Game Development Reference
In-Depth Information
m_Camera.UpdateCamera();
////////////////////////// Update Object Physics
// Cube1
m_Cube.UpdateObject3d();
boolean HitGround = m_Cube.GetObjectPhysics().GetHitGroundStatus();
if (HitGround)
{
m_Cube.GetObjectPhysics().ApplyTranslationalForce(m_Force1);
m_Cube.GetObjectPhysics().ApplyRotationalForce(m_RotationalForce, 10.0f);
m_Cube.GetObjectPhysics().ClearHitGroundStatus();
}
// Cube2
m_Cube2.UpdateObject3d();
// Process Collisions
Physics.CollisionStatus TypeCollision = m_Cube.GetObjectPhysics()
.CheckForCollisionSphereBounding(m_Cube, m_Cube2);
if ((TypeCollision == Physics.CollisionStatus.COLLISION) ||
(TypeCollision == Physics.CollisionStatus.PENETRATING_COLLISION))
{
m_Cube.GetObjectPhysics().ApplyLinearImpulse(m_Cube, m_Cube2);
}
//////////////////////////// Draw Objects
m_Cube.DrawObject(m_Camera, m_PointLight);
m_Cube2.DrawObject(m_Camera, m_PointLight);
////////////////////////// Update and Draw Grid
UpdateGravityGrid();
m_Grid.DrawGrid(m_Camera);
}
Now run the application. You should see something that resembles Figure 5-28 .
 
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