1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709
|
//#define FAKE_IT
#define USE_COMPLEX
#define QUADS
#include <algorithm>
#include <new>
#include <GL/glut.h>
#include "MT_MinMax.h"
#include "MT_Point3.h"
#include "MT_Vector3.h"
#include "MT_Quaternion.h"
#include "MT_Matrix3x3.h"
#include "MT_Transform.h"
#include "SM_Object.h"
#include "SM_FhObject.h"
#include "SM_Scene.h"
#include <SOLID/SOLID.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
const MT_Scalar bowl_curv = 0.10;
const MT_Scalar timeStep = 0.02;
const MT_Scalar ground_margin = 0.0;
const MT_Scalar sphere_radius = 0.5;
const MT_Vector3 gravity(0, -9.8, 0);
static MT_Scalar DISTANCE = 5;
static MT_Scalar ele = 0, azi = 0;
static MT_Point3 eye(0, 0, DISTANCE);
static MT_Point3 center(0, 0, 0);
inline double irnd() { return 2 * MT_random() - 1; }
static const double SCALE_BOTTOM = 0.5;
static const double SCALE_FACTOR = 2.0;
SM_ShapeProps g_shapeProps = {
1.0, // mass
1.0, // inertia
0.1, // linear drag
0.1, // angular drag
{ 1.0, 0.0, 0.0 }, // anisotropic friction
false, // do anisotropic friction?
true, // do fh?
true // do rot fh?
};
SM_MaterialProps g_materialProps = {
0.7, // restitution
0.0, // friction
10.0, // Fh spring constant
1.0, // Fh damping
0.5, // Fh distance
true // Fh leveling
};
void toggleIdle();
void newRandom();
void coordSystem() {
glDisable(GL_LIGHTING);
glBegin(GL_LINES);
glColor3f(1, 0, 0);
glVertex3d(0, 0, 0);
glVertex3d(10, 0, 0);
glColor3f(0, 1, 0);
glVertex3d(0, 0, 0);
glVertex3d(0, 10, 0);
glColor3f(0, 0, 1);
glVertex3d(0, 0, 0);
glVertex3d(0, 0, 10);
glEnd();
glEnable(GL_LIGHTING);
}
void display_bbox(const MT_Point3& min, const MT_Point3& max) {
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glColor3f(0, 1, 1);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBegin(GL_QUAD_STRIP);
glVertex3d(min[0], min[1], min[2]);
glVertex3d(min[0], min[1], max[2]);
glVertex3d(max[0], min[1], min[2]);
glVertex3d(max[0], min[1], max[2]);
glVertex3d(max[0], max[1], min[2]);
glVertex3d(max[0], max[1], max[2]);
glVertex3d(min[0], max[1], min[2]);
glVertex3d(min[0], max[1], max[2]);
glVertex3d(min[0], min[1], min[2]);
glVertex3d(min[0], min[1], max[2]);
glEnd();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
}
class GLShape {
public:
virtual void paint(GLdouble *m) const = 0;
};
class GLSphere : public GLShape {
MT_Scalar radius;
public:
GLSphere(MT_Scalar r) : radius(r) {}
void paint(GLdouble *m) const {
glPushMatrix();
glLoadMatrixd(m);
coordSystem();
glutSolidSphere(radius, 20, 20);
glPopMatrix();
}
};
class GLBox : public GLShape {
MT_Vector3 extent;
public:
GLBox(MT_Scalar x, MT_Scalar y, MT_Scalar z) :
extent(x, y, z) {}
void paint(GLdouble *m) const {
glPushMatrix();
glLoadMatrixd(m);
coordSystem();
glPushMatrix();
glScaled(extent[0], extent[1], extent[2]);
glutSolidCube(1.0);
glPopMatrix();
glPopMatrix();
}
};
class GLCone : public GLShape {
MT_Scalar bottomRadius;
MT_Scalar height;
mutable GLuint displayList;
public:
GLCone(MT_Scalar r, MT_Scalar h) :
bottomRadius(r),
height(h),
displayList(0) {}
void paint(GLdouble *m) const {
glPushMatrix();
glLoadMatrixd(m);
coordSystem();
if (displayList) glCallList(displayList);
else {
GLUquadricObj *quadObj = gluNewQuadric();
