51 lines
2.7 KiB
C++
Executable File
51 lines
2.7 KiB
C++
Executable File
/****************************************************************************
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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 Lesser General Public License as published *
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* 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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* *
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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 Lesser General Public License for more details. *
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* *
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* You should have received a copy of the GNU Lesser 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 SIMULATION_H
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#define SIMULATION_H
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// Librairies
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#include "Context.h"
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#include "Scene.h"
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#include "../reactphysics3d/reactphysics3d.h"
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// Class Simulation
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class Simulation {
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private :
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Scene scene; // Scene object for displaying the simulation
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Context context; // Context of the simulation
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rp3d::CollisionWorld* world; // Pointer to the collision world that contains bodies of the simulation
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rp3d::CollisionEngine engine; // Collision engine for the physics of the simulation
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bool simRunning; // True if the simulation is running and false otherwise
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bool mouseButtonPressed; // True if the left mouse button is pressed
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double lastFrameTime; // Last frame time
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int nbFrame; // Number of frame (used to compute the framerate)
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double fps; // Framerate of the application
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void computeFps(); // Compute the framerate of the application
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public :
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Simulation(); // Constructor of the class
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~Simulation(); // Destructor of the class
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void start(); // Start the simulation
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void checkEvents(); // Check if SDL events occured and make the apropriate actions
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};
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#endif
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