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Diffstat (limited to 'source/gameengine/Physics/Sumo/Fuzzics/sample/particle0.cpp')
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/sample/particle0.cpp691
1 files changed, 691 insertions, 0 deletions
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/sample/particle0.cpp b/source/gameengine/Physics/Sumo/Fuzzics/sample/particle0.cpp
new file mode 100644
index 00000000000..1c03621f530
--- /dev/null
+++ b/source/gameengine/Physics/Sumo/Fuzzics/sample/particle0.cpp
@@ -0,0 +1,691 @@
+//#define FAKE_IT
+#define USE_COMPLEX
+#define QUADS
+
+#include <algorithm>
+#include <new>
+#include <GL/glut.h>
+
+#include "MT_MinMax.h"
+#include "MT_Point3.h"
+#include "MT_Vector3.h"
+#include "MT_Quaternion.h"
+#include "MT_Matrix3x3.h"
+#include "MT_Transform.h"
+
+#include "SM_Object.h"
+#include "SM_Scene.h"
+
+#include "solid.h"
+
+const MT_Scalar bowl_curv = 0.10;
+const MT_Scalar timeStep = 0.04;
+const MT_Scalar ground_margin = 0.0;
+const MT_Scalar sphere_radius = 0.5;
+
+const MT_Vector3 gravity(0, -9.8, 0);
+
+static MT_Scalar DISTANCE = 5;
+
+static MT_Scalar ele = 0, azi = 0;
+static MT_Point3 eye(0, 0, DISTANCE);
+static MT_Point3 center(0, 0, 0);
+
+inline double irnd() { return 2 * MT_random() - 1; }
+
+static const double SCALE_BOTTOM = 0.5;
+static const double SCALE_FACTOR = 2.0;
+
+SM_ShapeProps g_shapeProps = {
+ 1.0, // mass
+ 1.0, // inertia
+ 0.9, // linear drag
+ 0.9 // angular drag
+};
+
+SM_MaterialProps g_materialProps = {
+ 0.7, // restitution
+ 0.0, // friction
+ 0.0, // spring constant
+ 0.0 // damping
+};
+
+
+void toggleIdle();
+
+
+void newRandom();
+
+void coordSystem() {
+ glDisable(GL_LIGHTING);
+ glBegin(GL_LINES);
+ glColor3f(1, 0, 0);
+ glVertex3d(0, 0, 0);
+ glVertex3d(10, 0, 0);
+ glColor3f(0, 1, 0);
+ glVertex3d(0, 0, 0);
+ glVertex3d(0, 10, 0);
+ glColor3f(0, 0, 1);
+ glVertex3d(0, 0, 0);
+ glVertex3d(0, 0, 10);
+ glEnd();
+ glEnable(GL_LIGHTING);
+}
+
+
+void display_bbox(const MT_Point3& min, const MT_Point3& max) {
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_LIGHTING);
+ glColor3f(0, 1, 1);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ glBegin(GL_QUAD_STRIP);
+ glVertex3d(min[0], min[1], min[2]);
+ glVertex3d(min[0], min[1], max[2]);
+ glVertex3d(max[0], min[1], min[2]);
+ glVertex3d(max[0], min[1], max[2]);
+ glVertex3d(max[0], max[1], min[2]);
+ glVertex3d(max[0], max[1], max[2]);
+ glVertex3d(min[0], max[1], min[2]);
+ glVertex3d(min[0], max[1], max[2]);
+ glVertex3d(min[0], min[1], min[2]);
+ glVertex3d(min[0], min[1], max[2]);
+ glEnd();
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_DEPTH_TEST);
+}
+
+
+
+
+class GLShape {
+public:
+ virtual void paint(GLdouble *m) const = 0;
+};
+
+
+class GLSphere : public GLShape {
+ MT_Scalar radius;
+public:
+ GLSphere(MT_Scalar r) : radius(r) {}
+
+ void paint(GLdouble *m) const {
+ glPushMatrix();
+ glLoadMatrixd(m);
+ coordSystem();
+ glutSolidSphere(radius, 20, 20);
