int main(int argc, char** argv) { // Put your game loop here (i.e., render with OpenGL, update animation) while (window.IsOpened()) { window.Display(); } return 0; }
int main() { Renderable3DS object("models/cat-braizer.3ds"); object.printInfo(); while (window.IsOpened()) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); handleInput(); createView(); object.render(); window.Display(); } }
int main(int argc, const char * argv[]) { initGL(); loadShader(); _scene.initialize("current_mesh_texture.ply"); InputHandler inputHandler(_window, _window.GetInput(), &_camera); while (_window.IsOpened()) { inputHandler.handleInput(); renderFrame(); _window.Display(); } return 0; }
int main(int argc, const char **argv) { init(argc, argv); loadAssets(); while (window.IsOpened()) { clockdiff = clck.GetElapsedTime(); elapsed += clockdiff; clck.Reset(); inputFn(); renderFn(); window.Display(); } return 0; }
int main(int argc, char** argv) { initOpenGL(); loadAssets(); // Put your game loop here (i.e., render with OpenGL, update animation) while (window.IsOpened()) { handleInput(); renderFrame(); window.Display(); } return 0; }
int main(int argc, char** argv) { initOpenGL(); loadAssets(); // go to a square Viewport glViewport(0, 0, CUBE_MAP_SIZE, CUBE_MAP_SIZE); generateEnvironmentMap(); // go to our window Viewport glViewport(0, 0, window.GetWidth(), window.GetHeight()); // Put your game loop here (i.e., render with OpenGL, update animation) while (window.IsOpened()) { handleInput(); renderFrame(); window.Display(); updatePositions(); } return 0; }
int main ( int argc, char **argv ) { // On cr�e notre fen�tre gr�ce � SFML Application.Create( sf::VideoMode( 800, 500, 32 ), "SFML : Bullet physics", sf::Style::Titlebar | sf::Style::Resize | sf::Style::Close); //Application.Create(sf::VideoMode::GetMode(0), "SFML Window", sf::Style::Fullscreen); // Creation d'une fen�tre plein �cran avec le meilleur mode vid�o /// Bullet physics ///collision configuration contains default setup for memory, collision setup myCollisionConfiguration = new btDefaultCollisionConfiguration(); ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded) myDispatcher = new btCollisionDispatcher(myCollisionConfiguration); myBroadphase = new btDbvtBroadphase(); ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded) mySequentialImpulseConstraintSolver = new btSequentialImpulseConstraintSolver; // initialisation du monde bullet myWorld = new btDiscreteDynamicsWorld(myDispatcher,myBroadphase,mySequentialImpulseConstraintSolver,myCollisionConfiguration); // On d�finit la gravit�, de fa�on � ce que les objets tombent vers le bas (-Y). myWorld->setGravity( btVector3(0,-10,0) ); /// SOL /////////////////////////////////////////// // create a shape btCollisionShape* shape_sol = new btBoxShape( btVector3(100,1,100) ); myTransform.setIdentity(); myTransform.setOrigin( btVector3(0,0,0) ); btVector3 localInertiaSol(0,0,0); btScalar mass = 0; // Using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects myMotionState_Sol = new btDefaultMotionState(myTransform); btRigidBody::btRigidBodyConstructionInfo rbInfo_sol( mass, myMotionState_Sol, shape_sol, localInertiaSol ); body_sol = new btRigidBody(rbInfo_sol); // Add the body to the dynamics world myWorld->addRigidBody(body_sol); // Create a clock for measuring time elapsed sf::Clock montre; //Variable pour calculer le delta de d�placement de la souris quand les clicks droit et gauche de la souris sont enfonc� pour manipuler la cam�ra // Pour d�clancher la chute d'un seul kapla quand la touche Espace est relach�e bool trigger = false; unsigned int windowsWidth = Application.GetWidth(); unsigned int windowsHeight = Application.GetHeight(); int startPointX(0),startPointY(0); float deltaX(0),deltaY(0),prevDeltaX(1),prevDeltaY(1); int MouseX(0); int MouseY(0); bool show = true; //unsigned int sizeWidth = sf::Window::GetWidth(); //On initialise