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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 "WaterDropFormation.h"
WM5_WINDOW_APPLICATION(WaterDropFormation);
//#define SINGLE_STEP
//----------------------------------------------------------------------------
WaterDropFormation::WaterDropFormation ()
:
WindowApplication3("SamplePhysics/WaterDropFormation", 0, 0, 640, 480,
Float4(0.5f, 0.0f, 1.0f, 1.0f)),
mTextColor(1.0f, 1.0f, 1.0f, 1.0f)
{
mSpline = 0;
mCircle = 0;
mCtrlPoints = 0;
mTargets = 0;
mSimTime = 0.0f;
mSimDelta = 0.05f;
}
//----------------------------------------------------------------------------
bool WaterDropFormation::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(), 0.1f, 1000.0f);
float angle = 0.01f*Mathf::PI;
float cs = Mathf::Cos(angle), sn = Mathf::Sin(angle);
AVector camDVector(-cs, 0.0f, -sn);
AVector camUVector(sn, 0.0f, -cs);
AVector camRVector = camDVector.Cross(camUVector);
APoint camPosition = APoint::ORIGIN -
0.9f*mScene->WorldBound.GetRadius()*camDVector;
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, 0.001f);
InitializeObjectMotion(mScene);
mLastSeconds = (float)GetTimeInSeconds();
return true;
}
//----------------------------------------------------------------------------
void WaterDropFormation::OnTerminate ()
{
delete0(mSpline);
delete0(mCircle);
delete1(mCtrlPoints);
delete1(mTargets);
mScene = 0;
mTrnNode = 0;
mWaterRoot = 0;
mWireState = 0;
mPlane = 0;
mWall = 0;
mWaterSurface = 0;
mWaterDrop = 0;
mWaterEffect = 0;
mWaterTexture = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void WaterDropFormation::OnIdle ()
{
MeasureTime();
#ifndef SINGLE_STEP
float currSeconds = (float)GetTimeInSeconds();
float diff = currSeconds - mLastSeconds;
if (diff >= 0.033333f)
{
PhysicsTick();
mCuller.ComputeVisibleSet(mScene);
mLastSeconds = currSeconds;
}
#endif
GraphicsTick();
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool WaterDropFormation::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':
PhysicsTick();
return true;
#endif
}
return false;
}
//----------------------------------------------------------------------------
void WaterDropFormation::CreateScene ()
{
mScene = new0 Node();
mTrnNode = new0 Node();
mScene->AttachChild(mTrnNode);
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
CreatePlane();
CreateWall();
CreateWaterRoot();
Configuration0();
}
//----------------------------------------------------------------------------
void WaterDropFormation::CreatePlane ()
{
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
mPlane = StandardMesh(vformat).Rectangle(2, 2, 8.0f, 16.0f);
std::string path = Environment::GetPathR("StoneCeiling.wmtf");
Texture2D* texture = Texture2D::LoadWMTF(path);
mPlane->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(texture,
Shader::SF_LINEAR, Shader::SC_CLAMP_EDGE, Shader::SC_CLAMP_EDGE));
mTrnNode->AttachChild(mPlane);
}
//----------------------------------------------------------------------------
void WaterDropFormation::CreateWall ()
{
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
StandardMesh sm(vformat);
Transform transform;
transform.SetTranslate(APoint(-8.0f, 0.0f, 8.0f));
transform.SetRotate(HMatrix(AVector::UNIT_Y, AVector::UNIT_Z,
AVector::UNIT_X, APoint::ORIGIN, true));
sm.SetTransform(transform);
mWall = sm.Rectangle(2, 2, 16.0f, 8.0f);
std::string path = Environment::GetPathR("Stone.wmtf");
Texture2D* texture = Texture2D::LoadWMTF(path);
mWall->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(texture,
Shader::SF_LINEAR, Shader::SC_CLAMP_EDGE, Shader::SC_CLAMP_EDGE));
mTrnNode->AttachChild(mWall);
}
//----------------------------------------------------------------------------
void WaterDropFormation::CreateWaterRoot ()
{
mWaterRoot = new0 Node();
mTrnNode->AttachChild(mWaterRoot);
mWaterRoot->LocalTransform.SetTranslate(APoint(0.0f, 0.0f, 0.1f));
mWaterRoot->LocalTransform.SetUniformScale(8.0f);
// The texture for the water objects. This will be attached to children
// of mWaterRoot when the need arises.
mWaterEffect = new0 Texture2DEffect();
std::string path = Environment::GetPathR("WaterWithAlpha.wmtf");
mWaterTexture = Texture2D::LoadWMTF(path);
// The texture has an alpha channel of 1/2.
mWaterEffect->GetAlphaState(0, 0)->BlendEnabled = true;
}
//----------------------------------------------------------------------------
void WaterDropFormation::Configuration0 ()
{
// Application loops between Configuration0() and Configuration1().