+ glPopMatrix();
+ }
+};
+
+
+class GLBox : public GLShape {
+ MT_Vector3 extent;
+public:
+ GLBox(MT_Scalar x, MT_Scalar y, MT_Scalar z) :
+ extent(x, y, z) {}
+
+ void paint(GLdouble *m) const {
+ glPushMatrix();
+ glLoadMatrixd(m);
+ coordSystem();
+ glPushMatrix();
+ glScaled(extent[0], extent[1], extent[2]);
+ glutSolidCube(1.0);
+ glPopMatrix();
+ glPopMatrix();
+ }
+};
+
+
+class GLCone : public GLShape {
+ MT_Scalar bottomRadius;
+ MT_Scalar height;
+ mutable GLuint displayList;
+
+public:
+ GLCone(MT_Scalar r, MT_Scalar h) :
+ bottomRadius(r),
+ height(h),
+ displayList(0) {}
+
+ void paint(GLdouble *m) const {
+ glPushMatrix();
+ glLoadMatrixd(m);
+ coordSystem();
+ if (displayList) glCallList(displayList);
+ else {
+ GLUquadricObj *quadObj = gluNewQuadric();
+ displayList = glGenLists(1);
+ glNewList(displayList, GL_COMPILE_AND_EXECUTE);
+ glPushMatrix();
+ glRotatef(-90.0, 1.0, 0.0, 0.0);
+ glTranslatef(0.0, 0.0, -1.0);
+ gluQuadricDrawStyle(quadObj, (GLenum)GLU_FILL);
+ gluQuadricNormals(quadObj, (GLenum)GLU_SMOOTH);
+ gluCylinder(quadObj, bottomRadius, 0, height, 15, 10);
+ glPopMatrix();
+ glEndList();
+ }
+ glPopMatrix();
+ }
+};
+
+class GLCylinder : public GLShape {
+ MT_Scalar radius;
+ MT_Scalar height;
+ mutable GLuint displayList;
+
+public:
+ GLCylinder(MT_Scalar r, MT_Scalar h) :
+ radius(r),
+ height(h),
+ displayList(0) {}
+
+ void paint(GLdouble *m) const {
+ glPushMatrix();
+ glLoadMatrixd(m);
+ coordSystem();
+ if (displayList) glCallList(displayList);
+ else {
+ GLUquadricObj *quadObj = gluNewQuadric();
+ displayList = glGenLists(1);
+ glNewList(displayList, GL_COMPILE_AND_EXECUTE);
+ glPushMatrix();
+ glRotatef(-90.0, 1.0, 0.0, 0.0);
+ glTranslatef(0.0, 0.0, -1.0);
+ gluQuadricDrawStyle(quadObj, (GLenum)GLU_FILL);
+ gluQuadricNormals(quadObj, (GLenum)GLU_SMOOTH);
+ gluCylinder(quadObj, radius, radius, height, 15, 10);
+ glPopMatrix ();
+ glEndList();
+ }
+ glPopMatrix();
+ }
+};
+
+class Object;
+
+class Callback : public SM_Callback {
+public:
+ Callback(Object& object) : m_object(object) {}
+
+ virtual void do_me();
+
+private:
+ Object& m_object;
+};
+
+
+class Object {
+public:
+ Object(GLShape *gl_shape, SM_Object& object) :
+ m_gl_shape(gl_shape),
+ m_object(object),
+ m_callback(*this)
+ {
+ m_object.registerCallback(m_callback);
+ }
+
+ ~Object() {}
+
+ void paint() {
+ m_gl_shape->paint(m);
+ // display_bbox(m_bbox.lower(), m_bbox.upper());
+ }
+
+ MT_Vector3 getAhead() {
+ return MT_Vector3(-m[8], -m[9], -m[10]);
+ }
+
+ void clearMomentum() {
+ m_object.clearMomentum();
+ }
+
+ void setMargin(MT_Scalar margin) {
+ m_object.setMargin(margin);
+ }
+
+ void setScaling(const MT_Vector3& scaling) {
+ m_object.setScaling(scaling);
+ }
+
+ void setPosition(const MT_Point3& pos) {
+ m_object.setPosition(pos);
+ }
+
+ void setOrientation(const MT_Quaternion& orn) {
+ m_object.setOrientation(orn);
+ }
+
+ void applyCenterForce(const MT_Vector3& force) {
+ m_object.applyCenterForce(force);
+ }
+
