Enhance slightly the scene (floor + background)
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parent
3e3ec57bb5
commit
3bf61a7409
6 changed files with 80 additions and 11 deletions
5
Ball.cpp
5
Ball.cpp
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@ -42,7 +42,6 @@ void Ball::_compute_pos(double dt) {
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}
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Center.x += dt * v_x;
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Center.z += dt * v_z;
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std::cout << (*this) <<"\n";
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surface.update_center_pos(Center);
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surface.check_ground_collision(ground);
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}
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@ -89,10 +88,6 @@ void Ball::_compute_parameters() {
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_compute_v_x(normal);
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_compute_v_z(normal);
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min_height = fmin(radius, min_height + 0.2 * (radius - min_height));
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std::cout << "U:" << U << "\n";
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std::cout << "B:" << B << "\n";
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std::cout << "A:" << A << "\n";
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std::cout << "T:" << T << "\n";
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}
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void Ball::update_pos(double dt) {
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45
GroundFlatMesh.cpp
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45
GroundFlatMesh.cpp
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@ -0,0 +1,45 @@
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#include "GroundFlatMesh.hpp"
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#include <vector>
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const int GroundFlatMesh::MIN_I = -40;
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const int GroundFlatMesh::MAX_I = 100;
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const int GroundFlatMesh::MIN_J = -40;
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const int GroundFlatMesh::MAX_J = 100;
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GroundFlatMesh::GroundFlatMesh(const Point& center, double decay_speed)
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: center(center), decay_speed(decay_speed)
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{
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std::vector<std::vector<size_t> > vertice_at(MAX_I - MIN_I + 1,
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std::vector<size_t>(MAX_J - MIN_J + 1));
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for(int i=MIN_I; i < MAX_I + 1; ++i) {
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for(int j=MIN_J; j < MAX_J + 1; ++j) {
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vertice_at[i - MIN_I][j - MIN_J] =
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output.add_vertice(
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tile_position(i, j),
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Point(0., 1., 0.));
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}
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}
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for(int i=MIN_I; i < MAX_I; ++i) {
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for(int j=MIN_J; j < MAX_J; ++j) {
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output.add_face(Face(
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vertice_at[i - MIN_I][j - MIN_J],
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vertice_at[i - MIN_I][j + 1 - MIN_J],
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vertice_at[i + 1 - MIN_I][j + 1 - MIN_J]));
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output.add_face(Face(
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vertice_at[i - MIN_I][j - MIN_J],
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vertice_at[i + 1 - MIN_I][j + 1 - MIN_J],
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vertice_at[i + 1- MIN_I][j - MIN_J]));
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}
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}
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}
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double GroundFlatMesh::ith_dist(int i) const {
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return ((i < 0) ? -1 : 1) * decay_speed * i * i;
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}
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Point GroundFlatMesh::tile_position(int i, int j) const {
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return Point(ith_dist(i), 0., ith_dist(j));
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}
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20
GroundFlatMesh.hpp
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20
GroundFlatMesh.hpp
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@ -0,0 +1,20 @@
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#pragma once
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#include "Mesh.hpp"
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class GroundFlatMesh {
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public:
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GroundFlatMesh(const Point& center, double decay_speed);
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Mesh* get_mesh() { return &output; }
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private: //meth
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double ith_dist(int i) const;
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Point tile_position(int i, int j) const;
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private:
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static const int MIN_I, MAX_I, MIN_J, MAX_J;
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Mesh output;
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const Point& center;
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double decay_speed;
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};
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1
Makefile
1
Makefile
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@ -19,6 +19,7 @@ OBJS=Implicit.o \
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MarchingCubes.o \
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_gen/marching_cubes_data.o \
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periodic_updates.o \
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GroundFlatMesh.o \
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tests/TestImplicitSphere.o \
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render/GlutRender.o
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@ -6,6 +6,7 @@
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#include "Ball.hpp"
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#include "FlatGround.hpp"
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#include "MarchingCubes.hpp"
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#include "GroundFlatMesh.hpp"
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#include "periodic_updates.hpp"
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@ -15,7 +16,8 @@ int main(int argc, char** argv) {
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GlutRender& render = GlutRender::get_instance();
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render.init(&argc, argv, 640, 480, "Bouncing stuff");
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Ball ball(Point(0, 5, 0), flat, 0.75, -0.5, -0.7, 1, 1);
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Ball ball(Point(0, 5, 0), flat, 0.55, -.5, -.7, 1, 1);
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ball.get_surface()->set_color(Color(1., 0., 0.));
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Cuboid bbox = ball.get_surface()->max_bounding_box();
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Cuboid bbox_2(Point(-2, -1, -2), Point(2,1,2));
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@ -24,6 +26,11 @@ int main(int argc, char** argv) {
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bbox.high(0), bbox.high(1), bbox.high(2));
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render.add_surface(ball.get_surface(), bbox);
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GroundFlatMesh ground(Point(0., 0., 0.), 0.05);
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ground.get_mesh()->set_color(Color(0.13, 0.82, 0.21));
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render.add_mesh(ground.get_mesh());
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render.set_idle_func(periodic_update);
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init_periodic_static(&ball);
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render.run();
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@ -31,10 +31,10 @@ void GlutRender::init(int* argc, char** argv,
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glutReshapeFunc(reshape_handle);
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// ==== Lighting ====
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GLfloat light0_pos[] = {10., 15., 10.};
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GLfloat light0_pos[] = {30., 35., 20., 0.};
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GLfloat light0_ambient[] = {0., 0., 0., 1.};
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GLfloat light0_diffuse[] = {1., 1., .65, 1.};
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GLfloat light0_specular[] = {5., 5., .33, 1.};
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GLfloat light0_diffuse[] = {1., 1., .85, 1.};
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GLfloat light0_specular[] = {5., 5., .43, 1.};
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glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);
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glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
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@ -47,15 +47,16 @@ void GlutRender::init(int* argc, char** argv,
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glEnable(GL_LIGHT0);
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glShadeModel(GL_SMOOTH); // Enable smooth shading
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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GLfloat material_specular[] = {1., 1., 1., 1.};
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GLfloat material_emission[] = {0., 0., 0., 1.};
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material_specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, material_emission);
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glEnable(GL_COLOR_MATERIAL);
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// ==== Misc ====
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Background color
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//glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Background color
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glClearColor(0.15f, 0.08f, 0.5f, 1.0f); // Background color
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glClearDepth(1.0f); // Set background depth to farthest
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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