displayList = glGenLists(1);
glNewList(displayList, GL_COMPILE_AND_EXECUTE);
glPushMatrix();
glRotatef(-90.0, 1.0, 0.0, 0.0);
glTranslatef(0.0, 0.0, -1.0);
gluQuadricDrawStyle(quadObj, (GLenum)GLU_FILL);
gluQuadricNormals(quadObj, (GLenum)GLU_SMOOTH);
gluCylinder(quadObj, bottomRadius, 0, height, 15, 10);
glPopMatrix();
glEndList();
}
glPopMatrix();
}
};
class GLCylinder : public GLShape {
MT_Scalar radius;
MT_Scalar height;
mutable GLuint displayList;
public:
GLCylinder(MT_Scalar r, MT_Scalar h) :
radius(r),
height(h),
displayList(0) {}
void paint(GLdouble *m) const {
glPushMatrix();
glLoadMatrixd(m);
coordSystem();
if (displayList) glCallList(displayList);
else {
GLUquadricObj *quadObj = gluNewQuadric();
displayList = glGenLists(1);
glNewList(displayList, GL_COMPILE_AND_EXECUTE);
glPushMatrix();
glRotatef(-90.0, 1.0, 0.0, 0.0);
glTranslatef(0.0, 0.0, -1.0);
gluQuadricDrawStyle(quadObj, (GLenum)GLU_FILL);
gluQuadricNormals(quadObj, (GLenum)GLU_SMOOTH);
gluCylinder(quadObj, radius, radius, height, 15, 10);
glPopMatrix ();
glEndList();
}
glPopMatrix();
}
};
class Object;
class Callback : public SM_Callback {
public:
Callback(Object& object) : m_object(object) {}
virtual void do_me();
private:
Object& m_object;
};
class Object {
public:
Object(GLShape *gl_shape, SM_Object& object) :
m_gl_shape(gl_shape),
m_object(object),
m_callback(*this)
{
m_object.registerCallback(m_callback);
}
~Object() {}
void paint() {
if (m_gl_shape) {
m_gl_shape->paint(m);
// display_bbox(m_bbox.lower(), m_bbox.upper());
}
}
void print_reaction_force() const {
std::cout << m_object.getReactionForce() << std::endl;
}
MT_Vector3 getAhead() {
return MT_Vector3(&m[4]);
}
MT_Vector3 getUp() {
return MT_Vector3(&m[8]);
}
void clearMomentum() {
m_object.clearMomentum();
}
void setMargin(MT_Scalar margin) {
m_object.setMargin(margin);
}
void setScaling(const MT_Vector3& scaling) {
m_object.setScaling(scaling);
}
const MT_Point3& getPosition() {
return m_object.getPosition();
}
void setPosition(const MT_Point3& pos) {
m_object.setPosition(pos);
}
void setOrientation(const MT_Quaternion& orn) {
m_object.setOrientation(orn);
}
void applyCenterForce(const MT_Vector3& force) {
m_object.applyCenterForce(force);
}
void applyTorque(const MT_Vector3& torque) {
m_object.applyTorque(torque);
}
MT_Point3 getWorldCoord(const MT_Point3& local) const {
return m_object.getWorldCoord(local);
}
MT_Vector3 getLinearVelocity() const {
return m_object.getLinearVelocity();
}
MT_Vector3 getAngularVelocity() const {
return m_object.getAngularVelocity();
}
void setMatrix() {
m_object.calcXform();
m_object.getMatrix(m);
}
const double *getMatrix() {
m_object.calcXform();
return m_object.getMatrix();
}
private:
GLShape *m_gl_shape;
SM_Object& m_object;
DT_Scalar m[16];
Callback m_callback;
};
const MT_Scalar SPACE_SIZE = 2;
static GLSphere gl_sphere(sphere_radius);
static GLBox gl_ground(50.0, 0.0, 50.0);
#ifdef USE_COMPLEX
const int GRID_SCALE = 10;
const MT_Scalar GRID_UNIT = 25.0 / GRID_SCALE;
DT_ShapeHandle createComplex() {
DT_ShapeHandle shape = DT_NewComplexShape();
for (int i0 = -GRID_SCALE; i0 != GRID_SCALE; ++i0) {
for (int j0 = -GRID_SCALE; j0 != GRID_SCALE; ++j0) {
int i1 = i0 + 1;
int j1 = j0 + 1;
#ifdef QUADS
DT_Begin();
