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93 commits

Author SHA1 Message Date
Théophile Bastian 24d21d77cb Use rendering at startup only for perlin ground 2018-02-14 17:22:27 +01:00
Théophile Bastian ffaa4ed7c8 Add instructions to README.md 2018-02-14 16:55:51 +01:00
Théophile Bastian 3d0f723016 Update README with links 2018-02-14 14:34:47 +01:00
Théophile Bastian 06c71feaa8 Fix initial position 2018-02-14 14:16:13 +01:00
Théophile Bastian bfe3776914 Add switch -azerty and -qwerty 2018-02-14 14:09:44 +01:00
Théophile Bastian bb530a8302 Implement moving camera 2018-02-14 14:06:35 +01:00
Théophile Bastian 8051f4203f Allow the camera to follow the ball
But when the ground is not textured, this looks just as if the ball was
not moving… :(
2018-02-14 13:23:27 +01:00
Théophile Bastian baaa5e4057 Control pause and speed with keyboard
Keys: space for toggle pause, < and > for speed control, 0 to reset
speed
2018-02-14 13:22:31 +01:00
Théophile Bastian 8bd230c010 Remove lag: lower resolution for ground 2018-02-14 13:21:49 +01:00
Théophile Bastian eaa730f5dc Integrate Perlin noise switch
Also make Perlin noise ground wider and less ugly
2018-02-14 13:16:01 +01:00
Rémi Oudin b208cc237e Perlin Ground integrated 2018-02-14 12:47:45 +01:00
Théophile Bastian 3bf61a7409 Enhance slightly the scene (floor + background) 2018-02-14 11:43:49 +01:00
Théophile Bastian 3e3ec57bb5 Add a color attribute to meshes and surfaces 2018-02-14 11:41:55 +01:00
Rémi Oudin 818aaf01a9 Finished rebase 2018-02-14 11:41:24 +01:00
Rémi Oudin d8dafd3823 Better parameters 2018-02-14 10:50:03 +01:00
Rémi Oudin d23f05de14 Woops, wrong variables 2018-02-14 10:34:54 +01:00
Rémi Oudin 2afd89dbf3 Fractional Brownian Motion 2018-02-13 23:38:24 +01:00
Rémi Oudin 6823552ee7 Error after rebase 2018-02-13 22:56:44 +01:00
Rémi Oudin 041a1236c0 missing interface in header file 2018-02-13 22:55:12 +01:00
Rémi Oudin f6f789cc2e Utility function 2018-02-13 22:55:12 +01:00
Rémi Oudin 14f3b8afdf Display Perlin ground 2018-02-13 22:54:41 +01:00
Rémi Oudin 75fc077007 No more glitch. 2018-02-13 22:54:41 +01:00
Rémi Oudin aafbd8ec9c Add a get_surface method to perlin ground 2018-02-13 22:54:41 +01:00
Rémi Oudin 083bc3c654 Many many changes 2018-02-13 22:54:41 +01:00
Rémi Oudin 538930bd71 Bug fix (y and z axis) + pragma 2018-02-13 22:51:51 +01:00
Rémi Oudin 15ee31c30e Integration of the grounds 2018-02-13 22:51:51 +01:00
Rémi Oudin d484a18da5 Add some structure for the ground. 2018-02-13 22:49:30 +01:00
Rémi Oudin 0db091f76e Min_height evolves in time. 2018-02-13 22:45:29 +01:00
Rémi Oudin c0a793bc97 Reduction of speed on the ground 2018-02-13 22:20:58 +01:00
Théophile Bastian 61ef03e955 Implement MarchingCubes' hint
Now, MarchingCubes does not walk the whole space anymore
2018-02-13 18:43:02 +01:00
Théophile Bastian 7b374c70ae Surfaces now provide a location hint
This is supposed to be a point in space close to the surface
2018-02-13 18:42:15 +01:00
Théophile Bastian 5b6e61cec9 Enhance light rendering 2018-02-13 17:23:58 +01:00
Théophile Bastian 640f801441 Add bounce as a Makefile target 2018-02-13 16:42:24 +01:00
Rémi Oudin dc213cdeeb Fix bouncing when staying on the ground.
Now, there is still a min_p that is respected.
2018-02-13 16:42:24 +01:00
Théophile Bastian a0db41689c Change the test demo 2018-02-13 16:41:30 +01:00
Théophile Bastian b404c2301f Add debugging display (on compilation switches)
DEBUG_DISPLAY_WIREFRAME: show a wireframe structure
DEBUG_DISPLAY_NORMAL: show the vertices' normal vectors
2018-02-13 16:41:30 +01:00
Théophile Bastian aaaebdc042 Normalize normals to norm 1 2018-02-13 16:41:30 +01:00
Théophile Bastian 4d100731a2 Fix: invert spheroid bounding box axes 2018-02-13 16:41:30 +01:00
Théophile Bastian ab0cac72c3 Make Makefile not recompile everything 2018-02-13 16:41:30 +01:00
Théophile Bastian 56d8e22f21 Use openGL lightings — still kind of bad for now 2018-02-13 16:41:30 +01:00
Théophile Bastian 36bc8e1b5c Use normals for implicit surfaces 2018-02-13 16:41:30 +01:00
Théophile Bastian 8c254dff15 Use normals in glut render 2018-02-13 16:41:30 +01:00
Théophile Bastian d282b93298 Add debug code for implicit normals 2018-02-13 16:41:30 +01:00
Théophile Bastian 385a03ddbc Handle normals in meshes 2018-02-13 16:41:30 +01:00
Théophile Bastian 2789acb5c5 Implicit surfaces: add normal vector 2018-02-13 16:41:30 +01:00
