This function creates a collision sphere shape for physics interactions.
shared_ptr<Collider> CreateSphereCollider(const float radius, const float depth, const float x = 0.0, const float y = 0.0, const float z = 0.0)
shared_ptr<Collider> CreateSphereCollider(const float radius, const Vec3& offset)
Name | Description |
---|---|
radius | radius of shape |
x | x component of shape offset |
y | y component of shape offset |
z | z component of shape offset |
offset | offset of shape |
Returns a new collider object.
#include "UltraEngine.h"
using namespace UltraEngine;
int main(int argc, const char* argv[])
{
//Get displays list
auto displays = GetDisplays();
//Create a 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 = CreateDirectionalLight(world);
light->SetRotation(45, 35, 0);
//Create ground
auto ground = CreateBox(world, 10, 1, 10);
ground->SetPosition(0, -0.5, 0);
ground->SetColor(0, 1, 0);
//Create model
auto model = CreateSphere(world, 0.5);
model->SetPosition(0, 5, 0);
model->Turn(90, 10, 0);
model->SetColor(0, 0, 1);
model->SetMass(1);
model->AddForce(100, 0, 0);
//Create collision
auto collision = CreateSphereCollider(0.5);
model->SetCollider(collision);
while (window->Closed() == false and window->KeyHit(KEY_ESCAPE) == false)
{
world->Update();
world->Render(framebuffer);
}
return 0;
}