+ void applyTorque(const MT_Vector3& torque) {
+ m_object.applyTorque(torque);
+ }
+
+ MT_Point3 getWorldCoord(const MT_Point3& local) const {
+ return m_object.getWorldCoord(local);
+ }
+
+ MT_Vector3 getLinearVelocity() const {
+ return m_object.getLinearVelocity();
+ }
+
+ void setMatrix() {
+ m_object.getMatrix(m);
+ }
+
+private:
+ GLShape *m_gl_shape;
+ SM_Object& m_object;
+ DT_Scalar m[16];
+ Callback m_callback;
+};
+
+
+void Callback::do_me()
+{
+ m_object.setMatrix();
+}
+
+
+const MT_Scalar SPACE_SIZE = 2;
+
+static GLSphere gl_sphere(sphere_radius);
+static GLBox gl_ground(50.0, 0.0, 50.0);
+
+
+
+#ifdef USE_COMPLEX
+
+const int GRID_SCALE = 10;
+const MT_Scalar GRID_UNIT = 25.0 / GRID_SCALE;
+
+DT_ShapeHandle createComplex() {
+ DT_ShapeHandle shape = DT_NewComplexShape();
+ for (int i0 = -GRID_SCALE; i0 != GRID_SCALE; ++i0) {
+ for (int j0 = -GRID_SCALE; j0 != GRID_SCALE; ++j0) {
+ int i1 = i0 + 1;
+ int j1 = j0 + 1;
+#ifdef QUADS
+ DT_Begin();
+ DT_Vertex(GRID_UNIT * i0, bowl_curv * i0*i0, GRID_UNIT * j0);
+ DT_Vertex(GRID_UNIT * i0, bowl_curv * i0*i0, GRID_UNIT * j1);
+ DT_Vertex(GRID_UNIT * i1, bowl_curv * i1*i1, GRID_UNIT * j1);
+ DT_Vertex(GRID_UNIT * i1, bowl_curv * i1*i1, GRID_UNIT * j0);
+ DT_End();
+#else
+ DT_Begin();
+ DT_Vertex(GRID_UNIT * i0, 0, GRID_UNIT * j0);
+ DT_Vertex(GRID_UNIT * i0, 0, GRID_UNIT * j1);
+ DT_Vertex(GRID_UNIT * i1, 0, GRID_UNIT * j1);
+ DT_End();
+
+ DT_Begin();
+ DT_Vertex(GRID_UNIT * i0, 0, GRID_UNIT * j1);
+ DT_Vertex(GRID_UNIT * i1, 0, GRID_UNIT * j1);
+ DT_Vertex(GRID_UNIT * i1, 0, GRID_UNIT * j0);
+ DT_End();
+#endif
+
+ }
+ }
+ DT_EndComplexShape();
+ return shape;
+}
+
+
+static DT_ShapeHandle ground_shape = createComplex();
+
+#else
+
+static DT_ShapeHandle ground_shape = DT_Box(50, 0, 50);
+
+#endif
+
+static SM_Object sm_ground(ground_shape, &g_materialProps, 0, 0);
+static Object ground(&gl_ground, sm_ground);
+
+static SM_Object sm_sphere(DT_Sphere(0.0), &g_materialProps, &g_shapeProps, 0);
+static Object object(&gl_sphere, sm_sphere);
+
+
+static SM_Object sm_ray(DT_Ray(0.0, -1.0, 0.0), 0, 0, 0);
+
+static SM_Scene g_scene;
+
+
+void myinit(void) {
+
+ GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
+ GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
+ GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
+
+ /* light_position is NOT default value */
+ GLfloat light_position0[] = { 1.0, 1.0, 1.0, 0.0 };
+ GLfloat light_position1[] = { -1.0, -1.0, -1.0, 0.0 };
+
+ glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
+ glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
+
+ glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
+ glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
+ glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
+
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHT1);
+
+ glShadeModel(GL_SMOOTH);
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+
+ // glEnable(GL_CULL_FACE);
+ // glCullFace(GL_BACK);
+
+ g_scene.setForceField(gravity);