Rémi Oudin ebf3f7a267 Remove debug lines 2018-02-13 12:47:55 +01:00
Rémi Oudin f4b1299d3e Avoid entering the block if we already stopped bouncing 2018-02-13 12:47:33 +01:00
Rémi Oudin afc7b4a3b9 reduction of speed on x and z axis 2018-02-13 12:46:47 +01:00
Rémi Oudin 2b1e9d192a Remove useless warning 2018-02-13 12:39:46 +01:00
Théophile Bastian 8746f6bf6a Turn off time-related debug messages 2018-02-13 11:49:13 +01:00
Rémi Oudin 188d43cb50 Better animation
Bounces are slower, final position is the ball undeformed.
Also, moves continuously when it keep staying on the ground.
2018-02-13 10:51:07 +01:00
Rémi Oudin 2a8b551355 Few bugs patched in spheroid. 2018-02-13 10:49:12 +01:00
Rémi Oudin e3d913fd61 Bouncing nearly works' 2018-02-13 01:02:58 +01:00
Théophile Bastian 0bae04d802 Fix clock being real and not user clock 2018-02-12 21:53:35 +01:00
Théophile Bastian 2f5c423cc7 Fix supposedly bad initialisation
@Guinness is this correct?
2018-02-12 18:45:53 +01:00
Théophile Bastian df865a3b48 Merge branch 'master' into bounce 2018-02-12 18:45:35 +01:00
Théophile Bastian a1cc442885 First observed bounce 2018-02-12 18:40:05 +01:00
Rémi Oudin 2861734258 Implicit surface operator should be centered in 0. 2018-02-12 18:36:59 +01:00
Rémi Oudin 9c37ead65d Merge new version with Perlin Noise 2018-02-12 18:32:58 +01:00
Rémi Oudin 26cac772d7 Y axis is vertical for OpenGL 2018-02-12 18:18:28 +01:00
Rémi Oudin f2f6e9cb76 Handling of bounces for perlin noise surfaces 2018-02-12 17:41:12 +01:00
Rémi Oudin 0987290111 Handling of perlin noise surfaces 2018-02-12 17:40:50 +01:00
Rémi Oudin 588ff14b33 Update makefile for Perlin Noise 2018-02-12 17:40:21 +01:00
Rémi Oudin 7b14f2e5f1 Generation of perlin noise structures 2018-02-12 17:40:00 +01:00
Rémi Oudin 1ee6875b5a Bounding box for spheroid, based on initial values. 2018-02-12 14:31:08 +01:00
Rémi Oudin 61f50c2861 Move operator in .cpp file 2018-02-12 14:15:30 +01:00
Rémi Oudin 1be55612d4 Missing function in header file 2018-02-12 14:14:50 +01:00
Rémi Oudin c2cd75a61c Add movement on y-axis 2018-02-12 13:54:39 +01:00
Théophile Bastian 48ef986f4f Use ImplicitSurface.center in marching cubes 2018-02-12 13:45:02 +01:00
Théophile Bastian 97966377f5 Merge commit 'cf0d7af' 2018-02-12 13:40:49 +01:00
Rémi Oudin 247528fe63 Horizontal drift 2018-02-12 13:19:56 +01:00
Rémi Oudin 21ee9ff0e6 Add min height for ball 2018-02-12 12:09:39 +01:00
Rémi Oudin 0f70e4e023 keep track of initial radius, for deformation 2018-02-12 12:08:50 +01:00
Rémi Oudin 19cb1eb343 min_height for bounce as a parameter 2018-02-12 12:06:44 +01:00
Rémi Oudin e80becdaee A ball has a min heihgt (for deformation) 2018-02-12 11:38:46 +01:00
Rémi Oudin 9e605b0fec Center is an attribute of ImplicitSurface.
This way the search space for Marching Cubes is way smaller.
2018-02-12 11:37:38 +01:00
Rémi Oudin 1e059742f4 Better number of iterations 2018-02-12 10:50:45 +01:00
Rémi Oudin 61933b9b78 A height shouldn't be negative. 2018-02-12 10:48:26 +01:00
Rémi Oudin dfbaa80e03 Debug of the physical model 2018-02-12 10:21:49 +01:00
Rémi Oudin d600f51a3a Update makefile with my .o files 2018-02-12 01:27:16 +01:00
Rémi Oudin e1c759e429 Operator should be const 2018-02-12 01:26:51 +01:00
Rémi Oudin a824763e3b Merge commit 2018-02-12 01:20:05 +01:00
Rémi Oudin 1dff2ab839 test for a ball 2018-02-12 01:12:31 +01:00
Rémi Oudin 006d2de34a Stream operator for Ball 2018-02-12 01:11:23 +01:00
Rémi Oudin 80f0e96acf Horizontal bounces. 2018-02-11 22:42:15 +01:00
Rémi Oudin 22e24258cd Add a vertical plan collision 2018-02-11 17:29:56 +01:00
Rémi Oudin 98fe6ebc12 s/ellipsoid/spheroid 2018-02-11 17:29:17 +01:00
Rémi Oudin 9ef21a2dc9 Update spheroid if conflict with a plan at a given height. 2018-02-09 20:23:06 +01:00
Rémi Oudin bf3232d790 Fix -Wreorder warnings 2018-02-07 15:18:53 +01:00
Rémi Oudin 522ab7be39 Raw implementation of a Ball 2018-02-07 15:08:16 +01:00
Rémi Oudin e76974204d s/ellipsoid/spheroid + implementation of operator() 2018-02-07 15:07:59 +01:00
Rémi Oudin dae55f5eab Rough implementation of an ellipsoid.
In an extremely simple model, the ball will deform as an ellipsoid
during the bounce process.
2018-01-31 16:43:53 +01:00
Rémi Oudin 88700c7c76 Typos in Implicit.hpp and remove Implicit.cpp 2018-01-31 16:43:44 +01:00
32 changed files with 1456 additions and 57 deletions