// Delete all the objects from "1" when restarting with "0".
delete1(mCtrlPoints);
delete1(mTargets);
delete0(mSpline);
delete0(mCircle);
mCircle = 0;
mSimTime = 0.0f;
mSimDelta = 0.05f;
mWaterRoot->DetachChildAt(0);
mWaterRoot->DetachChildAt(1);
mWaterSurface = 0;
mWaterDrop = 0;
// Create water surface curve of revolution.
const int numCtrlPoints = 13;
const int degree = 2;
mCtrlPoints = new1<Vector2f>(numCtrlPoints);
mTargets = new1<Vector2f>(numCtrlPoints);
int i;
for (i = 0; i < numCtrlPoints; ++i)
{
mCtrlPoints[i] = Vector2f(0.125f + 0.0625f*i, 0.0625f);
}
float h = 0.5f;
float d = 0.0625f;
float extra = 0.1f;
mTargets[ 0] = mCtrlPoints[ 0];
mTargets[ 1] = mCtrlPoints[ 6];
mTargets[ 2] = Vector2f(mCtrlPoints[6].X(), h - d - extra);
mTargets[ 3] = Vector2f(mCtrlPoints[5].X(), h - d - extra);
mTargets[ 4] = Vector2f(mCtrlPoints[5].X(), h);
mTargets[ 5] = Vector2f(mCtrlPoints[5].X(), h + d);
mTargets[ 6] = Vector2f(mCtrlPoints[6].X(), h + d);
mTargets[ 7] = Vector2f(mCtrlPoints[7].X(), h + d);
mTargets[ 8] = Vector2f(mCtrlPoints[7].X(), h);
mTargets[ 9] = Vector2f(mCtrlPoints[7].X(), h - d - extra);
mTargets[10] = Vector2f(mCtrlPoints[6].X(), h - d - extra);
mTargets[11] = mCtrlPoints[ 6];
mTargets[12] = mCtrlPoints[12];
float* weights = new1<float>(numCtrlPoints);
for (i = 0; i < numCtrlPoints; ++i)
{
weights[i] = 1.0f;
}
const float modWeight = 0.3f;
weights[3] = modWeight;
weights[5] = modWeight;
weights[7] = modWeight;
weights[9] = modWeight;
mSpline = new0 NURBSCurve2f(numCtrlPoints, mCtrlPoints, weights, degree,
false, true);
// Restrict evaluation to a subinterval of the domain.
mSpline->SetTimeInterval(0.5f, 1.0f);
delete1(weights);
// Create the water surface.
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
mWaterSurface = new0 RevolutionSurface(mSpline, mCtrlPoints[6].X(),
RevolutionSurface::REV_DISK_TOPOLOGY, 32, 16, false, true, vformat);
mWaterSurface->SetEffectInstance(
mWaterEffect->CreateInstance(mWaterTexture));
mWaterRoot->AttachChild(mWaterSurface);
mWaterRoot->Update();
}
//----------------------------------------------------------------------------
void WaterDropFormation::Configuration1 ()
{
delete1(mTargets);
mTargets = 0;
const int numCtrlPoints = 14;
const int degree = 2;
delete1(mCtrlPoints);
mCtrlPoints = new1<Vector2f>(numCtrlPoints);
float* weights = new1<float>(numCtrlPoints);
// spline
mCtrlPoints[0] = mSpline->GetControlPoint(0);
mCtrlPoints[1] = mSpline->GetControlPoint(1);
mCtrlPoints[2] = 0.5f*(mSpline->GetControlPoint(1) +
mSpline->GetControlPoint(2));
mCtrlPoints[3] = mSpline->GetControlPoint(11);
mCtrlPoints[4] = mSpline->GetControlPoint(12);
// circle
int i, j;
for (i = 2, j = 5; i <= 10; ++i, ++j)
{
mCtrlPoints[j] = mSpline->GetControlPoint(i);
}
mCtrlPoints[5] = 0.5f*(mCtrlPoints[2] + mCtrlPoints[5]);
mCtrlPoints[13] = mCtrlPoints[5];
for (i = 0; i < numCtrlPoints; ++i)
{
weights[i] = 1.0f;
}
weights[ 6] = mSpline->GetControlWeight(3);
weights[ 8] = mSpline->GetControlWeight(5);
weights[10] = mSpline->GetControlWeight(7);
weights[12] = mSpline->GetControlWeight(9);
delete0(mSpline);
mSpline = new0 NURBSCurve2f(5, mCtrlPoints, weights ,degree, false,
true);
// Restrict evaluation to a subinterval of the domain.