+ g_scene.add(sm_ground);
+ sm_ground.setMargin(ground_margin);
+
+ new(&object) Object(&gl_sphere, sm_sphere);
+
+
+ object.setMargin(sphere_radius);
+
+ g_scene.add(sm_sphere);
+
+ ground.setPosition(MT_Point3(0, -10, 0));
+ ground.setOrientation(MT_Quaternion(0, 0, 0, 1));
+ ground.setMatrix();
+ center.setValue(0.0, 0.0, 0.0);
+
+ newRandom();
+}
+
+
+//MT_Point3 cp1, cp2;
+//bool intersection;
+
+bool g_hit = false;
+MT_Point3 g_spot;
+MT_Vector3 g_normal;
+
+
+void display(void) {
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ ground.paint();
+ object.paint();
+
+ if (g_hit) {
+ glPointSize(5);
+ glBegin(GL_POINTS);
+ glVertex3d(g_spot[0], g_spot[1], g_spot[2]);
+ glEnd();
+ glPointSize(1);
+ }
+
+
+
+#ifdef COLLISION
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_LIGHTING);
+ glColor3f(1, 1, 0);
+ if (intersection) {
+ glPointSize(5);
+ glBegin(GL_POINTS);
+ glVertex3d(cp1[0], cp1[1], cp1[2]);
+ glEnd();
+ glPointSize(1);
+ }
+ else {
+ glBegin(GL_LINES);
+ glVertex3d(cp1[0], cp1[1], cp1[2]);
+ glVertex3d(cp2[0], cp2[1], cp2[2]);
+ glEnd();
+ }
+ glEnable(GL_LIGHTING);
+ glEnable(GL_DEPTH_TEST);
+#endif
+
+ glFlush();
+ glutSwapBuffers();
+}
+
+
+
+
+
+void newRandom() {
+ object.setPosition(MT_Point3(0, 0, 0));
+ object.clearMomentum();
+ object.setMatrix();
+
+ display();
+}
+
+void moveAndDisplay() {
+ g_scene.proceed(timeStep, 0.01);
+
+ MT_Vector3 normal(0, 1, 0);
+
+ MT_Point3 from = object.getWorldCoord(MT_Point3(0, 0, 0));
+ MT_Point3 to = from - normal * 10.0;
+
+ g_hit = DT_ObjectRayTest(sm_ground.getObjectHandle(),
+ from.getValue(),
+ to.getValue(), g_spot.getValue(),
+ g_normal.getValue());
+
+ // Scrap
+#define DO_FH
+#ifdef DO_FH
+ MT_Scalar dist = MT_distance(from, g_spot);
+ if (dist < 5.0) {
+ MT_Vector3 lin_vel = object.getLinearVelocity();
+ MT_Scalar lin_vel_normal = lin_vel.dot(normal);
+
+ MT_Scalar spring_extent = dist + lin_vel_normal * (timeStep * 0.5);
+
+ MT_Scalar f_spring = (5.0 - spring_extent) * 3.0;
+ object.applyCenterForce(normal * f_spring);
+ object.applyCenterForce(-lin_vel_normal * normal);
+ }
+
+#endif
+
+
+ display();
+}
+
+
+void turn_left() {
+ object.applyTorque(MT_Vector3(0.0, 10.0, 0.0));
+}
+
+void turn_right() {
+ object.applyTorque(MT_Vector3(0.0, -10.0, 0.0));
+}
+
+void forward() {
+ object.applyCenterForce(20.0 * object.getAhead());
+}
+
+void backward() {
+ object.applyCenterForce(-20.0 * object.getAhead());
+}
+
+void jump() {
+ object.applyCenterForce(MT_Vector3(0.0, 200.0, 0.0));
+}
+
+
+void toggleIdle() {
+ static bool idle = true;
+ if (idle) {
+ glutIdleFunc(moveAndDisplay);
+ idle = false;
+ }
+ else {
+ glutIdleFunc(NULL);
+ idle = true;
+ }
+}
+
+
+void setCamera() {
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 200.0);
+ MT_Scalar rele = MT_radians(ele);
+ MT_Scalar razi = MT_radians(azi);
+ eye.setValue(DISTANCE * sin(razi) * cos(rele),
+ DISTANCE * sin(rele),
+ DISTANCE * cos(razi) * cos(rele));
+ gluLookAt(eye[0], eye[1], eye[2],
