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
|
// 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: 5.2.1 (2011/07/27)
#include "CollisionsMovingSpheres.h"
WM5_WINDOW_APPLICATION(CollisionsMovingSpheres);
//#define SINGLE_STEP
//----------------------------------------------------------------------------
CollisionsMovingSpheres::CollisionsMovingSpheres ()
:
WindowApplication3("SamplePhysics/CollisionsMovingSpheres", 0, 0, 640,
480, Float4(0.75f, 0.75f, 0.75f, 1.0f)),
mColliders(mSphere0, mSphere1),
mTextColor(1.0f, 1.0f, 1.0f, 1.0f)
{
#ifdef SINGLE_STEP
mSimTime = 0.01f;
mSimDelta = 0.01f;
#else
mSimTime = 0.001f;
mSimDelta = 0.001f;
#endif
mBoundingSphere.Center = Vector3f::ZERO;
mBoundingSphere.Radius = 1.0f;
}
//----------------------------------------------------------------------------
bool CollisionsMovingSpheres::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
// Set up the camera.
mCamera->SetFrustum(60.0f, GetAspectRatio(), 0.1f, 100.0f);
APoint camPosition(3.0f, 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 CollisionsMovingSpheres::OnTerminate ()
{
mScene = 0;
mMesh0 = 0;
mMesh1 = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void CollisionsMovingSpheres::OnIdle ()
{
MeasureTime();
if (MoveCamera())
{
mCuller.ComputeVisibleSet(mScene);
}
if (MoveObject())
{
mScene->Update();
mCuller.ComputeVisibleSet(mScene);
}
#ifndef SINGLE_STEP
UpdateSpheres();
#endif
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
DrawFrameRate(8, GetHeight()-8, mTextColor);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool CollisionsMovingSpheres::OnKeyDown (unsigned char key, int x, int y)
{
if (WindowApplication3::OnKeyDown(key, x, y))
{
return true;
}
#ifdef SINGLE_STEP
switch (key)
{
case 'g':
case 'G':
UpdateSpheres();
return true;
}
#endif
return false;
}
//----------------------------------------------------------------------------
void CollisionsMovingSpheres::CreateScene ()
{
mScene = new0 Node();
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
StandardMesh sm(vformat);
mSphere0.Radius = 0.1f;
mSphere1.Radius = 0.2f;
mVelocity0 = Vector3f(0.0f, -1.0f, 0.0f);
mVelocity1 = Vector3f(0.0f, 0.0f, 1.0f);
mMesh0 = sm.Sphere(16, 16, mSphere0.Radius);
mMesh1 = sm.Sphere(16, 16, mSphere1.Radius);
VertexBufferAccessor vba0(mMesh0), vba1(mMesh1);
for (int i = 0; i < vba0.GetNumVertices(); ++i)
{
vba0.Color<Float3>(0, i) = Float3(Mathf::UnitRandom(), 0.0f, 0.0f);
vba1.Color<Float3>(0, i) = Float3(0.0f, 0.0f, Mathf::UnitRandom());
}
VertexColor3Effect* effect = new0 VertexColor3Effect();
mMesh0->SetEffectInstance(effect->CreateInstance());
mMesh1->SetEffectInstance(effect->CreateInstance());
mSphere0.Center = Vector3f(0.0f, 0.75f, 0.0f);
mSphere1.Center = Vector3f(0.0f, -0.75f, 0.0f);
mMesh0->LocalTransform.SetTranslate(mSphere0.Center);
mMesh1->LocalTransform.SetTranslate(mSphere1.Center);
mScene->AttachChild(mMesh0);
mScene->AttachChild(mMesh1);
}
//----------------------------------------------------------------------------
void CollisionsMovingSpheres::UpdateSpheres ()
{
float contactTime;
Colliders::CollisionType eType = mColliders.Find(mSimTime, mVelocity0,
mVelocity1, contactTime);
WM5_UNUSED(eType);
if (contactTime < 0.0f)
{
contactTime = 0.0f;
}
if (contactTime <= mSimTime)
{
// Move the spheres through the time to make contact.
mSphere0.Center += contactTime*mVelocity0;
mSphere1.Center += contactTime*mVelocity1;
Vector3f contactPoint = mColliders.GetContactPoint();
// Compute the unit-length normals at the contact point.
Vector3f normal0 = contactPoint - mSphere0.Center;
normal0.Normalize();
Vector3f normal1 = contactPoint - mSphere1.Center;
normal1.Normalize();
// Reflect the velocities through the normals.
mVelocity0 -= 2.0f*mVelocity0.Dot(normal1)*normal1;
mVelocity1 -= 2.0f*mVelocity1.Dot(normal0)*normal0;
mSimTime -= contactTime;
}
else
{
mSphere0.Center += mSimDelta*mVelocity0;
mSphere1.Center += mSimDelta*mVelocity1;
mSimTime = mSimDelta;
}
// Keep the spheres inside the world sphere.
Vector3f diff = mSphere0.Center - mBoundingSphere.Center;
float length = diff.Normalize();
if (length >= mBoundingSphere.Radius)
{
mSphere0.Center = mBoundingSphere.Radius*diff;
mVelocity0 -= 2.0f*mVelocity0.Dot(diff)*diff;
}
diff = mSphere1.Center - mBoundingSphere.Center;
length = diff.Normalize();
if (length >= mBoundingSphere.Radius)
{
mSphere1.Center = mBoundingSphere.Radius*diff;
mVelocity1 -= 2.0f*mVelocity1.Dot(diff)*diff;
}
mMesh0->LocalTransform.SetTranslate(mSphere0.Center);
mMesh1->LocalTransform.SetTranslate(mSphere1.Center);
mScene->Update();
}
//----------------------------------------------------------------------------
|