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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.2.0 (2010/06/21)
#include "CollisionsMovingSphereTriangle.h"
WM5_WINDOW_APPLICATION(CollisionsMovingSphereTriangle);
//----------------------------------------------------------------------------
CollisionsMovingSphereTriangle::CollisionsMovingSphereTriangle ()
:
WindowApplication3("SamplePhysics/CollisionsMovingSphereTriangle", 0, 0,
640, 480, Float4(0.75f, 0.75f, 0.75f, 1.0f)),
mTextColor(1.0f, 1.0f, 1.0f, 1.0f)
{
mSimTime = 0.001f;
mSimDelta = 0.001f;
mMTri[0] = Vector3f(0.0f, 0.0f, 0.0f);
mMTri[1] = Vector3f(0.0f, 1.0f, 0.0f);
mMTri[2] = Vector3f(-0.6f, 0.7f, 0.8f);
Vector3f average = (mMTri[0] + mMTri[1] + mMTri[2])/3.0f;
mMTri[0] -= average;
mMTri[1] -= average;
mMTri[2] -= average;
mTriangle.P[0] = mMTri[0];
mTriangle.P[1] = mMTri[1];
mTriangle.P[2] = mMTri[2];
mTriangle.ComputeDerived();
mTriangleVelocity = Vector3f(0.0f, 0.0f, 0.0f);
mSphere.C = Vector3f(0.0f, 0.0f, 2.0f);
mSphere.R = 0.3f;
mSphere.ComputeDerived();
mSphereVelocity = Vector3f(0.0f, 0.0f, -1.0f);
mUseInitialCenter = true;
}
//----------------------------------------------------------------------------
bool CollisionsMovingSphereTriangle::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
// Set up the camera.
mCamera->SetFrustum(60.0f, GetAspectRatio(), 0.1f, 100.0f);
APoint camPosition(8.0f, 0.0f, 0.0f);
AVector camDVector(-1.0f, 0.0f, 0.0f);
AVector camUVector(0.0f, 0.0f, 1.0f);
AVector camRVector = camDVector.Cross(camUVector);
mCamera->SetFrame(camPosition, camDVector, camUVector, camRVector);
CreateScene();
// Initial update of scene.
mScene->Update();
// Initial culling of scene.
mCuller.SetCamera(mCamera);
mCuller.ComputeVisibleSet(mScene);
InitializeCameraMotion(0.01f, 0.001f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void CollisionsMovingSphereTriangle::OnTerminate ()
{
mScene = 0;
mSphereMesh = 0;
mTriangleMesh = 0;
mCenters = 0;
mContactMesh = 0;
mWireState = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void CollisionsMovingSphereTriangle::OnIdle ()
{
MeasureTime();
if (MoveCamera())
{
mCuller.ComputeVisibleSet(mScene);
}
if (MoveObject())
{
mScene->Update();
mCuller.ComputeVisibleSet(mScene);
}
Update();
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
DrawFrameRate(8, GetHeight()-8, mTextColor);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool CollisionsMovingSphereTriangle::OnKeyDown (unsigned char key, int x,
int y)
{
if (WindowApplication3::OnKeyDown(key, x, y))
{
return true;
}
switch (key)
{
case 'w':
case 'W':
mWireState->Enabled = !mWireState->Enabled;
return true;
case '0':
mMotionObject = mScene;
return true;
case '1':
mMotionObject = mSphereMesh;
return true;
case '2':
mMotionObject = mTriangleMesh;
return true;
case ' ':
// Toggle sphere mesh (not the actual sphere) between initial center
// and center when in contact with triangle.
mUseInitialCenter = !mUseInitialCenter;
return true;
}
return false;
}
//----------------------------------------------------------------------------
void CollisionsMovingSphereTriangle::CreateScene ()
{
mScene = new0 Node();
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
int vstride = vformat->GetStride();
StandardMesh sm(vformat);
mSphereMesh = sm.Sphere(16, 16, mSphere.R);
VertexBufferAccessor vba(mSphereMesh);
int i;
for (i = 0; i < vba.GetNumVertices(); ++i)
{
vba.Color<Float3>(0, i) = Float3(Mathf::UnitRandom(), 0.0f, 0.0f);
}
VertexColor3Effect* effect = new0 VertexColor3Effect();
mSphereMesh->SetEffectInstance(effect->CreateInstance());
mSphereMesh->LocalTransform.SetTranslate(mSphere.C);
// Orient the sphere so that the first column of the local rotation
// matrix is the sphere velocity direction.