118
Ball.cpp Normal file
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@ -0,0 +1,118 @@
#include "Ball.hpp"
#include <iostream>
#include <cmath>
bool bouncing = true;
double stop_bouncing;
Ball::Ball(const Point& _center, const Ground* _ground, double _min_height,
double _v_x, double _v_z, double _p, double _q) :
Center(_center),
surface(_center, _min_height, _p, _q),
ground(_ground),
radius(_p),
init_h(_center.y),
min_height(_min_height),
bounce_number(0.0),
crt_time(0),
A(_center.y),
B(0),
U(sqrt(2 * G_CTE * _center.y)),
T(sqrt(2.0 * _center.y / G_CTE)),
v_x(_v_x),
v_z(_v_z)
{
}
void Ball::_compute_pos(double dt) {
double height = (*ground)(Center.x, Center.z);
if (bouncing) {
Center.y = fmax(
min_height + height,
A + B * crt_time - (G_CTE / 2) * crt_time * crt_time + min_height
);
} else {
double n_time = crt_time - stop_bouncing;
double min_rad = radius - min_height;
v_x *= 0.8;
v_z *= 0.8;
Center.y = height + min_height + ((min_rad * (1.0 - exp(-n_time)) + min_rad )/2.) +
(min_rad - ((min_rad* (1- exp(-n_time)) + min_rad)/2.)) * sin(5. *
n_time);
}
Center.x += dt * v_x;
Center.z += dt * v_z;
surface.update_center_pos(Center);
surface.check_ground_collision(ground);
}
void Ball::_compute_T_n() {
double update = (2. * U / G_CTE);
T += update;
}
void Ball::_compute_B_n() {
B = G_CTE * T + U;
}
void Ball::_compute_A_n() {
A = - G_CTE * T * T / 2 - (U * T);
}
void Ball::_compute_U_n() {
U *= 0.8;
}
void Ball::_compute_v_x(Point normal) {
double factor = 0;
if (normal.x + normal.z != 0) {
factor = normal.x / (4*(normal.x + normal.z));
}
v_x *= (0.5 + factor);
}
void Ball::_compute_v_z(Point normal) {
double factor = 0;
if (normal.x + normal.z != 0) {
factor = normal.z / (4*(normal.x + normal.z));
}
v_z *= (0.5 + factor);
}
void Ball::_compute_parameters() {
Point normal = (*ground).get_normal(Center.x, Center.z);
bounce_number += 1;
_compute_U_n();
_compute_A_n();
_compute_B_n();
_compute_T_n();
_compute_v_x(normal);
_compute_v_z(normal);
min_height = fmin(radius, min_height + 0.2 * (radius - min_height));
}
void Ball::update_pos(double dt) {
//double height = (*ground)(Center.x, Center.z);
crt_time += dt;
if ((bouncing) && (crt_time >= T)) {
double old_t = T;
double max_t;
_compute_parameters();
max_t = (T - old_t)/2.0 + old_t;
if (((A + B * max_t - (G_CTE / 2) * max_t * max_t + min_height) < radius)) {
stop_bouncing = crt_time;
bouncing = false;
}
}
_compute_pos(dt);
}
std::ostream& operator<< (std::ostream &out, Ball const& data) {
Point center = data.getCenter();
out << "t:" << data.access_crt_time() << ":";
out << "T:" << data.accessT() << ":";
out << center.x << ':';
out << center.z << ':';
out << center.y << ':';
return out;
}

