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
|
// 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: 5.0.2 (2015/11/25)
#include "SimplePendulumFriction.h"
WM5_WINDOW_APPLICATION(SimplePendulumFriction);
//#define SINGLE_STEP
//----------------------------------------------------------------------------
SimplePendulumFriction::SimplePendulumFriction ()
:
WindowApplication3("SamplePhysics/SimplePendulumFriction", 0, 0, 640, 480,
Float4(0.819607f, 0.909803f, 0.713725f, 1.0f)),
mTextColor(1.0f, 1.0f, 1.0f, 1.0f)
{
mLastIdle = 0.0f;
mMotionType = 0;
}
//----------------------------------------------------------------------------
bool SimplePendulumFriction::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
// Set up the camera.
mCamera->SetFrustum(60.0f, GetAspectRatio(), 1.0f, 100.0f);
float angle = 0.1f*Mathf::PI;
float cs = Mathf::Cos(angle), sn = Mathf::Sin(angle);
APoint camPosition(23.0f, 0.0f, 8.0f);
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();
// Initial update of objects.
mScene->Update();
PhysicsTick();
// Initial culling of scene.
mCuller.SetCamera(mCamera);
mCuller.ComputeVisibleSet(mScene);
InitializeCameraMotion(0.01f, 0.001f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void SimplePendulumFriction::OnTerminate ()
{
mScene = 0;
mWireState = 0;
mPendulum = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void SimplePendulumFriction::OnIdle ()
{
MeasureTime();
MoveCamera();
if (MoveObject())
{
mScene->Update();
}
#ifndef SINGLE_STEP
PhysicsTick();
#endif
GraphicsTick();
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool SimplePendulumFriction::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;
case '0': // pendulum oscillates, but slows down slowly
mMotionType = 0;
InitializeModule();
return true;
case '1': // pendulum slows to a vertical stop, no oscillation
mMotionType = 1;
InitializeModule();
return true;
case '2': // pendulum oscillates, but slows down quickly
mMotionType = 2;
InitializeModule();
return true;
#ifdef SINGLE_STEP
case 'g':
case 'G':
PhysicsTick();
return true;
#endif
}
return false;
}
//----------------------------------------------------------------------------
void SimplePendulumFriction::InitializeModule ()
{
if (mMotionType == 0)
{
// (c/m)^2 < 4*g/L (pendulum oscillates, but slows down slowly)
mModule.CDivM = 0.1;
mModule.GDivL = 1.0;
}
else if (mMotionType == 1)
{
// (c/m)^2 > 4*g/L (pendulum slows to a vertical stop, no oscillation)
mModule.CDivM = 4.0;
mModule.GDivL = 1.0;
}
else
{
// (c/m)^2 < 4*g/L (pendulum oscillates, but slows down quickly)
mModule.CDivM = 1.0;
mModule.GDivL = 1.0;
}
double time = 0.0;
double deltaTime = 0.001;
double theta = 0.75;
double thetaDot = 0.0;
mModule.Initialize(time, deltaTime, theta, thetaDot);
}
//----------------------------------------------------------------------------
void SimplePendulumFriction::CreateScene ()
{
mScene = new0 Node();
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
mScene->AttachChild(CreateFloor());
mScene->AttachChild(CreatePendulum());
}
//----------------------------------------------------------------------------
TriMesh* SimplePendulumFriction::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_CLAMP_EDGE, Shader::SC_CLAMP_EDGE));
return floor;
}
//----------------------------------------------------------------------------
Node* SimplePendulumFriction::CreatePendulum ()
{
// The normals are duplicated to texture coordinates to avoid the AMD
// lighting problems due to use of pre-OpenGL2.x extensions.
VertexFormat* vformat = VertexFormat::Create(3,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT3, 1, // normals
VertexFormat::AU_NORMAL, VertexFormat::AT_FLOAT3, 0);
StandardMesh sm(vformat);
// Pendulum rod.
TriMesh* rod = sm.Cylinder(2, 8, 0.05f, 12.0f, true);
rod->LocalTransform.SetTranslate(APoint(0.0f, 0.0f, 10.0f));
// The pendulum bulb. Start with a sphere (to get the connectivity) and
// then adjust the vertices to form a pair of joined cones.
TriMesh* bulb = sm.Sphere(16, 32, 2.0f);
VertexBufferAccessor vba(bulb);
int numVertices = vba.GetNumVertices();
for (int i = 0; i < numVertices; ++i)
{
Float3& pos = vba.Position<Float3>(i);
float r = Mathf::Sqrt(pos[0]*pos[0] + pos[1]*pos[1]);
float z = pos[2] + 2.0f;
if (z >= 2.0f)
{
z = 4.0f - r;
}
else
{
z = r;
}
pos[2] = z;
}
// Translate the pendulum joint to the origin for the purpose of
// rotation.
