first step in refactoring/cleaning up demos

This commit is contained in:
ejcoumans
2006-09-11 05:31:22 +00:00
parent a27c35ecaa
commit 43370aaa4f
33 changed files with 2449 additions and 7548 deletions

View File

@@ -24,29 +24,14 @@ subject to the following restrictions:
#include "CollisionShapes/ConvexHullShape.h"
#include "CollisionShapes/BoxShape.h"
#include "CollisionDispatch/CollisionWorld.h"
#include "CollisionDispatch/CollisionObject.h"
#include "CollisionDispatch/CollisionDispatcher.h"
#include "BroadphaseCollision/SimpleBroadphase.h"
#include "BroadphaseCollision/AxisSweep3.h"
#include "IDebugDraw.h"
#include "GL_ShapeDrawer.h"
#ifdef WIN32 //needed for glut.h
#include <windows.h>
#endif
//think different
#if defined(__APPLE__) && !defined (VMDMESA)
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include "CollisionInterfaceDemo.h"
#include "GlutStuff.h"
@@ -66,8 +51,20 @@ int screenHeight = 480.f;
int main(int argc,char** argv)
{
clientResetScene();
CollisionInterfaceDemo* collisionInterfaceDemo = new CollisionInterfaceDemo();
collisionInterfaceDemo->initPhysics();
collisionInterfaceDemo->clientResetScene();
return glutmain(argc, argv,screenWidth,screenHeight,"Collision Interface Demo",collisionInterfaceDemo);
}
void CollisionInterfaceDemo::initPhysics()
{
m_debugMode |= IDebugDraw::DBG_DrawWireframe;
SimdMatrix3x3 basisA;
basisA.setIdentity();
@@ -80,38 +77,39 @@ int main(int argc,char** argv)
SimdPoint3 points0[3]={SimdPoint3(1,0,0),SimdPoint3(0,1,0),SimdPoint3(0,0,1)};
SimdPoint3 points1[5]={SimdPoint3(1,0,0),SimdPoint3(0,1,0),SimdPoint3(0,0,1),SimdPoint3(0,0,-1),SimdPoint3(-1,-1,0)};
BoxShape boxA(SimdVector3(1,1,1));
BoxShape boxB(SimdVector3(0.5,0.5,0.5));
BoxShape* boxA = new BoxShape(SimdVector3(1,1,1));
BoxShape* boxB = new BoxShape(SimdVector3(0.5,0.5,0.5));
//ConvexHullShape hullA(points0,3);
//hullA.setLocalScaling(SimdVector3(3,3,3));
//ConvexHullShape hullB(points1,4);
//hullB.setLocalScaling(SimdVector3(4,4,4));
objects[0].m_collisionShape = boxA;//&hullA;
objects[1].m_collisionShape = boxB;//&hullB;
objects[0].m_collisionShape = &boxA;//&hullA;
objects[1].m_collisionShape = &boxB;//&hullB;
CollisionDispatcher dispatcher;
//SimpleBroadphase broadphase;
CollisionDispatcher* dispatcher = new CollisionDispatcher;
SimdVector3 worldAabbMin(-1000,-1000,-1000);
SimdVector3 worldAabbMax(1000,1000,1000);
AxisSweep3 broadphase(worldAabbMin,worldAabbMax);
AxisSweep3* broadphase = new AxisSweep3(worldAabbMin,worldAabbMax);
//SimpleBroadphase is a brute force alternative, performing N^2 aabb overlap tests
//SimpleBroadphase* broadphase = new SimpleBroadphase;
collisionWorld = new CollisionWorld(&dispatcher,&broadphase);
collisionWorld = new CollisionWorld(dispatcher,broadphase);
collisionWorld->AddCollisionObject(&objects[0]);
collisionWorld->AddCollisionObject(&objects[1]);
return glutmain(argc, argv,screenWidth,screenHeight,"Collision Interface Demo");
}
//to be implemented by the demo
void clientMoveAndDisplay()
void CollisionInterfaceDemo::clientMoveAndDisplay()
{
clientDisplay();
displayCallback();
}
@@ -120,7 +118,7 @@ SimplexSolverInterface& gGjkSimplexSolver = sGjkSimplexSolver;
void clientDisplay(void) {
void CollisionInterfaceDemo::displayCallback(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_LIGHTING);
@@ -129,7 +127,7 @@ void clientDisplay(void) {
collisionWorld->PerformDiscreteCollisionDetection();
int i;
/*
///one way to draw all the contact points is iterating over contact manifolds / points:
int numManifolds = collisionWorld->GetDispatcher()->GetNumManifolds();
@@ -155,9 +153,10 @@ void clientDisplay(void) {
glVertex3d(ptB.x(),ptB.y(),ptB.z());
glEnd();
}
}
*/
//you can un-comment out this line, and then all points are removed
//contactManifold->ClearManifold();
}
//GL_ShapeDrawer::DrawCoordSystem();
@@ -178,7 +177,7 @@ void clientDisplay(void) {
orn.setEuler(yaw,pitch,roll);
objects[1].m_worldTransform.setOrigin(objects[1].m_worldTransform.getOrigin()+SimdVector3(0,-0.01,0));
//objects[0].m_worldTransform.setRotation(orn);
objects[0].m_worldTransform.setRotation(orn);
pitch += 0.005f;
yaw += 0.01f;
@@ -187,28 +186,10 @@ void clientDisplay(void) {
glutSwapBuffers();
}
void clientResetScene()
void CollisionInterfaceDemo::clientResetScene()
{
objects[0].m_worldTransform.setOrigin(SimdVector3(0.0f,3.f,0.f));
objects[1].m_worldTransform.setOrigin(SimdVector3(0.0f,9.f,0.f));
}
void clientSpecialKeyboard(int key, int x, int y)
{
defaultSpecialKeyboard(key,x,y);
}
void clientKeyboard(unsigned char key, int x, int y)
{
defaultKeyboard(key, x, y);
}
void clientMouseFunc(int button, int state, int x, int y)
{
}
void clientMotionFunc(int x,int y)
{
}