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Copy pathSimulator.cpp
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36 lines (28 loc) · 1.03 KB
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#include "Simulator.h"
#include "GameObject.h"
#include <stdio.h>
using std::cout;
Simulator::Simulator(){
//initialize bullet world
collisionConfig = new btDefaultCollisionConfiguration();
dispatcher = new btCollisionDispatcher(collisionConfig);
broadphase = new btDbvtBroadphase();
solver = new btSequentialImpulseConstraintSolver();
dynamicsWorld = new btDiscreteDynamicsWorld( dispatcher, broadphase, solver,collisionConfig);
//create world
dynamicsWorld->setGravity(btVector3(0,-386, 0));//386.09 inches/s^2 = 9.8m/s^2
}
void Simulator::stepSimulation(const Ogre::Real elapsedTime, int maxSubSteps, const Ogre::Real fixedTimestep) {
dynamicsWorld->stepSimulation(elapsedTime,maxSubSteps,fixedTimestep);
//update in ogre
for(int i=0; i < objList.size();i++){
objList[i]->updateTransform();
}
}
btDiscreteDynamicsWorld* Simulator::getWorld(){
return dynamicsWorld;
}
void Simulator::addObject (GameObject* o) {
objList.push_back(o);
dynamicsWorld->addRigidBody(o->getBody());
}