50
Ball.hpp Normal file
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@ -0,0 +1,50 @@
/**
* Header file defining a ball.
* A ball is the kind of real object, with a physical model, and the implicit
* surface.
* The physical model is strongly inspired from
* http://www.physics-online.info/book1/chapt1/sect1a/problem1a-12/Problem1A-12.htm,
* apart for the x-axis drift.
* For this one, the assumption done is that the speed is divided by two at
* each bounce, which is a reasonable assumption since it is the same for the
* vertical bounces.
**/
#pragma once
#include <cstddef>
#include "spheroid.hpp"
#include "FlatGround.hpp"
#include "PerlinGround.hpp"
#define G_CTE 9.81
class Ball {
private:
Point Center;
Spheroid surface;
const Ground* ground;
double radius;
double init_h;
double min_height;
size_t bounce_number;
double crt_time;
double A, B, U, T; // Coefficients for the physical model.
double v_x, v_z;
void _compute_pos(double dt);
void _compute_parameters();
void _compute_v_x(Point normal);
void _compute_v_z(Point normal);
void _compute_A_n();
void _compute_B_n();
void _compute_U_n();
void _compute_T_n();
public:
Ball(const Point& _center, const Ground* ground, double _min_height, double _v_x,
double _v_z, double p, double q);
void update_pos(double dt);
Point getCenter() const {return Center;}
double accessT() const { return T;}
double access_crt_time() const { return crt_time;}
Spheroid* get_surface() { return &surface; }
};
std::ostream& operator << (std::ostream &out, Ball const& data);

