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; }
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; }
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; }
// 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; }