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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: 5.0.0 (2010/01/01)
#include "Rope.h"
WM5_WINDOW_APPLICATION(Rope);
//----------------------------------------------------------------------------
Rope::Rope ()
:
WindowApplication3("SamplePhysics/Rope", 0, 0, 640, 480,
Float4(0.75f, 0.85f, 0.95f, 1.0f))
{
mSpline = 0;
mModule = 0;
mLastIdle = 0.0f;
}
//----------------------------------------------------------------------------
bool Rope::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
CreateScene();
// Center-and-fit for camera viewing.
mScene->Update();
mTrnNode->LocalTransform.SetTranslate(-mScene->WorldBound.GetCenter());
mCamera->SetFrustum(60.0f, GetAspectRatio(), 1.0f, 100.0f);
AVector camDVector(0.0f, -1.0f, 0.0f);
AVector camUVector(0.0f, 0.0f, 1.0f);
AVector camRVector = camDVector.Cross(camUVector);
APoint camPosition = APoint::ORIGIN -
2.5f*mScene->WorldBound.GetRadius()*camDVector - 0.5f*camUVector;
mCamera->SetFrame(camPosition, camDVector, camUVector, camRVector);
// Initial update of objects.
mScene->Update();
// Initial culling of scene.
mCuller.SetCamera(mCamera);
mCuller.ComputeVisibleSet(mScene);
InitializeCameraMotion(0.01f, 0.01f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void Rope::OnTerminate ()
{
delete0(mModule);
mScene = 0;
mTrnNode = 0;
mWireState = 0;
mRope = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void Rope::OnIdle ()
{
MeasureTime();
MoveCamera();
if (MoveObject())
{
mScene->Update();
}
float currIdle = (float)GetTimeInSeconds();
float diff = currIdle - mLastIdle;
if (diff >= 0.001f)
{
mLastIdle = currIdle;
PhysicsTick();
GraphicsTick();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool Rope::OnKeyDown (unsigned char key, int x, int y)
{
int i;
switch (key)
{
case 'w': // toggle wireframe
case 'W':
mWireState->Enabled = !mWireState->Enabled;
return true;
case 'm': // decrease mass
if (mModule->GetMass(1) > 0.05f)
{
for (i = 1; i < mModule->GetNumParticles() - 1; ++i)
{
mModule->SetMass(i, mModule->GetMass(i) - 0.01f);
}
}
return true;
case 'M': // increase mass
for (i = 1; i < mModule->GetNumParticles() - 1; ++i)
{
mModule->SetMass(i, mModule->GetMass(i) + 0.01f);
}
return true;
case 'c': // decrease spring constant
if (mModule->Constant(0) > 0.05f)
{
for (i = 0; i < mModule->GetNumSprings(); ++i)
{
mModule->Constant(i) -= 0.01f;
}
}
return true;
case 'C': // increase spring constant
for (i = 0; i < mModule->GetNumSprings(); ++i)
{
mModule->Constant(i) += 0.01f;
}
return true;
case 'l': // decrease spring resting length
if (mModule->Length(0) > 0.05f)
{
for (i = 0; i < mModule->GetNumSprings(); ++i)
{
mModule->Length(i) -= 0.01f;
}
}
return true;
case 'L': // increase spring resting length
for (i = 0; i < mModule->GetNumSprings(); ++i)
{
mModule->Length(i) += 0.01f;
}
return true;
case 'f': // toggle wind force on/off
case 'F':
mModule->EnableWind = !mModule->EnableWind;
return true;
case 'r': // toggle random wind direction change on/off
case 'R':
mModule->EnableWindChange = !mModule->EnableWindChange;
return true;
}
return WindowApplication3::OnKeyDown(key, x, y);
}
//----------------------------------------------------------------------------
void Rope::CreateScene ()
{
mScene = new0 Node();
mTrnNode = new0 Node();
mScene->AttachChild(mTrnNode);
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
CreateSprings();
CreateRope();
}
//----------------------------------------------------------------------------
void Rope::CreateSprings ()
{
const int numParticles = 8;
const float step = 0.1f;
Vector3f gravity(0.0f, 0.0f, -1.0f);
Vector3f wind(0.0f, -0.25f, 0.0f);
float windChangeAmplitude = 0.01f;
float viscosity = 10.0f;
mModule = new0 PhysicsModule(numParticles, step, gravity, wind,
windChangeAmplitude, viscosity);
// Constant mass at interior points (endpoints are immovable).
mModule->SetMass(0, Mathf::MAX_REAL);
mModule->SetMass(numParticles - 1, Mathf::MAX_REAL);
int i;
for (i = 1; i < numParticles - 1; ++i)
{
mModule->SetMass(i, 1.0f);
}
// Initial position on a horizontal line segment.
float factor = 1.0f/(float)(numParticles - 1);
for (i = 0; i < numParticles; ++i)
{
mModule->Position(i) = Vector3f(i*factor, 0.0f, 1.0f);
}
// Initial velocities are all zero.
for (i = 0; i < numParticles; ++i)
{
mModule->Velocity(i) = Vector3f::ZERO;
}
// Springs are at rest in the initial horizontal configuration.
int numSprings = numParticles - 1;
float restLength = 1.0f/(float)numSprings;
for (i = 0; i < numSprings; ++i)
{
mModule->Constant(i) = 10.0f;
mModule->Length(i) = restLength;
}
}
//----------------------------------------------------------------------------
void Rope::CreateRope ()
{
// Create a quadratic spline using particles as control points.
int numCtrlPoints = mModule->GetNumParticles();
Vector3f* ctrlPoints = mModule->Positions();
const int degree = 2;
mSpline = new0 BSplineCurve3f(numCtrlPoints, ctrlPoints, degree, false,
true);
// Generate a tube surface whose medial axis is the spline.
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
Float2 tcoordMin(0.0f, 0.0f), tcoordMax(1.0f, 1.0f);
mRope = new0 TubeSurface(mSpline, Radial, false, Vector3f::UNIT_Z, 64, 8,
false, false, &tcoordMin, &tcoordMax, vformat);
// Attach a texture for the rope.
std::string path = Environment::GetPathR("Rope.wmtf");
Texture2D* texture = Texture2D::LoadWMTF(path);
mRope->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(texture,
Shader::SF_LINEAR_LINEAR, Shader::SC_REPEAT, Shader::SC_REPEAT));
mTrnNode->AttachChild(mRope);
}
//----------------------------------------------------------------------------
void Rope::PhysicsTick ()
{
// Forces are independent of time, just pass in t = 0.
mModule->Update(0.0f);
// Update spline curve. Remember that the spline maintains its own copy
// of the control points, so this update is necessary.
int numCtrlPoints = mModule->GetNumParticles();
Vector3f* ctrlPoints = mModule->Positions();
for (int i = 0; i < numCtrlPoints; ++i)
{
mSpline->SetControlPoint(i, ctrlPoints[i]);
}
mRope->UpdateSurface();
}
//----------------------------------------------------------------------------
void Rope::GraphicsTick ()
{
mCuller.ComputeVisibleSet(mScene);
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
}
//----------------------------------------------------------------------------
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