Beispiel #1
0
int mainbak(int argc, char** argv)
{

    object1.id = 1;
    object2.id = 2;

    vec3 boxMax1 = vec3(2, 2, 2);
    vec3 boxMax2 = vec3(1, 1, 1);

    DtShapeRef shape1 = dtBox(boxMax1.x * 2, boxMax1.y * 2, boxMax1.z * 2);
    DtShapeRef shape2 = dtBox(boxMax2.x * 2, boxMax2.y * 2, boxMax2.z * 2);

    boxobj1 = BoundingBox(-boxMax1, boxMax1);
    boxobj2 = BoundingBox(-boxMax2, boxMax2);

    dtCreateObject(&object1, shape1); 
    dtCreateObject(&object2, shape2); 

    dtDisableCaching();

    dtSetDefaultResponse(collide1, DT_SIMPLE_RESPONSE, stdout);

   
    if(NO_DISPLAY) return 0;
     
    draw(argc, argv);
   
    return 0;
}
Beispiel #2
0
void 
SimCarCollideConfig(tCar *car)
{
    tCarElt *carElt;
    
    carElt = car->carElt;
    // The current car shape is a box...
    car->shape = dtBox(carElt->_dimension_x, carElt->_dimension_y, carElt->_dimension_z);
    dtCreateObject(car, car->shape);

    car->collisionAware = 1;
}
Beispiel #3
0
void
SimCarCollideConfig(tCar *car, tTrack *track)
{
	tCarElt *carElt;

	// Create car collision objects.
	carElt = car->carElt;
	// The current car shape is a box...
	car->shape = dtBox(carElt->_dimension_x, carElt->_dimension_y, carElt->_dimension_z);
	dtCreateObject(car, car->shape);

	car->collisionAware = 1;

	// Create fixed track collision objects (just pit wall for now).
	// TODO: car body/curbs collision.
	// TODO: car body/flat wall collision (e.g. for pavement, sidewalk).
	// TODO: define static objects in XML file/tTrack, collide with them as well.
}