Пример #1
0
void SailboatDemo::display()
{
    // Clear the view port and set the camera direction
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();

    cyclone::Vector3 pos = sailboat.getPosition();
    cyclone::Vector3 offset(4.0f, 0, 0);
    offset = sailboat.getTransform().transformDirection(offset);
    gluLookAt(pos.x+offset.x, pos.y+5.0f, pos.z+offset.z,
              pos.x, pos.y, pos.z,
              0.0, 1.0, 0.0);

    glColor3f(0.6f,0.6f,0.6f);
    int bx = int(pos.x);
    int bz = int(pos.z);
    glBegin(GL_QUADS);
    for (int x = -20; x <= 20; x++) for (int z = -20; z <= 20; z++)
    {
        glVertex3f(bx+x-0.1f, 0, bz+z-0.1f);
        glVertex3f(bx+x-0.1f, 0, bz+z+0.1f);
        glVertex3f(bx+x+0.1f, 0, bz+z+0.1f);
        glVertex3f(bx+x+0.1f, 0, bz+z-0.1f);
    }
    glEnd();

    // Set the transform matrix for the aircraft
    cyclone::Matrix4 transform = sailboat.getTransform();
    GLfloat gl_transform[16];
    transform.fillGLArray(gl_transform);
    glPushMatrix();
    glMultMatrixf(gl_transform);

    // Draw the boat
    glColor3f(0,0,0);
    drawBoat();
    glPopMatrix();

    char buffer[256];
    sprintf(
        buffer,
        "Speed %.1f",
        sailboat.getVelocity().magnitude()
        );
    glColor3f(0,0,0);
    renderText(10.0f, 24.0f, buffer);

    sprintf(
        buffer,
        "Sail Control: %.1f",
        sail_control
        );
    renderText(10.0f, 10.0f, buffer);
}
Пример #2
0
void FlightSimDemo::update()
{
    // Find the duration of the last frame in seconds
    float duration = (float)TimingData::get().lastFrameDuration * 0.001f;
    if (duration <= 0.0f) return;

    // Start with no forces or acceleration.
    aircraft.clearAccumulators();

    // Add the propeller force
    cyclone::Vector3 propulsion(-10.0f, 0, 0);
    propulsion = aircraft.getTransform().transformDirection(propulsion);
    aircraft.addForce(propulsion);

    // Add the forces acting on the aircraft.
    registry.updateForces(duration);

    // Update the aircraft's physics.
    aircraft.integrate(duration);

    // Do a very basic collision detection and response with the ground.
    cyclone::Vector3 pos = aircraft.getPosition();
    if (pos.y < 0.0f)
    {
        pos.y = 0.0f;
        aircraft.setPosition(pos);

        if (aircraft.getVelocity().y < -10.0f)
        {
            resetPlane();
        }
    }

    Application::update();
}
Пример #3
0
void FlightSimDemo::display()
{
    // Clear the view port and set the camera direction
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();

    cyclone::Vector3 pos = aircraft.getPosition();
    cyclone::Vector3 offset(4.0f+aircraft.getVelocity().magnitude(), 0, 0);
    offset = aircraft.getTransform().transformDirection(offset);
    gluLookAt(pos.x+offset.x, pos.y+5.0f, pos.z+offset.z,
              pos.x, pos.y, pos.z,
              0.0, 1.0, 0.0);

    glColor3f(0.6f,0.6f,0.6f);
    int bx = int(pos.x);
    int bz = int(pos.z);
    glBegin(GL_QUADS);
    for (int x = -20; x <= 20; x++) for (int z = -20; z <= 20; z++)
    {
        glVertex3f(bx+x-0.1f, 0, bz+z-0.1f);
        glVertex3f(bx+x-0.1f, 0, bz+z+0.1f);
        glVertex3f(bx+x+0.1f, 0, bz+z+0.1f);
        glVertex3f(bx+x+0.1f, 0, bz+z-0.1f);
    }
    glEnd();

    // Set the transform matrix for the aircraft
    cyclone::Matrix4 transform = aircraft.getTransform();
    GLfloat gl_transform[16];
    transform.fillGLArray(gl_transform);
    glPushMatrix();
    glMultMatrixf(gl_transform);

    // Draw the aircraft
    glColor3f(0,0,0);
    drawAircraft();
    glPopMatrix();

    glColor3f(0.8f, 0.8f, 0.8f);
    glPushMatrix();
    glTranslatef(0, -1.0f - pos.y, 0);
    glScalef(1.0f, 0.001f, 1.0f);
    glMultMatrixf(gl_transform);
    drawAircraft();
    glPopMatrix();

    char buffer[256];
    sprintf(
        buffer,
        "Altitude: %.1f | Speed %.1f",
        aircraft.getPosition().y,
        aircraft.getVelocity().magnitude()
        );
    glColor3f(0,0,0);
    renderText(10.0f, 24.0f, buffer);

    sprintf(
        buffer,
        "Left Wing: %.1f | Right Wing: %.1f | Rudder %.1f",
        left_wing_control, right_wing_control, rudder_control
        );
    renderText(10.0f, 10.0f, buffer);
}