin - (speed * 60 / fps);
|
||||
|
||||
// Limit condition
|
||||
if(distanceFromOrigin < 1) {
|
||||
distanceFromOrigin=1;
|
||||
}
|
||||
|
||||
// Update the position and the view vector of the camera
|
||||
updatePosition();
|
||||
updateViewVector();
|
||||
}
|
64
sources/demo/OutSideCamera.h
Normal file
64
sources/demo/OutSideCamera.h
Normal file
|
@ -0,0 +1,64 @@
|
|||
/****************************************************************************
|
||||
* 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 OUTSIDE_CAMERA_H
|
||||
#define OUTSIDE_CAMERA_H
|
||||
|
||||
// Libraries
|
||||
#include "Camera.h"
|
||||
|
||||
// ---- Class OutSideCamera ----
|
||||
// This camera can be move everywhere around the scene to obtain a outside view of the house
|
||||
class OutSideCamera : public Camera {
|
||||
private :
|
||||
double heightFromFloor; // Height from the floor
|
||||
int horizontalAngleRotation; // Horizontal rotation angle (in degree)
|
||||
int verticalAngleRotation; // Vertical rotation angle (in degree)
|
||||
double distanceFromOrigin; // Distance of the camera from the origin (used to zoom)
|
||||
|
||||
public :
|
||||
OutSideCamera(); // Constructor
|
||||
OutSideCamera(const OutSideCamera& camera); // Copy-constructor
|
||||
virtual ~OutSideCamera(); // Destructor
|
||||
void updatePosition(); // Compute the new position of the camera
|
||||
void updateViewVector(); // Update the view vector of the camera
|
||||
double getHeightFromFloor() const; // Get the height of the camera from the floor
|
||||
void setHeightFromFloor(double height); // Set the height of the camera from the floor
|
||||
void modifyHorizontalAngleRotation(int screenDistance, float fps); // Modify the horizontal camera rotation angle
|
||||
void modifyVerticalAngleRotation(int screenDistance, float fps); // Modify the vertical camera rotation angle
|
||||
void increaseDistance(float fps); // Increase the distance of the camera from the origin
|
||||
void decreaseDistance(float fps); // Decrease the distance of the camera from the origin
|
||||
};
|
||||
|
||||
// Compute the new view vector of the camera (inline function)
|
||||
inline void OutSideCamera::updateViewVector() {
|
||||
viewVector = Vector3D(0.0, 0.0, 0.0) - position;
|
||||
}
|
||||
|
||||
// Get the height of the camera from the floor (inline function)
|
||||
inline double OutSideCamera::getHeightFromFloor() const {
|
||||
return heightFromFloor;
|
||||
}
|
||||
|
||||
// Set the height of the camera from the floor (inline function)
|
||||
inline void OutSideCamera::setHeightFromFloor(double height) {
|
||||
heightFromFloor = height;
|
||||
}
|
||||
|
||||
#endif
|
27
sources/demo/ReactDemo.h
Executable file
27
sources/demo/ReactDemo.h
Executable file
|
@ -0,0 +1,27 @@
|
|||
/****************************************************************************
|
||||
* 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 REACT_DEMO_H
|
||||
#define REACT_DEMO_H
|
||||
|
||||
// Constants
|
||||
const int WINWIDTH = 640; // Width of the OpenGL windows
|
||||
const int WINHEIGHT = 480; // Height of the OpenGL windows
|
||||
|
||||
#endif
|
118
sources/demo/Scene.cpp
Executable file
118
sources/demo/Scene.cpp
Executable file
|
@ -0,0 +1,118 @@
|
|||
/****************************************************************************
|
||||
* 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/>. *
|
||||
***************************************************************************/
|
||||
|
||||
// Librairies
|
||||
#include "Scene.h"
|
||||
#include "Objects.h"
|
||||
|
||||
// Constructor of the class Scene
|
||||
Scene::Scene() {
|
||||
// Initialise the material specular color
|
||||
mat_specular[0] = 1.0;
|
||||
mat_specular[1] = 1.0;
|
||||
mat_specular[2] = 1.0;
|
||||
mat_specular[3] = 1.0;
|
||||
|
||||
// Initialize the material shininess
|
||||
mat_shininess[0] = 50.0;
|
||||
|
||||
// Initialise the light source position
|
||||
light_position[0] = 20.0;
|
||||