une cam�ra qui sera plac� par d�faut par le constructeur Camera camcam(110,60.0,60.0); Cursor cursor; bool test = false; float time; // pour avoir les infos clavier en temps r�el const sf::Input& Input = Application.GetInput(); // Notre boucle d'affichage while(Application.IsOpened() ) { Application.ShowMouseCursor (false); // r�f�rence vers l'entr�e associ�e � une fen�tre (pour r�cup�rer les donn�s clavier en temps r�el sf::Event Event; //Utilise les fl�che pour d�placer le Kapla qui va �tre lach� // Get some useless input states, just to illustrate the tutorial bool LeftKeyDown = Input.IsKeyDown(sf::Key::Left); bool RightKeyDown = Input.IsKeyDown(sf::Key::Right); bool UpKeyDown = Input.IsKeyDown(sf::Key::Up); bool DownKeyDown = Input.IsKeyDown(sf::Key::Down); bool RightButtonDown = Input.IsMouseButtonDown(sf::Mouse::Right); bool LeftButtonDown = Input.IsMouseButtonDown(sf::Mouse::Left); bool Espace = Input.IsKeyDown(sf::Key::Space); bool Shift = Input.IsKeyDown(sf::Key::LShift); MouseX = Input.GetMouseX() ; MouseY = Input.GetMouseY() ; if (LeftButtonDown) { if (show ) { montre.Reset(); startPointY = MouseY; startPointX = MouseX; //cout<< "start point" <<startPointX<< endl; show = false; } time = montre.GetElapsedTime(); //cout<< time << endl; if (time > 0.02) { deltaX = ((MouseX-startPointX)); deltaY = ((MouseY-startPointY)); //show = true; cout<< deltaX<< endl; if ((prevDeltaX != deltaX)||(prevDeltaY != deltaY)) { camcam.tumble(deltaX/5,deltaY/5); show = true; //montre.Reset(); prevDeltaX = deltaX; prevDeltaY = deltaY; } } }else { show = true; cursor.set((MouseX - windowsWidth/2), (MouseY - windowsHeight/2)); } if (Shift) { test=true; }else{ test=false; } if (LeftKeyDown) { camcam.tumble(0.005, 0); LeftKeyDown = false; } if (RightKeyDown) { camcam.tumble(-0.005, 0); RightKeyDown = false; } if (UpKeyDown) { camcam.tumble(0, 0.005); } if (DownKeyDown) { camcam.tumble(0, -0.005); } //unsigned int delta =mouseT3 - mouseT1; //cout << delta<< endl; while (Application.GetEvent(Event)) { if (Event.Type == sf::Event::Resized) glViewport(0, 0, Event.Size.Width, Event.Size.Height); // Fen�tre ferm�e if (Event.Type == sf::Event::Closed) Application.Close(); // Touche 'echap' appuy�e if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape)) Application.Close(); if ((Event.Type == sf::Event::KeyReleased) && (Event.Key.Code == sf::Key::Space)) { /// box /////////////////////////////////////////// // create a shape btCollisionShape* shape_kapla = new btBoxShape( btVector3(3,1,15) ); myTransform.setIdentity(); int dropX((MouseX - windowsWidth/2)); int dropY((MouseY - windowsHeight/2)); myTransform.setOrigin(btVector3(dropX,5,dropY)); btVector3 localInertia(0,0,0); mass = 0.5f; shape_kapla->calculateLocalInertia( mass, localInertia ); //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects myMotionState = new btDefaultMotionState(myTransform); btRigidBody::btRigidBodyConstructionInfo myBoxRigidBodyConstructionInfo( mass,myMotionState, shape_kapla, localInertia ); body_kapla = new btRigidBody(myBoxRigidBodyConstructionInfo); //add the body to the dynamics world myWorld->addRigidBody(body_kapla); trigger=true; } } Application.SetActive(); //NEED convertiseur coord souris -> coord du plan visible par la cam�ra // le d�placement sur le plan de la fen�tre est proportionel � celui du plan de construction // dessin le curseur //cursor.drawKapla(1,15,3); //touche espace enfonc�e et relach�e if ((Espace)) { } if (myWorld) { myWorld->stepSimulation( 0.0001 ); } camcam.display(); cursor.drawKapla(15, 3, 1); // On recup�re la matrice OpenGL transform�e par Bullet qu'on appliquera � notre boite if (trigger) { myMotionState->m_graphicsWorldTrans.getOpenGLMatrix( matrix ); glPushMatrix(); glMultMatrixf( matrix ); box(3,1,15); glPopMatrix(); } box(100,1,100); // On a ffiche le sol; if (test==true) { } // swap buffers, etc Application.Display(); } }