int main(int argc, char** argv) { EntityManager *em = new EntityManager(); SphereDetectionComponent* dcCam = new SphereDetectionComponent(1); StateComponent* scCam = new StateComponent(); PhysicComponent* pcCam = new PhysicComponent(dcCam, scCam); mat4 projection = glm::perspective(70.0*M_PI / 180.0, 16.0 / 9.0, 0.1, 100.0); Camera* cam = new Camera(projection, pcCam); SphereDetectionComponent* dc1 = new SphereDetectionComponent(1); StateComponent* sc1 = new StateComponent(); PhysicComponent* pc1 = new PhysicComponent(dc1, sc1); GraphicComponent* gc1 = new GraphicComponent(); Entity* en1 = new Entity(gc1, pc1); em->add(en1); SphereDetectionComponent* dc2 = new SphereDetectionComponent(1); StateComponent* sc2 = new StateComponent(); PhysicComponent* pc2 = new PhysicComponent(dc2, sc2); GraphicComponent* gc2 = new GraphicComponent(); Entity* en2 = new Entity(gc2, pc2); em->add(en2); SphereDetectionComponent* dc3 = new SphereDetectionComponent(1); StateComponent* sc3 = new StateComponent(); PhysicComponent* pc3 = new PhysicComponent(dc3, sc3); GraphicComponent* gc3 = new GraphicComponent(); Entity* en3 = new Entity(gc3, pc3); em->add(en3); for (int i = 0; i < 100; i++) { en2->getPhysicComponent()->getStateComponent()->setPosition(vec3(0, 0, 5-(float)i/2.0)); en3->getPhysicComponent()->getStateComponent()->setPosition(vec3(0, 3 - (float)i / 4.0,0)); em->collision(); em->update(); std::set<Contact*> contact_en1 = en1->getPhysicComponent()->getContact(); int j = 0; cout << "frame n " << i << endl; for (std::set<Contact*>::iterator it = contact_en1.begin(); it != contact_en1.end(); it++) { j++; cout << "Contact du solide 1 :" << endl; cout << "Contact n " << j << " Xpos = " << (*it)->position.x << " Ypos = " << (*it)->position.y << " Zpos = " << (*it)->position.z << endl; cout << "Contact n " << j << " Xnor = " << (*it)->normal.x << " Ynor = " << (*it)->normal.y << " Znor = " << (*it)->normal.z << endl; } cout << endl; } system("PAUSE"); }