light_position[1] = 9.0;
|
||||
light_position[2] = 15.0;
|
||||
light_position[3] = 0.0;
|
||||
|
||||
// Initialise the ambient color of the light
|
||||
ambient_color[0] = 1.0;
|
||||
ambient_color[1] = 1.0;
|
||||
ambient_color[2] = 1.0;
|
||||
ambient_color[3] = 0.7;
|
||||
|
||||
// Initialise the diffuse light color
|
||||
white_light[0] = 1.0;
|
||||
white_light[1] = 1.0;
|
||||
white_light[2] = 1.0;
|
||||
white_light[3] = 1.0;
|
||||
}
|
||||
|
||||
// Destructor of the class Scene
|
||||
Scene::~Scene() {
|
||||
|
||||
}
|
||||
|
||||
// Init method
|
||||
void Scene::init() {
|
||||
glClearColor(0.0, 0.0, 0.0, 0.0); // Select the color for the background
|
||||
glShadeModel(GL_SMOOTH);
|
||||
glClearDepth(1.0);
|
||||
|
||||
// Lighting settings
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); // Specular color of the material
|
||||
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); // Shininess of the material
|
||||
glLightfv(GL_LIGHT0, GL_POSITION, light_position); // Position of the light source
|
||||
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color); // Ambient color of the light
|
||||
glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light); // Diffuse color of the light
|
||||
glLightfv(GL_LIGHT0, GL_SPECULAR, white_light); // Specular color of the light
|
||||
|
||||
glEnable(GL_LIGHTING); // Activate the lighting
|
||||
glEnable(GL_LIGHT0); // Activate a light source
|
||||
glEnable(GL_DEPTH_TEST); // Activate the Depth buffer
|
||||
//glEnable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
// Display method
|
||||
void Scene::display(const Context& context) const {
|
||||
glClearColor(0,0,0,0);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
// Define the position and the direction of the camera
|
||||
//gluLookAt(30,10,0,0,0,0,0,1,0);
|
||||
double x = outsideCamera.getPosition().getX();
|
||||
double y = outsideCamera.getPosition().getY();
|
||||
double z = outsideCamera.getPosition().getZ();
|
||||
gluLookAt(x,y,z,0,0,0,0,1,0);
|
||||
|
||||
// Draw all objects in the context
|
||||
for(int i=0; i<context.getNbObjects(); ++i)
|
||||
{
|
||||
// Copy the active matrix on the matrix stack
|
||||
glPushMatrix();
|
||||
|
||||
// Draw the object
|
||||
context.getObject(i).draw();
|
||||
|
||||
// Remove the matrix on the top of the matrix stack
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
// Change the buffers
|
||||
SDL_GL_SwapBuffers();
|
||||
}
|
||||
|
||||
// Reshape the window
|
||||
void Scene::reshape(int width, int height) {
|
||||
glViewport(0,0,width,height);
|
||||
glMatrixMode(GL_PROJECTION); // Specify the matrix that will be modified
|
||||
glLoadIdentity(); // Load the identity matrix before the transformations
|
||||
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
|
||||
}
|
61
sources/demo/Scene.h
Executable file
61
sources/demo/Scene.h
Executable file
|
@ -0,0 +1,61 @@
|
|||
/****************************************************************************
|
||||
* 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
|
||||
#include <GL/gl.h>
|
||||
#include <GL/glu.h>
|
||||
|
||||
|
||||
// Scene class
|
||||
class Scene {
|
||||
private :
|
||||
GLfloat mat_specular[4]; // Material specular light color
|
||||
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
|
||||
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
|
||||
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 a reference to the camera
|
||||
inline OutSideCamera& Scene::getOutSideCamera() {
|
||||
return outsideCamera;
|
||||
}
|
||||
|
||||
#endif
|
117
sources/demo/Simulation.cpp
Executable file
117
sources/demo/Simulation.cpp
Executable file
|
@ -0,0 +1,117 @@
|
|||
/****************************************************************************
|
||||
* 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() {
|
||||
simRunning = 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;
|
||||
|
||||
// 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);
