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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 "FreeTopFixedTip.h"
WM5_WINDOW_APPLICATION(FreeTopFixedTip);
//#define SINGLE_STEP
//----------------------------------------------------------------------------
FreeTopFixedTip::FreeTopFixedTip ()
:
WindowApplication3("SamplePhysics/FreeTopFixedTip", 0, 0, 640, 480,
Float4(0.839215f, 0.894117f, 0.972549f, 1.0f))
{
mLastIdle = 0.0f;
}
//----------------------------------------------------------------------------
bool FreeTopFixedTip::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
// Set up the camera.
mCamera->SetFrustum(60.0f, GetAspectRatio(), 0.1f, 100.0f);
float angle = 0.1f*Mathf::PI;
float cs = Mathf::Cos(angle), sn = Mathf::Sin(angle);
APoint camPosition(4.0f, 0.0f, 2.0f);
AVector camDVector(-cs, 0.0f, -sn);
AVector camUVector(-sn, 0.0f, cs);
AVector camRVector = camDVector.Cross(camUVector);
mCamera->SetFrame(camPosition, camDVector, camUVector, camRVector);
InitializeModule();
CreateScene();
mTopRoot->LocalTransform.SetRotate(mModule.GetBodyAxes());
// Initial update of objects.
mScene->Update();
// Initial culling of scene
mCuller.SetCamera(mCamera);
mCuller.ComputeVisibleSet(mScene);
InitializeCameraMotion(0.001f, 0.001f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void FreeTopFixedTip::OnTerminate ()
{
mScene = 0;
mWireState = 0;
mTopRoot = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void FreeTopFixedTip::OnIdle ()
{
MeasureTime();
MoveCamera();
if (MoveObject())
{
mScene->Update();
}
float currIdle = (float)GetTimeInSeconds();
float diff = currIdle - mLastIdle;
if (diff >= 1.0f/30.0f)
{
mLastIdle = currIdle;
PhysicsTick();
GraphicsTick();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool FreeTopFixedTip::OnKeyDown (unsigned char key, int x, int y)
{
if (WindowApplication3::OnKeyDown(key, x, y))
{
return true;
}
switch (key)
{
case 'w': // toggle wireframe
case 'W':
mWireState->Enabled = !mWireState->Enabled;
return true;
#ifdef SINGLE_STEP
case 'g':
case 'G':
PhysicsTick();
return true;
#endif
}
return false;
}
//----------------------------------------------------------------------------
void FreeTopFixedTip::InitializeModule ()
{
mModule.Gravity = 10.0;
mModule.Mass = 1.0;
mModule.Length = 8.0;
mModule.Inertia1 = 1.0;
mModule.Inertia3 = 2.0;
double time = 0.0;
double deltaTime = 0.01;
double theta = 0.0;
double phi = 0.001;
double psi = 0.0;
double angVel1 = 1.0;
double angVel2 = 0.0;
double angVel3 = 10.0;
mModule.Initialize(time, deltaTime, theta, phi, psi, angVel1, angVel2,
angVel3);
mMaxPhi = Mathf::HALF_PI - Mathf::ATan(2.0f/3.0f);
}
//----------------------------------------------------------------------------
void FreeTopFixedTip::CreateScene ()
{
// scene -+--- floor
// |
// +--- vertical axis
// |
// +--- top root ---+--- top
// |
// +--- top axis
mScene = new0 Node();
mTopRoot = new0 Node();
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
mScene->AttachChild(CreateFloor());
mScene->AttachChild(CreateAxisVertical());
mScene->AttachChild(mTopRoot);
mTopRoot->AttachChild(CreateTop());
mTopRoot->AttachChild(CreateAxisTop());
}
//----------------------------------------------------------------------------
TriMesh* FreeTopFixedTip::CreateFloor ()
{
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
TriMesh* floor = StandardMesh(vformat).Rectangle(2, 2, 32.0f, 32.0f);
std::string path = Environment::GetPathR("Wood.wmtf");
Texture2D* texture = Texture2D::LoadWMTF(path);
floor->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(texture,
Shader::SF_LINEAR, Shader::SC_REPEAT, Shader::SC_REPEAT));
return floor;
}
//----------------------------------------------------------------------------
TriMesh* FreeTopFixedTip::CreateTop ()
{
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
TriMesh* top = StandardMesh(vformat).Cylinder(32, 32, 1.0f, 2.0f, true);
// Adjust the shape.
