int main(int argc, char** argv) { init_gfx(); init_2d(); world = dWorldCreate(); dBodyID ball = dBodyCreate(world); dBodySetPosition(ball, 0, 0, 0); for (;;) { Uint8* chars = SDL_GetKeyState(NULL); if (chars[SDLK_LEFT]) { dBodyAddForce(ball, -force, 0, 0); } if (chars[SDLK_RIGHT]) { dBodyAddForce(ball, +force, 0, 0); } if (chars[SDLK_UP]) { dBodyAddForce(ball, 0, +force, 0); } if (chars[SDLK_DOWN]) { dBodyAddForce(ball, 0, -force, 0); } const dReal* pos = dBodyGetPosition(ball); glTranslatef(pos[0], pos[1], pos[2]); draw_circle(); dWorldQuickStep(world, 0.01); step(); } }
int main(int argc, char** argv) { init_gfx(); init_2d(); // create world and set gravity world = dWorldCreate(); dWorldSetGravity(world, 0, -5, 0); // create a body for our ball dBodyID body = dBodyCreate(world); dBodySetPosition(body, 0, 0, 0); for (;;) { // infinite loop // get the position and move there in OpenGL const dReal* pos = dBodyGetPosition(body); glTranslatef(pos[0], pos[1], pos[2]); draw_circle(); // integrate all bodies dWorldQuickStep(world, 0.01); // redraw screen step(); } }
int main (void) { int array[N][M]; int i, j, k; init_2d(array, N, M); for (i = 0; i < N; i++) for (j = 0; j < M; j++) { scanf("%d", &k); array[i][j] += k; } for (i = 0; i < N; i++) { for (j = 0; j < M; j++) printf("%d ", array[i][j]); printf("\n"); } return 0; }
int main(int argc, char** argv) { init_gfx(); init_2d(); world = dWorldCreate(); dBodyID ball = dBodyCreate(world); dBodySetPosition(ball, 0, 0, 0); for (;;) { Uint8* chars = SDL_GetKeyState(NULL); const dReal* pos = dBodyGetPosition(ball); const dReal* q = dBodyGetQuaternion(ball); double angle = get_q_angle(q); const dReal* axis = get_q_axis(q); if (chars[SDLK_LEFT]) { dBodyAddForceAtPos(ball, -force, 0, 0, pos[0], pos[1]+1, pos[2]); } if (chars[SDLK_RIGHT]) { dBodyAddForceAtPos(ball, force, 0, 0, pos[0], pos[1]+1, pos[2]); } if (chars[SDLK_UP]) { dBodyAddForce(ball, 0, +force, 0); } if (chars[SDLK_DOWN]) { dBodyAddForce(ball, 0, -force, 0); } glTranslatef(pos[0], pos[1], pos[2]); glRotatef(angle * 180 / M_PI, axis[0], axis[1], axis[2]); draw_circle(); dWorldQuickStep(world, 0.01); step(); } }