10
FlatGround.cpp Normal file
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@ -0,0 +1,10 @@
#include "FlatGround.hpp"
double FlatGround::operator() (double, double) const {
return 0. ;
}
Point FlatGround::get_normal(double, double) const {
return Point(0, 1, 0);
}

8
FlatGround.hpp Normal file
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@ -0,0 +1,8 @@
#pragma once
#include "Ground.hpp"
class FlatGround : public Ground {
public:
double operator() (double, double) const;
Point get_normal(double x, double y) const;
};

0
Ground.cpp Normal file
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9
Ground.hpp Normal file
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@ -0,0 +1,9 @@
#pragma once
#include "common_structures.hpp"
class Ground {
public:
virtual double operator() (double, double) const = 0;
virtual Point get_normal(double x, double y) const = 0;
};

45
GroundFlatMesh.cpp Normal file
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@ -0,0 +1,45 @@
#include "GroundFlatMesh.hpp"
#include <vector>
const int GroundFlatMesh::MIN_I = -40;
const int GroundFlatMesh::MAX_I = 100;
const int GroundFlatMesh::MIN_J = -40;
const int GroundFlatMesh::MAX_J = 100;
GroundFlatMesh::GroundFlatMesh(const Point& center, double decay_speed)
: center(center), decay_speed(decay_speed)
{
std::vector<std::vector<size_t> > vertice_at(MAX_I - MIN_I + 1,
std::vector<size_t>(MAX_J - MIN_J + 1));
for(int i=MIN_I; i < MAX_I + 1; ++i) {
for(int j=MIN_J; j < MAX_J + 1; ++j) {
vertice_at[i - MIN_I][j - MIN_J] =
output.add_vertice(
tile_position(i, j),
Point(0., 1., 0.));
}
}
for(int i=MIN_I; i < MAX_I; ++i) {
for(int j=MIN_J; j < MAX_J; ++j) {
output.add_face(Face(
vertice_at[i - MIN_I][j - MIN_J],
vertice_at[i - MIN_I][j + 1 - MIN_J],
vertice_at[i + 1 - MIN_I][j + 1 - MIN_J]));
output.add_face(Face(
vertice_at[i - MIN_I][j - MIN_J],
vertice_at[i + 1 - MIN_I][j + 1 - MIN_J],
vertice_at[i + 1- MIN_I][j - MIN_J]));
}
}
}
double GroundFlatMesh::ith_dist(int i) const {
return ((i < 0) ? -1 : 1) * decay_speed * i * i;
}
Point GroundFlatMesh::tile_position(int i, int j) const {
return Point(ith_dist(i), 0., ith_dist(j));
}

20
GroundFlatMesh.hpp Normal file
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@ -0,0 +1,20 @@
#pragma once
#include "Mesh.hpp"
class GroundFlatMesh {
public:
GroundFlatMesh(const Point& center, double decay_speed);
Mesh* get_mesh() { return &output; }
private: //meth
double ith_dist(int i) const;
Point tile_position(int i, int j) const;
private:
static const int MIN_I, MAX_I, MIN_J, MAX_J;
Mesh output;
const Point& center;
double decay_speed;
};

