Beispiel #1
0
void BulletTestApp::update()
{
    mFrameRate = getAverageFps();

    // Update light
    mLight->update( mCamera );

// 		// Set box rotation
// 		float rotation = math<float>::sin( ( float )getElapsedSeconds() * 0.3333f ) * 0.35f	;
// 		mGroundTransform.setRotation( btQuaternion( 0.25f, 0.0f, 1.0f + rotation * 0.1f, rotation ) );
// 		mGroundTransform.setOrigin( btVector3( 0.0f, -60.0f, 0.0f ) );
//
// 		// Apply rotation to box
// 		btRigidBody* body = bullet::toBulletRigidBody( mGround );
// 		body->getMotionState()->setWorldTransform( mGroundTransform );
// 		body->setWorldTransform( mGroundTransform );

    // Update dynamics world
    mWorld->update( mFrameRate );

    // Remove out of bounds objects
    for( bullet::Iter object = mWorld->begin(); object != mWorld->end(); )
    {
        if ( object != mWorld->begin() && object->getPosition().y < -800.0f )
        {
            object = mWorld->erase( object );
        }
        else
        {
            ++object;
        }
    }

    checkPoint();
}
void VboMeshSampleApp::update()
{
	// Update FPS
	mFrameRate = getAverageFps();

	// Toggle fullscreen
	if ( mFullScreen != isFullScreen() ) {
		setFullScreen( mFullScreen );
	}

	// Reset the meshes if the segment count changes
	if ( mNumSegmentsPrev != mNumSegments ) {
		createMeshes();
		mNumSegmentsPrev = mNumSegments;
	}

	// Update light on every frame
	mLight->update( mCamera );
}
void BulletTestApp::update()
{

	// Run next test
	if ( mTest != mTestPrev ) {
		mTestPrev = mTest;
		initTest();
	}

	mFrameRate = getAverageFps();

	// Update light
	mLight->update( mCamera );

	if ( mTest < 3 ) {

		// Set box rotation
		float rotation = math<float>::sin( ( float )getElapsedSeconds() * 0.3333f ) * 0.35f	;
		mGroundTransform.setRotation( btQuaternion( 0.25f, 0.0f, 1.0f + rotation * 0.1f, rotation ) );
		mGroundTransform.setOrigin( btVector3( 0.0f, -60.0f, 0.0f ) );

		// Apply rotation to box
		btRigidBody* body = bullet::toBulletRigidBody( mGround );
		body->getMotionState()->setWorldTransform( mGroundTransform );
		body->setWorldTransform( mGroundTransform );

	} else if ( mTest == 6 ) {

		// Read data
		Channel32f& input = mTerrain->getData();

		// Get image dimensions
		int32_t height = input.getHeight();
		int32_t width = input.getWidth();
		
		// Create output channel
		Channel32f output = Channel32f( width, height );
		
		// Move pixel value over by one
		for ( int32_t y = 0; y < height; y++ ) {
			for ( int32_t x = 0; x < width; x++ ) {
				float value = input.getValue( Vec2i( x, y ) );
				Vec2i position( ( x + 1 ) % width, ( y + 1 ) % height );
				output.setValue( position, value );
			}

		}

		// Copy new data back to original
		input.copyFrom( output, output.getBounds() );

		// Shift texture coordinates to match positions
		vector<Vec2f>& texCoords = mTerrain->getTexCoords();
		Vec2f delta( 1.0f / (float)width, 1.0f / (float)height );
		for ( vector<Vec2f>::iterator uv = texCoords.begin(); uv != texCoords.end(); ++uv ) {
			*uv -= delta;
		}

		// Update terrain VBO
		mTerrain->updateVbo();

	} else if ( mTest == 7 ) {

		bool init = !mSurface;
		
		if ( mCapture.isCapturing() && mCapture.checkNewFrame() ) {
		
			mSurface = mCapture.getSurface();
			ip::flipVertical( &mSurface );

			if ( init ) {
				mTerrain = new DynamicTerrain( Channel32f( 160, 160 ), -1.0f, 1.0f, Vec3f( 2.0f, 70.0f, 2.0f ), 0.0f );
				mWorld->pushBack( mTerrain );
				btRigidBody* terrain = ( btRigidBody* )mTerrain->getBulletBody();
				terrain->setAngularFactor( 0.6f );
				terrain->setFriction( 0.6f );
			} else {
				mTerrain->getData().copyFrom( Channel32f( mSurface ), Area( 0, 0, 160, 160 ) );
				mTerrain->updateVbo();
			}

		}

	}
	
	// Update dynamics world
	mWorld->update( mFrameRate );

	/*if ( mGround ) { 
		Iter iter = mWorld->find( mGround );
		OutputDebugStringA( toString( iter->getPosition().x ).c_str() );
		OutputDebugStringA( "\n" );
	}*/

	// Remove out of bounbds objects
	for ( bullet::Iter object = mWorld->begin(); object != mWorld->end(); ) {
		if ( object != mWorld->begin() && object->getPosition().y < -800.0f ) {
			object = mWorld->erase( object );
		} else {
			++object;
		}
	}

	// Remove objects when count is too high
	uint32_t max = mTest >= 4 ? MAX_OBJECTS_TERRAIN : MAX_OBJECTS;
	if ( mWorld->getNumObjects() > max + 1 ) {
		for ( uint32_t i = 1; i < mWorld->getNumObjects() - MAX_OBJECTS_TERRAIN; i++ ) {
			mWorld->erase( mWorld->begin() + 1 );
		}
	}

}