DT_Vertex(GRID_UNIT * i0, bowl_curv * i0*i0, GRID_UNIT * j0);
DT_Vertex(GRID_UNIT * i0, bowl_curv * i0*i0, GRID_UNIT * j1);
DT_Vertex(GRID_UNIT * i1, bowl_curv * i1*i1, GRID_UNIT * j1);
DT_Vertex(GRID_UNIT * i1, bowl_curv * i1*i1, GRID_UNIT * j0);
DT_End();
#else
DT_Begin();
DT_Vertex(GRID_UNIT * i0, 0, GRID_UNIT * j0);
DT_Vertex(GRID_UNIT * i0, 0, GRID_UNIT * j1);
DT_Vertex(GRID_UNIT * i1, 0, GRID_UNIT * j1);
DT_End();
DT_Begin();
DT_Vertex(GRID_UNIT * i0, 0, GRID_UNIT * j1);
DT_Vertex(GRID_UNIT * i1, 0, GRID_UNIT * j1);
DT_Vertex(GRID_UNIT * i1, 0, GRID_UNIT * j0);
DT_End();
#endif
}
}
DT_EndComplexShape();
return shape;
}
static DT_ShapeHandle ground_shape = createComplex();
#else
static DT_ShapeHandle ground_shape = DT_Box(50, 0, 50);
#endif
static SM_Object sm_ground(ground_shape, &g_materialProps, 0, 0);
static Object ground(&gl_ground, sm_ground);
static SM_Object sm_sphere(DT_Sphere(0.0), &g_materialProps, &g_shapeProps, 0);
static Object object(&gl_sphere, sm_sphere);
static SM_Scene g_scene;
bool g_hit = false;
MT_Point3 g_spot;
MT_Vector3 g_normal;
void Callback::do_me()
{
m_object.setMatrix();
m_object.print_reaction_force();
}
void myinit(void) {
GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
/* light_position is NOT default value */
GLfloat light_position0[] = { 1.0, 1.0, 1.0, 0.0 };
GLfloat light_position1[] = { -1.0, -1.0, -1.0, 0.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// glEnable(GL_CULL_FACE);
// glCullFace(GL_BACK);
ground.setPosition(MT_Point3(0, -10, 0));
ground.setOrientation(MT_Quaternion(0, 0, 0, 1));
ground.setMatrix();
center.setValue(0.0, 0.0, 0.0);
sm_ground.setMargin(ground_margin);
g_scene.setForceField(gravity);
g_scene.add(sm_ground);
object.setMargin(sphere_radius);
g_scene.add(sm_sphere);
newRandom();
}
//MT_Point3 cp1, cp2;
//bool intersection;
void display(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ground.paint();
object.paint();
if (g_hit) {
glDisable(GL_LIGHTING);
glColor3f(1, 0, 0);
glPointSize(5);
glBegin(GL_POINTS);
glVertex3d(g_spot[0], g_spot[1], g_spot[2]);
glEnd();
glPointSize(1);
glColor3f(1, 1, 0);
glBegin(GL_LINES);
glVertex3d(g_spot[0], g_spot[1], g_spot[2]);
glVertex3d(g_spot[0] + g_normal[0],
g_spot[1] + g_normal[1],
g_spot[2] + g_normal[2]);
glEnd();
glEnable(GL_LIGHTING);
}
#ifdef COLLISION
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glColor3f(1, 1, 0);
if (intersection) {
glPointSize(5);
glBegin(GL_POINTS);
glVertex3d(cp1[0], cp1[1], cp1[2]);
glEnd();
glPointSize(1);
}
else {
glBegin(GL_LINES);
glVertex3d(cp1[0], cp1[1], cp1[2]);
glVertex3d(cp2[0], cp2[1], cp2[2]);
glEnd();
}
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
#endif
glFlush();
glutSwapBuffers();
}
void newRandom() {
object.setPosition(MT_Point3(0, 0, 0));
object.setOrientation(MT_Quaternion::random());
object.clearMomentum();
object.setMatrix();
display();
}
void moveAndDisplay() {
g_scene.proceed(timeStep, 0.01);
display();
g_hit = false;
}
void turn_left() {
object.applyTorque(5.0 * object.getUp());
}
void turn_right() {
object.applyTorque(-5.0 * object.getUp());
}
void forward() {
object.applyCenterForce(10.0 * object.getAhead());
}
void backward() {
object.applyCenterForce(-10.0 * object.getAhead());
}