for (int i = 0; i < numVertices; ++i)
{
vba.Position<Float3>(i)[2] -= 16.0f;
}
bulb->UpdateModelSpace(Visual::GU_NORMALS);
for (int i = 0; i < numVertices; ++i)
{
vba.TCoord<Float3>(1, i) = vba.Normal<Float3>(i);
}
mRenderer->Update(bulb->GetVertexBuffer());
vba.ApplyTo(rod);
numVertices = vba.GetNumVertices();
for (int i = 0; i < numVertices; ++i)
{
vba.Position<Float3>(i)[2] -= 16.0f;
}
rod->UpdateModelSpace(Visual::GU_NORMALS);
for (int i = 0; i < numVertices; ++i)
{
vba.TCoord<Float3>(1, i) = vba.Normal<Float3>(i);
}
mRenderer->Update(rod->GetVertexBuffer());
// Group the objects into a single subtree.
mPendulum = new0 Node();
mPendulum->AttachChild(rod);
mPendulum->AttachChild(bulb);
// Translate back to original model position.
mPendulum->LocalTransform.SetTranslate(APoint(0.0f, 0.0f, 16.0f));
// Add a material for coloring.
Float4 black(0.0f, 0.0f, 0.0f, 1.0f);
Float4 white(1.0f, 1.0f, 1.0f, 1.0f);
Material* material = new0 Material();
material->Emissive = black;
material->Ambient = Float4(0.1f, 0.1f, 0.1f, 1.0f);
material->Diffuse = Float4(0.99607f, 0.83920f, 0.67059f, 1.0f);
material->Specular = black;
// Use two lights to illuminate the pendulum.
Light* light[2];
light[0] = new0 Light(Light::LT_DIRECTIONAL);
light[0]->Ambient = white;
light[0]->Diffuse = white;
light[0]->Specular = black;
light[0]->SetDirection(AVector(-1.0f, -1.0f, 0.0f));
light[1] = new0 Light(Light::LT_DIRECTIONAL);
light[1]->Ambient = white;
light[1]->Diffuse = white;
light[1]->Specular = black;
light[1]->SetDirection(AVector(+1.0f, -1.0f, 0.0f));
// TODO: The following code is used to piece together an effect with
// two passes. It is better to write an effect whose vertex shader
// has constants corresponding to the two lights (for a single-pass
// effect).
LightDirPerVerEffect* effect = new0 LightDirPerVerEffect();
VisualTechnique* technique = effect->GetTechnique(0);
VisualPass* pass0 = technique->GetPass(0);
VisualPass* pass1 = new0 VisualPass();
pass1->SetVertexShader(pass0->GetVertexShader());
pass1->SetPixelShader(pass0->GetPixelShader());
AlphaState* astate = new0 AlphaState();
astate->BlendEnabled = true;
astate->SrcBlend = AlphaState::SBM_ONE;
astate->DstBlend = AlphaState::DBM_ONE;
pass1->SetAlphaState(astate);
pass1->SetCullState(pass0->GetCullState());
pass1->SetDepthState(pass0->GetDepthState());
pass1->SetStencilState(pass0->GetStencilState());
pass1->SetOffsetState(pass0->GetOffsetState());
pass1->SetWireState(pass0->GetWireState());
technique->InsertPass(pass1);
VisualEffectInstance* instance = new0 VisualEffectInstance(effect, 0);
for (int pass = 0; pass < 2; ++pass)
{
instance->SetVertexConstant(pass, 0,
new0 PVWMatrixConstant());
instance->SetVertexConstant(pass, 1,
new0 CameraModelPositionConstant());
instance->SetVertexConstant(pass, 2,
new0 MaterialEmissiveConstant(material));
instance->SetVertexConstant(pass, 3,
new0 MaterialAmbientConstant(material));
instance->SetVertexConstant(pass, 4,
new0 MaterialDiffuseConstant(material));
instance->SetVertexConstant(pass, 5,
new0 MaterialSpecularConstant(material));
instance->SetVertexConstant(pass, 6,
new0 LightModelDVectorConstant(light[pass]));
instance->SetVertexConstant(pass, 7,
new0 LightAmbientConstant(light[pass]));
instance->SetVertexConstant(pass, 8,
new0 LightDiffuseConstant(light[pass]));
instance->SetVertexConstant(pass, 9,
new0 LightSpecularConstant(light[pass]));
instance->SetVertexConstant(pass, 10,
new0 LightAttenuationConstant(light[pass]));
}
rod->SetEffectInstance(instance);
bulb->SetEffectInstance(instance);
return mPendulum;
}
//----------------------------------------------------------------------------
void SimplePendulumFriction::PhysicsTick ()
{
mModule.Update();
// Update the pendulum mechanism. The pendulum rod is attached at
// (x,y,z) = (0,0,16). The update here has the 16 hard-coded.
mPendulum->LocalTransform.SetRotate(HMatrix(AVector::UNIT_X,
(float)mModule.GetTheta()));
mPendulum->Update();
}
//----------------------------------------------------------------------------
void SimplePendulumFriction::GraphicsTick ()
{
mCuller.ComputeVisibleSet(mScene);
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
DrawFrameRate(8, GetHeight()-8, mTextColor);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
}
//----------------------------------------------------------------------------
|