+ center[0], center[1], center[2],
+ 0, 1, 0);
+ glMatrixMode(GL_MODELVIEW);
+ display();
+}
+
+const MT_Scalar STEPSIZE = 5;
+
+void stepLeft() { azi -= STEPSIZE; if (azi < 0) azi += 360; setCamera(); }
+void stepRight() { azi += STEPSIZE; if (azi >= 360) azi -= 360; setCamera(); }
+void stepFront() { ele += STEPSIZE; if (azi >= 360) azi -= 360; setCamera(); }
+void stepBack() { ele -= STEPSIZE; if (azi < 0) azi += 360; setCamera(); }
+void zoomIn() { DISTANCE -= 1; setCamera(); }
+void zoomOut() { DISTANCE += 1; setCamera(); }
+
+
+void myReshape(int w, int h) {
+ glViewport(0, 0, w, h);
+ setCamera();
+}
+
+void myKeyboard(unsigned char key, int x, int y)
+{
+ switch (key)
+ {
+ case 'w': forward(); break;
+ case 's': backward(); break;
+ case 'a': turn_left(); break;
+ case 'd': turn_right(); break;
+ case 'e': jump(); break;
+ case 'l' : stepLeft(); break;
+ case 'r' : stepRight(); break;
+ case 'f' : stepFront(); break;
+ case 'b' : stepBack(); break;
+ case 'z' : zoomIn(); break;
+ case 'x' : zoomOut(); break;
+ case 'i' : toggleIdle(); break;
+ case ' ' : newRandom(); break;
+ default:
+// std::cout << "unused key : " << key << std::endl;
+ break;
+ }
+}
+
+void mySpecial(int key, int x, int y)
+{
+ switch (key)
+ {
+ case GLUT_KEY_LEFT : stepLeft(); break;
+ case GLUT_KEY_RIGHT : stepRight(); break;
+ case GLUT_KEY_UP : stepFront(); break;
+ case GLUT_KEY_DOWN : stepBack(); break;
+ case GLUT_KEY_PAGE_UP : zoomIn(); break;
+ case GLUT_KEY_PAGE_DOWN : zoomOut(); break;
+ case GLUT_KEY_HOME : toggleIdle(); break;
+ default:
+// std::cout << "unused (special) key : " << key << std::endl;
+ break;
+ }
+}
+
+void goodbye( void)
+{
+ g_scene.remove(sm_ground);
+ g_scene.remove(sm_sphere);
+
+ std::cout << "goodbye ..." << std::endl;
+ exit(0);
+}
+
+void menu(int choice)
+{
+
+ static int fullScreen = 0;
+ static int px, py, sx, sy;
+
+ switch(choice) {
+ case 1:
+ if (fullScreen == 1) {
+ glutPositionWindow(px,py);
+ glutReshapeWindow(sx,sy);
+ glutChangeToMenuEntry(1,"Full Screen",1);
+ fullScreen = 0;
+ } else {
+ px=glutGet((GLenum)GLUT_WINDOW_X);
+ py=glutGet((GLenum)GLUT_WINDOW_Y);
+ sx=glutGet((GLenum)GLUT_WINDOW_WIDTH);
+ sy=glutGet((GLenum)GLUT_WINDOW_HEIGHT);
+ glutFullScreen();
+ glutChangeToMenuEntry(1,"Close Full Screen",1);
+ fullScreen = 1;
+ }
+ break;
+ case 2:
+ toggleIdle();
+ break;
+ case 3:
+ goodbye();
+ break;
+ default:
+ break;
+ }
+}
+
+void createMenu()
+{
+ glutCreateMenu(menu);
+ glutAddMenuEntry("Full Screen", 1);
+ glutAddMenuEntry("Toggle Idle (Start/Stop)", 2);
+ glutAddMenuEntry("Quit", 3);
+ glutAttachMenu(GLUT_RIGHT_BUTTON);
+}
+
+int main(int argc, char **argv) {
+ glutInit(&argc, argv);
+ glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(500, 500);
+ glutCreateWindow("Physics demo");
+
+ myinit();
+ glutKeyboardFunc(myKeyboard);
+ glutSpecialFunc(mySpecial);
+ glutReshapeFunc(myReshape);
+ createMenu();
+ glutIdleFunc(NULL);
+
+ glutDisplayFunc(display);
+ glutMainLoop();
+ return 0;
+}
+
+
+
+
+
+
+