|
||||
|
||||
// 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
|
||||
|
||||
// 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;
|
||||
break;
|
||||
|
||||
// A keyboard key has been pushed
|
||||
case SDL_KEYDOWN: // The Esc key has been pushed then we end the simulation
|
||||
if (event.key.keysym.sym == SDLK_ESCAPE)
|
||||
simRunning = false;
|
||||
break;
|
||||
|
||||
// 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)) {
|
||||
// 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);
|
||||
}
|
46
sources/demo/Simulation.h
Executable file
46
sources/demo/Simulation.h
Executable file
|
@ -0,0 +1,46 @@
|
|||
/****************************************************************************
|
||||
* 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
|
||||
|
||||
// Librairies
|
||||
#include "Context.h"
|
||||
#include "Scene.h"
|
||||
|
||||
// Class Simulation
|
||||
class Simulation {
|
||||
private :
|
||||
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
|
||||
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
|
||||
};
|
||||
|
||||
#endif
|
106
sources/demo/main.cpp
Executable file
106
sources/demo/main.cpp
Executable file
|
@ -0,0 +1,106 @@
|
|||
/****************************************************************************
|
||||
* 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 "../reactphysics3d/reactphysics3d.h"
|
||||
#include "Simulation.h"
|
||||
#include "ReactDemo.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <SDL/SDL.h>
|
||||
|
||||
|
||||
// Prototypes
|
||||
int initSDL();
|
||||
|
||||
// global variables
|
||||
SDL_Surface * pScreen; // Pointer to the SDL windows
|
||||
|
||||
// Main function
|
||||
int main(int argc, char** argv) {
|
||||
|
||||
if(initSDL() > 0) {
|
||||
// If initSDL return an error then we exit the program
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
// Initialize the glut library. We will use glut only to display shapes like cube or sphere
|
||||
glutInit(&argc, argv);
|
||||
|
||||
// Create a Simulation object used to simulate a physic world
|
||||
Simulation simulation;
|
||||
|
||||
// Start the simulation
|
||||
simulation.start();
|
||||
|
||||
std::cerr << "Fin normale du programme" << std::endl;
|
||||
|
||||
// To avoid warnings notifying that argc et argv aren't used
|
||||
(argc);
|
||||
(argv);
|
||||
|
||||
return (EXIT_SUCCESS);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Methode to initialise the SDL and the windows
|
||||
int initSDL() {
|
||||
// Initialisation of SDL
|
||||
if( SDL_Init(SDL_INIT_VIDEO) < 0) {
|
||||
std::cerr << "Echec SDL_Init : " << SDL_GetError() << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Select the method to exit
|
||||
atexit( SDL_Quit );
|
||||
|
||||
// Active double buffer mode
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
|
||||
// Select the Depth Buffer size
|
||||
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16);
|
||||
|
||||
// Activation of displaying in windows mode
|
||||
SDL_Surface* pScreen = SDL_SetVideoMode(WINWIDTH, WINHEIGHT, 32, SDL_OPENGL | SDL_GL_DOUBLEBUFFER | SDL_RESIZABLE | SDL_SWSURFACE);
|
||||
|
||||
// Check that displaying is activated
|
||||
if( !pScreen ) {
|
||||
std::cerr << "Echec de creation de la fenetre en 640x480 : " << SDL_GetError() << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Define the window title and the window icon
|
||||
SDL_WM_SetCaption("React Demo 0.01", NULL);
|
||||
|
||||
// Get the state of the Double Buffer parameter
|
||||
int nValue;
|
||||
if( SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &nValue) < 0) {
|
||||
std::cerr << "Echec de recuperation du parametre SDL_GL_DOUBLEBUFFER : " << SDL_GetError() << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Check that Double Buffer mode is activated
|
||||
if(nValue != 1) {
|
||||
std::cerr << "Erreur : SDL_GL_DOUBLEBUFFER inactif" << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue
Block a user