mSpline->SetTimeInterval(0.5f, 1.0f);
mWaterSurface->SetCurve(mSpline);
mCircle = new0 NURBSCurve2f(9, &mCtrlPoints[5], &weights[5], degree,
true, false);
delete1(weights);
// Restrict evaluation to a subinterval of the domain. Why 0.375? The
// circle NURBS is a loop and not open. The curve is constructed with
// iDegree (2) replicated control points. Although the curve is
// geometrically symmetric about the vertical axis, it is not symmetric
// in t about the half way point (0.5) of the domain [0,1].
mCircle->SetTimeInterval(0.375f, 1.0f);
// Create water drop. The outside view value is set to 'false' because
// the curve (x(t),z(t)) has the property dz/dt < 0. If the curve
// instead had the property dz/dt > 0, then 'true' is the correct value
// for the outside view.
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
mWaterDrop = new0 RevolutionSurface(mCircle, mCtrlPoints[9].X(),
RevolutionSurface::REV_SPHERE_TOPOLOGY, 32, 16, false, false,
vformat);
mWaterDrop->SetEffectInstance(
mWaterEffect->CreateInstance(mWaterTexture));
mWaterRoot->AttachChild(mWaterDrop);
}
//----------------------------------------------------------------------------
void WaterDropFormation::DoPhysical1 ()
{
// Modify control points.
float t = mSimTime, oneMinusT = 1.0f - t;
float t2 = t*t, oneMinusT2 = 1.0f - t2;
int numControlPOints = mSpline->GetNumCtrlPoints();
for (int i = 0; i < numControlPOints; ++i)
{
if (i != 4)
{
mSpline->SetControlPoint(i, oneMinusT*mCtrlPoints[i] +
t*mTargets[i]);
}
else
{
mSpline->SetControlPoint(i, oneMinusT2*mCtrlPoints[i] +
t2*mTargets[i]);
}
}
// Modify mesh vertices.
mWaterSurface->UpdateSurface();
mScene->Update();
}
//----------------------------------------------------------------------------
void WaterDropFormation::DoPhysical2 ()
{
if (!mCircle)
{
Configuration1();
}
mSimTime += mSimDelta;
// Surface evolves to a disk.
float t = mSimTime - 1.0f, oneMinusT = 1.0f - t;
Vector2f newCtrl = oneMinusT*mSpline->GetControlPoint(2) +
t*mSpline->GetControlPoint(1);
mSpline->SetControlPoint(2, newCtrl);
// Sphere floats down a little bit.
int numCtrlPoints = mCircle->GetNumCtrlPoints();
for (int i = 0; i < numCtrlPoints; ++i)
{
newCtrl = mCircle->GetControlPoint(i) + Vector2f::UNIT_Y/32.0f;
mCircle->SetControlPoint(i, newCtrl);
}
mWaterSurface->UpdateSurface();
mWaterDrop->UpdateSurface();
mScene->Update();
}
//----------------------------------------------------------------------------
void WaterDropFormation::DoPhysical3 ()
{
mSimTime += mSimDelta;
// Sphere floats down a little bit.
int numCtrlPoints = mCircle->GetNumCtrlPoints();
int i;
for (i = 0; i < numCtrlPoints; ++i)
{
Vector2f newCtrl = mCircle->GetControlPoint(i);
if (i == 0 || i == numCtrlPoints - 1)
{
newCtrl += 1.3f*Vector2f::UNIT_Y/32;
}
else
{
newCtrl += Vector2f::UNIT_Y/32;
}
mCircle->SetControlPoint(i, newCtrl);
}
mWaterDrop->UpdateSurface();
mScene->Update();
}
//----------------------------------------------------------------------------
void WaterDropFormation::PhysicsTick ()
{
mSimTime += mSimDelta;
if (mSimTime <= 1.0f)
{
// Water surface extruded to form a water drop.
DoPhysical1();
}
else if (mSimTime <= 2.0f)
{
// Water drop splits from water surface.
DoPhysical2();
}
else if (mSimTime <= 4.0f)
{
// Water drop continues downward motion, surface no longer changes.
DoPhysical3();
}
else
{
// Restart the animation.
Configuration0();
}
}
//----------------------------------------------------------------------------
void WaterDropFormation::GraphicsTick ()
{
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
DrawFrameRate(8, GetHeight()-8, mTextColor);
char message[256];
sprintf(message, "time = %6.4f", mSimTime);
mRenderer->Draw(96, GetHeight()-8, mTextColor, message);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
}
//----------------------------------------------------------------------------
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