mSphereMesh->LocalTransform.SetRotate(Matrix3f(-AVector::UNIT_Z,
AVector::UNIT_Y, AVector::UNIT_X, true));
mScene->AttachChild(mSphereMesh);
VertexBuffer* vbuffer = new0 VertexBuffer(3, vstride);
vba.ApplyTo(vformat, vbuffer);
for (i = 0; i < 3; ++i)
{
vba.Position<Vector3f>(i) = mTriangle.P[i];
vba.Color<Float3>(0, i) = Float3(0.0f, 0.0f, Mathf::UnitRandom());
}
IndexBuffer* ibuffer = new0 IndexBuffer(3, sizeof(int));
int* indices = (int*)ibuffer->GetData();
indices[0] = 0; indices[1] = 1; indices[2] = 2;
mTriangleMesh = new0 TriMesh(vformat, vbuffer, ibuffer);
VertexColor3Effect* noCullEffect = new0 VertexColor3Effect();
noCullEffect->GetCullState(0, 0)->Enabled = false;
mTriangleMesh->SetEffectInstance(noCullEffect->CreateInstance());
mScene->AttachChild(mTriangleMesh);
vbuffer = new0 VertexBuffer(2, vstride);
vba.ApplyTo(vformat, vbuffer);
vba.Position<Vector3f>(0) = mSphere.C;
vba.Color<Float3>(0, 0) = Float3(1.0f, 1.0f, 0.0f);
vba.Position<Vector3f>(1) = mSphere.C + 100.0f*mSphereVelocity;
vba.Color<Float3>(0, 1) = Float3(1.0f, 1.0f, 0.0f);
mCenters = new0 Polysegment(vformat, vbuffer, false);
mCenters->SetEffectInstance(effect->CreateInstance());
mScene->AttachChild(mCenters);
mContactMesh = sm.Sphere(16, 16, 0.05f);
vba.ApplyTo(mContactMesh);
for (i = 0; i < vba.GetNumVertices(); ++i)
{
vba.Color<Float3>(0, i) = Float3(0.0f, 1.0f, 0.0f);
}
mContactMesh->SetEffectInstance(effect->CreateInstance());
mScene->AttachChild(mContactMesh);
Update();
}
//----------------------------------------------------------------------------
void CollisionsMovingSphereTriangle::Update ()
{
// Update the sphere and triangle based on how they were moved by the
// user (during an OnMotion operation).
Matrix3f rot = mTriangleMesh->LocalTransform.GetRotate();
mTriangle.P[0] = rot*mMTri[0];
mTriangle.P[1] = rot*mMTri[1];
mTriangle.P[2] = rot*mMTri[2];
mTriangle.ComputeDerived();
rot = mSphereMesh->LocalTransform.GetRotate();
mSphereVelocity = rot.GetColumn(0);
VertexBufferAccessor vba(mCenters);
vba.Position<Vector3f>(1) = mSphere.C + 100.0f*mSphereVelocity;
mRenderer->Update(mCenters->GetVertexBuffer());
ContactType type = Collide(mSphere, mSphereVelocity, mTriangle,
mTriangleVelocity, 100.0f, mContactTime, mContactPoint);
if (type != CONTACT)
{
// "Hide" the contact by moving it far away.
mContactPoint = Vector3f(1000.0f, 1000.0f, 1000.0f);
}
mContactMesh->LocalTransform.SetTranslate(mContactPoint);
if (mUseInitialCenter)
{
mSphereMesh->LocalTransform.SetTranslate(mSphere.C);
}
else
{
mSphereMesh->LocalTransform.SetTranslate(mSphere.C +
mContactTime*mSphereVelocity);
}
mSphereMesh->Update();
}
//----------------------------------------------------------------------------
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