This function creates a complex collision shape that is made up of multiple sub-shapes.
Parameter | Description |
---|---|
subshapes | array of collision objects to be combined into the created shape |
#include "UltraEngine.h"
using namespace UltraEngine;
int main(int argc, const char* argv[])
{
//Get the displays
auto displays = GetDisplays();
//Create window
auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_TITLEBAR | WINDOW_CENTER);
//Create framebuffer
auto framebuffer = CreateFramebuffer(window);
//Create world
auto world = CreateWorld();
//Create camera
auto camera = CreateCamera(world);
camera->SetFov(70);
camera->Turn(15, 0, 0);
camera->Move(0, 2, -8);
camera->SetClearColor(0.125);
//Create light
auto light = CreateBoxLight(world);
light->SetRange(-20, 20);
light->SetArea(30, 30);
light->SetRotation(45, 35, 0);
light->SetColor(2);
//Create ground
auto ground = CreateBox(world, 20, 1, 20);
ground->SetPosition(0, -0.5, 0);
ground->SetColor(0, 1, 0);
//Create model
auto model = CreateSphere(world, 1);
model->SetMass(1);
model->SetColor(0, 0, 1);
model->AddForce(10, 0, -10);
//Add some parts
auto part = CreateCone(world);
part->SetColor(1, 0, 0);
part->SetPosition(1, 0, 0);
part->SetRotation(0, 0, -90);
part->SetParent(model);
part = CreateCone(world);
part->SetColor(1, 0, 0);
part->SetPosition(-1, 0, 0);
part->SetRotation(0, 0, 90);
part->SetParent(model);
part = CreateCone(world);
part->SetColor(1, 0, 0);
part->SetPosition(0, 0, 1);
part->SetRotation(90, 0, 0);
part->SetParent(model);
part = CreateCone(world);
part->SetColor(1, 0, 0);
part->SetPosition(0, 0, -1);
part->SetRotation(-90, 0, 0);
part->SetParent(model);
part = CreateCone(world);
part->SetColor(1, 0, 0);
part->SetPosition(0, -1, 0);
part->SetRotation(180, 0, 0);
part->SetParent(model);
part = CreateCone(world);
part->SetColor(1, 0, 0);
part->SetPosition(0, 1, 0);
part->SetParent(model);
model->SetPosition(0, 5, 0);
//Remove colliders from child primitives
for (auto child : model->kids)
{
child->SetCollider(NULL);
}
//Create collision
vector<shared_ptr<Collider> > collisions;
collisions.push_back(CreateSphereCollider(1));
collisions.push_back(CreateConeCollider(0.5, 1, 1, 0, 0, 0, 0, -90));
collisions.push_back(CreateConeCollider(0.5, 1, -1, 0, 0, 0, 0, 90));
collisions.push_back(CreateConeCollider(0.5, 1, 0, 1, 0, 0, 0, 0));
collisions.push_back(CreateConeCollider(0.5, 1, 0, -1, 0, 180, 0, 0));
collisions.push_back(CreateConeCollider(0.5, 1, 0, 0, 1, 90, 0, 0));
collisions.push_back(CreateConeCollider(0.5, 1, 0, 0, -1, -90, 0, 0));
auto collider = CreateCompoundCollider(collisions);
model->SetCollider(collider);
while (window->Closed() == false and window->KeyHit(KEY_ESCAPE) == false)
{
world->Update();
world->Render(framebuffer);
}
return 0;
}