void jump() {
object.applyCenterForce(MT_Vector3(0.0, 200.0, 0.0));
}
void toggleIdle() {
static bool idle = true;
if (idle) {
glutIdleFunc(moveAndDisplay);
idle = false;
}
else {
glutIdleFunc(NULL);
idle = true;
}
}
void setCamera() {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 200.0);
MT_Scalar rele = MT_radians(ele);
MT_Scalar razi = MT_radians(azi);
eye.setValue(DISTANCE * sin(razi) * cos(rele),
DISTANCE * sin(rele),
DISTANCE * cos(razi) * cos(rele));
gluLookAt(eye[0], eye[1], eye[2],
center[0], center[1], center[2],
0, 1, 0);
glMatrixMode(GL_MODELVIEW);
display();
}
const MT_Scalar STEPSIZE = 5;
void stepLeft() { azi -= STEPSIZE; if (azi < 0) azi += 360; setCamera(); }
void stepRight() { azi += STEPSIZE; if (azi >= 360) azi -= 360; setCamera(); }
void stepFront() { ele += STEPSIZE; if (azi >= 360) azi -= 360; setCamera(); }
void stepBack() { ele -= STEPSIZE; if (azi < 0) azi += 360; setCamera(); }
void zoomIn() { DISTANCE -= 1; setCamera(); }
void zoomOut() { DISTANCE += 1; setCamera(); }
void myReshape(int w, int h) {
glViewport(0, 0, w, h);
setCamera();
}
void myKeyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 'w': forward(); break;
case 's': backward(); break;
case 'a': turn_left(); break;
case 'd': turn_right(); break;
case 'e': jump(); break;
case 'l' : stepLeft(); break;
case 'r' : stepRight(); break;
case 'f' : stepFront(); break;
case 'b' : stepBack(); break;
case 'z' : zoomIn(); break;
case 'x' : zoomOut(); break;
case 'i' : toggleIdle(); break;
case ' ' : newRandom(); break;
default:
// std::cout << "unused key : " << key << std::endl;
break;
}
}
void mySpecial(int key, int x, int y)
{
switch (key)
{
case GLUT_KEY_LEFT : stepLeft(); break;
case GLUT_KEY_RIGHT : stepRight(); break;
case GLUT_KEY_UP : stepFront(); break;
case GLUT_KEY_DOWN : stepBack(); break;
case GLUT_KEY_PAGE_UP : zoomIn(); break;
case GLUT_KEY_PAGE_DOWN : zoomOut(); break;
case GLUT_KEY_HOME : toggleIdle(); break;
default:
// std::cout << "unused (special) key : " << key << std::endl;
break;
}
}
void goodbye( void)
{
g_scene.remove(sm_ground);
g_scene.remove(sm_sphere);
std::cout << "goodbye ..." << std::endl;
exit(0);
}
void menu(int choice)
{
static int fullScreen = 0;
static int px, py, sx, sy;
switch(choice) {
case 1:
if (fullScreen == 1) {
glutPositionWindow(px,py);
glutReshapeWindow(sx,sy);
glutChangeToMenuEntry(1,"Full Screen",1);
fullScreen = 0;
} else {
px=glutGet((GLenum)GLUT_WINDOW_X);
py=glutGet((GLenum)GLUT_WINDOW_Y);
sx=glutGet((GLenum)GLUT_WINDOW_WIDTH);
sy=glutGet((GLenum)GLUT_WINDOW_HEIGHT);
glutFullScreen();
glutChangeToMenuEntry(1,"Close Full Screen",1);
fullScreen = 1;
}
break;
case 2:
toggleIdle();
break;
case 3:
goodbye();
break;
default:
break;
}
}
void createMenu()
{
glutCreateMenu(menu);
glutAddMenuEntry("Full Screen", 1);
glutAddMenuEntry("Toggle Idle (Start/Stop)", 2);
glutAddMenuEntry("Quit", 3);
glutAttachMenu(GLUT_RIGHT_BUTTON);
}
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowPosition(0, 0);
glutInitWindowSize(500, 500);
glutCreateWindow("Physics demo");
myinit();
glutKeyboardFunc(myKeyboard);
glutSpecialFunc(mySpecial);
glutReshapeFunc(myReshape);
createMenu();
glutIdleFunc(NULL);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
|