コード例 #1
0
int
main(int argc, const char **argv)
{
	cpInitChipmunk();
	cp_collision_slop = 0.2f;
	
#ifdef TIME_TRIAL
	sleep(1);
	for(int i=0; i<demoCount; i++){
		if(i == 'l' - 'a') continue;
		time_trial(i, 1000);
	}
//	time_trial(0, 1000);
	exit(0);
#endif
	
	mouseBody = cpBodyNew(INFINITY, INFINITY);
	
	glutStuff(argc, argv);
	
	runDemo(demos[firstDemoIndex]);
	glutMainLoop();

	return 0;
}
コード例 #2
0
ファイル: ChipmunkDemo.c プロジェクト: 50Cubes/ClusterFear
int
main(int argc, const char **argv)
{
	ChipmunkDemo demo_list[] = {
		LogoSmash,
		PyramidStack,
		Plink,
		BouncyHexagons,
		Tumble,
		PyramidTopple,
		Planet,
		Springies,
		Pump,
		TheoJansen,
		Query,
		OneWay,
		Joints,
		Tank,
		Chains,
		Crane,
		ContactGraph,
		Buoyancy,
		Player,
		Slice,
		Convex,
		Unicycle,
	};
	
	demos = demo_list;
	demoCount = sizeof(demo_list)/sizeof(ChipmunkDemo);
	int trial = 0;
	
	for(int i=0; i<argc; i++){
		if(strcmp(argv[i], "-bench") == 0){
			demos = bench_list;
			demoCount = bench_count;
		} else if(strcmp(argv[i], "-trial") == 0){
			trial = 1;
		}
	}
	
	if(trial){
//		sleep(1);
		for(int i=0; i<demoCount; i++) time_trial(i, 1000);
//		time_trial('d' - 'a', 10000);
		exit(0);
	} else {
		mouseBody = cpBodyNew(INFINITY, INFINITY);
		
		glutStuff(argc, argv);
		
		runDemo(demoIndex);
		glutMainLoop();
	}

	return 0;
}
コード例 #3
0
ファイル: ChipmunkDemo.c プロジェクト: Avant-Flux/chipmunk
int
main(int argc, const char **argv)
{
	cpInitChipmunk();
	
//	for(int i=0; i<demoCount; i++)
//		time_trial(i, 1000);
//	time_trial('d' - 'a', 10000);
//	exit(0);
	
	mouseBody = cpBodyNew(INFINITY, INFINITY);
	
	glutStuff(argc, argv);
	
	runDemo(demos[firstDemoIndex]);
	glutMainLoop();

	return 0;
}
コード例 #4
0
ファイル: j7.cpp プロジェクト: YutaMatsumoto/airhocky
// Main ---------------------------------------------------------------------
int main(int argc, const char *argv[])
{

  std::string vshader = argv[3];
  std::string fshader = argv[4];

  // RotateHelp boardrot(3);
  // std::cout << "rotate angle: " << boardrot.rotate_angle(5) << std::endl;  

  glutStuff(argc, argv);
	glewInit();
  // GLuint h_program = initGPU(argv[3], argv[4]); // specify vshader and fshader
  print_opengl_version();
  init_shader_variables();
  createMenu();


  // objs.push_back(dragon);

  // Bullet ---------------------------------------------------------------------
  /* Bullet Settings */
  btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
  btCollisionDispatcher* dispatcher = new	btCollisionDispatcher(collisionConfiguration);
  btBroadphaseInterface* overlappingPairCache = new btDbvtBroadphase();
  btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
  /* Bullet World */
	dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,overlappingPairCache,solver,collisionConfiguration);
	dynamicsWorld->setGravity(btVector3(0,0,0));
	// btContactSolverInfo& info = dynamicsWorld->getSolverInfo();


  // Game Object ------------------------------------------------------------------
  glm::mat4 identity = glm::mat4();
  Obj ball(argv[1]             , identity, tex3, dynamicsWorld, ConvexHull); // CH
  Obj board(argv[2]            , identity, tex2, dynamicsWorld, TriangleMesh); // CH
  Obj paddle2("obj/Paddle.obj" , identity, tex3, dynamicsWorld, TriangleMesh);
  Obj puck("obj/Puck.obj"      , identity, tex4, dynamicsWorld, TriangleMesh);

  ball.set_name("Ball");
  board.set_name("Board");
  paddle2.set_name("Paddle2");
  puck.set_name("Puck");

  objs.push_back(ball);
  objs.push_back(board);
  objs.push_back(paddle2);
  objs.push_back(puck);

  objs[Paddle2].move(10.0/getDT(), 10.0/getDT());


  // Lighting --------------------------------------------------------------------
  // light = new LightingTechnique();
  // if ( ! light->Init( vshader.c_str(), fshader.c_str() ) ) { std::cerr << "LightingTechnique Init Failed "<< std::endl; }
  // init_shader_variables(light);
  // light->Enable(); // enable shader

  // Pipeline --------------------------------------------------------------------
  h_program = InitShader( vshader.c_str(), fshader.c_str() );
  bind_shader_variables2(h_program);
  init_shader_variables();

  
  glutMainLoop();


  return 0;
}