void Path2dApp::setup(){ thread.setup(); controller = new ParticleController(); controller->setup(); mPerlin = Perlin(); mImage = gl::Texture( loadImage( loadResource( "header.png" ) ) ); }
void Box2DTestApp::setup() { mousePressed = false; // first define a ground box (no mass) // 1. define a body b2BodyDef groundBodyDef; groundBodyDef.position.Set(Conversions::toPhysics(app::getWindowWidth()/2), Conversions::toPhysics(app::getWindowHeight())); // pos of ground // 2. use world to create body b2Body* groundBody = world.CreateBody(&groundBodyDef); // 3. define fixture b2PolygonShape groundBox; groundBox.SetAsBox(Conversions::toPhysics(app::getWindowWidth()/2), Conversions::toPhysics(1.0f)); // size the ground // 4. create fixture on body groundBody->CreateFixture(&groundBox, 0.0f); // pass world to ParticleController particleController.setup(world); }