void inputFn() { sf::Event evt; while (window.GetEvent(evt)) { if (window.GetInput().IsKeyDown(sf::Key::Down)) { if (max_tess > 1) max_tess -= 1; } else if(window.GetInput().IsKeyDown(sf::Key::Up)) { if (max_tess < 50) max_tess += 1; } switch (evt.Type) { case sf::Event::Closed: window.Close(); break; case sf::Event::KeyPressed: fflag = evt.Key.Code; break; case sf::Event::KeyReleased: fflag = 0; if (evt.Key.Code == 'r') move = !move; break; case sf::Event::MouseMoved: mouse = vec2(evt.MouseMove.X, WIN_H - evt.MouseMove.Y); break; default: break; } } }
void handleEvents() { const sf::Input& Input = App->GetInput(); bool shiftDown = Input.IsKeyDown(sf::Key::LShift) || Input.IsKeyDown(sf::Key::RShift); sf::Event Event; while (App->GetEvent(Event)) { if (Event.Type == sf::Event::Closed) App->Close(); if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape)) App->Close(); // This is for grading your code. DO NOT REMOVE if(Event.Type == sf::Event::KeyPressed && Event.Key.Code == sf::Key::Space) { firing = 6; } if(Event.Type == sf::Event::KeyReleased && Event.Key.Code == sf::Key::Space) { firing = 0; } if(Event.Type == sf::Event::KeyPressed && Event.Key.Code == sf::Key::F12){ render = RenderEngine(); render.init(); } if (Event.Type == sf::Event::Resized) { glViewport(0, 0, Event.Size.Width, Event.Size.Height); } } }
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; }
void handleEvents() { const sf::Input& Input = App->GetInput(); bool shiftDown = Input.IsKeyDown(sf::Key::LShift) || Input.IsKeyDown(sf::Key::RShift); sf::Event Event; while (App->GetEvent(Event)) { // Close window : exit if (Event.Type == sf::Event::Closed) App->Close(); // Escape key : exit if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape)) App->Close(); if (Event.Type == sf::Event::Resized) { glViewport(0, 0, Event.Size.Width, Event.Size.Height); } } }
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(); } }
#define GL_CHECK(x) {\ (x);\ GLenum error = glGetError();\ if (GL_NO_ERROR != error) {\ printf("%s", gluErrorString(error));\ }\ } // Note: See the SMFL documentation for info on setting up fullscreen mode // and using rendering settings // http://www.sfml-dev.org/tutorials/1.6/window-window.php sf::WindowSettings settings(24, 8, 2); sf::Window window(sf::VideoMode(800, 600), "Assignment 3", sf::Style::Close, settings); const sf::Input& Input = window.GetInput(); // This is a clock you can use to control animation. For more info, see: // http://www.sfml-dev.org/tutorials/1.6/window-time.php sf::Clock clck; // This creates an asset importer using the Open Asset Import library. // It automatically manages resources for you, and frees them when the program // exits. Assimp::Importer importer1; Assimp::Importer importer2; const aiScene* scene1; const aiScene* scene2; const aiScene* cur_scene; //const aiMesh* mesh;
void handleEvents() { const sf::Input& Input = App->GetInput(); bool shiftDown = Input.IsKeyDown(sf::Key::LShift) || Input.IsKeyDown(sf::Key::RShift); sf::Event Event; while (App->GetEvent(Event)) { // Close window : exit if (Event.Type == sf::Event::Closed) App->Close(); // Escape key : exit if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape)) App->Close(); if((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::W)) { tiltX-=cos(cameraTheta*M_PI/180)*TILTSPEED; tiltZ-=sin(cameraTheta*M_PI/180)*TILTSPEED; } if((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::S)) { tiltX+=cos(cameraTheta*M_PI/180)*TILTSPEED; tiltZ+=sin(cameraTheta*M_PI/180)*TILTSPEED; } if((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::A)) { tiltX-=sin(cameraTheta*M_PI/180)*TILTSPEED; tiltZ+=cos(cameraTheta*M_PI/180)*TILTSPEED; } if((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::D)) { tiltX+=sin(cameraTheta*M_PI/180)*TILTSPEED; tiltZ-=cos(cameraTheta*M_PI/180)*TILTSPEED; } if(tiltX*tiltX+tiltZ*tiltZ>MAXTILT*MAXTILT) { double size = sqrt(tiltX*tiltX+tiltZ*tiltZ); tiltX*=MAXTILT/size; tiltZ*=MAXTILT/size; } if (cameraLookMode && Event.Type == sf::Event::MouseMoved) { int deltaX = Event.MouseMove.X - lastPos[0]; int deltaY = Event.MouseMove.Y - lastPos[1]; /*glPushMatrix(); glLoadIdentity(); glRotated(deltaY, 1, 0, 0); glRotated(deltaX, 0, 1, 0); glMultMatrixd(rotationMatrix); glGetDoublev(GL_MODELVIEW_MATRIX, (GLdouble*) &rotationMatrix); glPopMatrix();*/ cameraTheta += deltaX*CAMERASPEED; //cameraPhi -= deltaY*CAMERASPEED; if (cameraPhi > 180) cameraPhi = 180; if (cameraPhi < 0.01) cameraPhi = 0.01; lastPos[0] = Event.MouseMove.X; lastPos[1] = Event.MouseMove.Y; } if (Event.Type == sf::Event::MouseButtonPressed && Event.MouseButton.Button == sf::Mouse::Left) { lastPos[0] = Event.MouseButton.X; lastPos[1] = Event.MouseButton.Y; cameraLookMode = !cameraLookMode; } } ball.accelerate(tiltX*0.0001,0.0001,0.0001*tiltZ); ball.testCollision(level[0]); }