int main() { Physics p; Achievements a; p.update(); a.update(); return 0; }
void HelloParticlesApp::update() { // update physics timer->stop(); double dt = timer->getSeconds(); timer->start(); float mouseX = getMousePos().x; float mouseY = getMousePos().y; attractor->setPosition(Vec3f(mouseX, mouseY, 0)); physics->update(dt); }
int main() { Physics app; // DIYmain app; if (app.startup() == false) { return -1; } while (app.update() == true) { app.draw(); } app.shutdown(); return 0; }
void FlockingParticlesApp::update() { // update physics timer->stop(); double dt = timer->getSeconds(); timer->start(); float mouseX = (float)getMousePos().x; float mouseY = (float)getMousePos().y; attractor->setPosition(Vec3f(mouseX, mouseY, 0)); physics->update(dt); // copy particle positions into vbo gl::VboMesh::VertexIter iter = vboParticles.mapVertexBuffer(); for(vector<Particle*>::iterator p = physics->particles.begin(); p != physics->particles.end(); p++) { if(!(*p)->isAlive) continue; iter.setPosition((*p)->position.x, (*p)->position.y, (*p)->position.z); ++iter; } }
int main(int argc, char* args[]) { SDL_Init(SDL_INIT_EVERYTHING); Renderer scene; Interface input; Physics logic; Resource *init_obj; init_obj = new Resource; scene.objects = init_obj; input.objects = init_obj; logic.objects = init_obj; while(init_obj->game_on){ scene.update(); input.update(); logic.update(); } delete init_obj; SDL_Quit(); return 0; }
void FlockingParticlesApp::testParticleCreation() { printf("running testParticleCreation\n"); timer->stop(); timer->start(); BasicSpace* space = new BasicSpace(Vec3f::zero(), Vec3f(getWindowWidth(), getWindowHeight(), 0)); Physics* physics = new Physics(space); Emitter* emitter = new Emitter(physics); physics->emitter = emitter; emitter->setPosition(space->getCenter()); emitter->setInterval(0.0001); emitter->setRate(50000); emitter->setMax(50 * 1000); int numIterations = 10; for(int i=0; i<numIterations; i++) { physics->update(0.016f); //physics->createParticle(); } timer->stop(); printf("%f s \n", timer->getSeconds()); }