VertexBufferAccessor vba(top);
int numVertices = vba.GetNumVertices();
int i;
for (i = 0; i < numVertices; ++i)
{
Float3& pos = vba.Position<Float3>(i);
float z = pos[2] + 1.0f;
float r = 0.75f*(z >= 1.5f ? 4.0f - 2.0f*z : z/1.5f);
float invLength = Mathf::InvSqrt(pos[0]*pos[0] + pos[1]*pos[1]);
pos[0] *= r*invLength;
pos[1] *= r*invLength;
Float2& tcoord = vba.TCoord<Float2>(0, i);
tcoord[0] *= 4.0f;
tcoord[1] *= 4.0f;
}
top->UpdateModelSpace(Visual::GU_MODEL_BOUND_ONLY);
top->LocalTransform.SetTranslate(APoint(0.0f, 0.0f, 1.0f));
std::string path = Environment::GetPathR("TopTexture.wmtf");
Texture2D* texture = Texture2D::LoadWMTF(path);
top->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(texture,
Shader::SF_LINEAR, Shader::SC_REPEAT, Shader::SC_REPEAT));
return top;
}
//----------------------------------------------------------------------------
Polysegment* FreeTopFixedTip::CreateAxisTop ()
{
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
int vstride = vformat->GetStride();
VertexBuffer* vbuffer = new0 VertexBuffer(2, vstride);
VertexBufferAccessor vba(vformat, vbuffer);
vba.Position<Float3>(0) = Float3(0.0f, 0.0f, 0.0f);
vba.Position<Float3>(1) = Float3(0.0f, 0.0f, 4.0f);
vba.Color<Float3>(0, 0) = Float3(1.0f, 1.0f, 1.0f);
vba.Color<Float3>(0, 1) = Float3(1.0f, 1.0f, 1.0f);
Polysegment* axisTop = new0 Polysegment(vformat, vbuffer, true);
axisTop->SetEffectInstance(VertexColor3Effect::CreateUniqueInstance());
return axisTop;
}
//----------------------------------------------------------------------------
Polysegment* FreeTopFixedTip::CreateAxisVertical ()
{
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
int vstride = vformat->GetStride();
VertexBuffer* vbuffer = new0 VertexBuffer(2, vstride);
VertexBufferAccessor vba(vformat, vbuffer);
vba.Position<Float3>(0) = Float3(0.0f, 0.0f, 0.0f);
vba.Position<Float3>(1) = Float3(0.0f, 0.0f, 4.0f);
vba.Color<Float3>(0,0) = Float3(0.0f, 0.0f, 0.0f);
vba.Color<Float3>(0,1) = Float3(0.0f, 0.0f, 0.0f);
Polysegment* axisVertical = new0 Polysegment(vformat, vbuffer, true);
axisVertical->SetEffectInstance(VertexColor3Effect::CreateUniqueInstance());
return axisVertical;
}
//----------------------------------------------------------------------------
void FreeTopFixedTip::PhysicsTick ()
{
// Stop the simulation when the top edge reaches the ground.
if (mModule.GetPhi() >= mMaxPhi)
{
// EXERCISE. Instead of stopping the top, maintain its phi value at
// mMaxPhi so that the top continues to roll on the ground. In
// addition, arrange for the top to slow down while rolling on the
// ground, eventually coming to a stop.
return;
}
// Move the top
mModule.Update();
mTopRoot->LocalTransform.SetRotate(mModule.GetBodyAxes());
mTopRoot->Update();
}
//----------------------------------------------------------------------------
void FreeTopFixedTip::GraphicsTick ()
{
mCuller.ComputeVisibleSet(mScene);
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
}
//----------------------------------------------------------------------------
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