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113 lines (79 loc) · 3.16 KB
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#include <iostream>
#include "sre/SDLRenderer.hpp"
#include "sre/SpriteAtlas.hpp"
#include "sre/Texture.hpp"
#include "sre/Inspector.hpp"
#include "glm/gtc/random.hpp"
#include "glm/ext.hpp"
#include "btBulletDynamicsCommon.h"
using namespace sre;
using namespace std;
class EmptyProject {
public:
EmptyProject()
{
r.init();
r.setWindowTitle("Empty project - See console output");
camera.setWindowCoordinates();
r.frameRender = [&](){
render();
};
r.startEventLoop();
}
void render(){
auto renderPass = RenderPass::create()
.withCamera(camera)
.withClearColor(true,{.92, .92, .92, 1})
.build();
}
private:
SDLRenderer r;
Camera camera;
};
int main() {
std::cout << "https://github.com/mortennobel/SimpleRenderEngineProject" << std::endl;
// Bullet test - based on http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Hello_World
btBroadphaseInterface* broadphase = new btDbvtBroadphase();
btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
btDiscreteDynamicsWorld* dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
dynamicsWorld->setGravity(btVector3(0, -10, 0));
btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0, 1, 0), 1);
btCollisionShape* fallShape = new btSphereShape(1);
btDefaultMotionState* groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, -1, 0)));
btRigidBody::btRigidBodyConstructionInfo
groundRigidBodyCI(0, groundMotionState, groundShape, btVector3(0, 0, 0));
btRigidBody* groundRigidBody = new btRigidBody(groundRigidBodyCI);
dynamicsWorld->addRigidBody(groundRigidBody);
btDefaultMotionState* fallMotionState =
new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, 50, 0)));
btScalar mass = 1;
btVector3 fallInertia(0, 0, 0);
fallShape->calculateLocalInertia(mass, fallInertia);
btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass, fallMotionState, fallShape, fallInertia);
btRigidBody* fallRigidBody = new btRigidBody(fallRigidBodyCI);
dynamicsWorld->addRigidBody(fallRigidBody);
for (int i = 0; i < 300; i++) {
dynamicsWorld->stepSimulation(1 / 60.f, 10);
btTransform trans;
fallRigidBody->getMotionState()->getWorldTransform(trans);
std::cout << "sphere height: " << trans.getOrigin().getY() << std::endl;
}
dynamicsWorld->removeRigidBody(fallRigidBody);
delete fallRigidBody->getMotionState();
delete fallRigidBody;
dynamicsWorld->removeRigidBody(groundRigidBody);
delete groundRigidBody->getMotionState();
delete groundRigidBody;
delete fallShape;
delete groundShape;
delete dynamicsWorld;
delete solver;
delete collisionConfiguration;
delete dispatcher;
delete broadphase;
// creates a SRE window - which makes sure that the project can compile and link with SRE and Bullet
new EmptyProject();
return 0;
}