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@ -3,3 +3,18 @@
double ImplicitSurface::operator()(const Point& pt) const {
return operator()(pt.x, pt.y, pt.z);
}
Point ImplicitSurface::normal_at(const Point& pt) const {
// this is simply the gradient.
static const double d_dist = 1e-8;
Point normal(
(operator()(pt.x + d_dist, pt.y, pt.z) -
operator()(pt.x - d_dist, pt.y, pt.z)) / (2. * d_dist),
(operator()(pt.x, pt.y + d_dist, pt.z) -
operator()(pt.x, pt.y - d_dist, pt.z)) / (2. * d_dist),
(operator()(pt.x, pt.y, pt.z + d_dist) -
operator()(pt.x, pt.y, pt.z - d_dist)) / (2. * d_dist));
normal.normalize();
return normal;
}

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@ -6,4 +6,18 @@ class ImplicitSurface {
public:
virtual double operator() (double x, double y, double z) const = 0;
double operator()(const Point& pt) const;
Point getCenter() const { return center;}
const Color& get_color() const { return color; }
void set_color(const Color& _color) { color = _color; }
virtual Point location_hint() const = 0;
/// Compute the normal vector to the isosurface at `pt`
Point normal_at(const Point& pt) const;
protected:
Point center;
Color color;
ImplicitSurface(Point _center) : center(_center) {}
};

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@ -1,17 +1,25 @@
CXX=g++
CXXFLAGS=-Wall -Wextra -O2 -std=c++14
CXXFLAGS=$(ADD_FLAGS) -Wall -Wextra -O2 -std=c++14
CXXLIBS=-lGL -lGLU -lglut
# In `TARGET`, list the names of the `main_[stuff].cpp` you'd like to compile
# into a `[stuff].bin`.
TARGETS=glut
TARGETS=glut ball bounce
OBJS=Implicit.o \
common_structures.o \
Mesh.o \
spheroid.o \
Ball.o \
Ground.o \
FlatGround.o \
PerlinGround.o \
PerlinNoise.o \
util/ObjParser.o \
MarchingCubes.o \
_gen/marching_cubes_data.o \
periodic_updates.o \
GroundFlatMesh.o \
tests/TestImplicitSphere.o \
render/GlutRender.o
@ -20,18 +28,21 @@ all: $(TARGETS:=.bin)
%.bin: main_%.o $(OBJS)
$(CXX) $(CXXFLAGS) $(CXXLIBS) $(OBJS) $< -o $@
_gen/marching_cubes_data.cpp: tools/gen_marching_cubes_conf.py _gen
_gen/marching_cubes_data.cpp: tools/gen_marching_cubes_conf.py
mkdir -p _gen
python3 $< > $@
%.o: %.cpp
$(CXX) $(CXXFLAGS) -c $< -o $@
_gen:
mkdir -p _gen
############################################################
.PRECIOUS: %.o
.PHONY: clean
clean:
rm -rf $(OBJS) $(TARGETS:=.bin) _gen
clean_render:
rm -rf render/*.o $(TARGETS:=.bin)

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@ -1,6 +1,11 @@
#include "MarchingCubes.hpp"
#include <cassert>
#include <queue>
#include "GL/gl.h"
#include "GL/gl.h"
MarchingCubes::MarchingCubes(
const ImplicitSurface& surface,
@ -11,14 +16,28 @@ MarchingCubes::MarchingCubes(
resolution(resolution)
{}
void MarchingCubes::add_hint(const Cuboid& hint) {
MarchingCubes& MarchingCubes::add_hint(const Point& hint) {
hints.push_back(hint);
return *this;
}
Mesh MarchingCubes::operator()() {
Mesh output;
without_hints(output);
output.set_color(surface.get_color());
perf_counter = 0;
if(hints.empty())
without_hints(output);
else
with_hints(output);
#ifdef MC_SHOW_PERF
fprintf(stderr, "Explored cubes: %ld\n", perf_counter);
#endif // MC_SHOW_PERF
output.translate(surface.getCenter());
return output;
}
@ -31,11 +50,123 @@ void MarchingCubes::without_hints(Mesh& output) {
for(double z = box.low(2); z < box.high(2) + resolution;
z += resolution) {
march_at(x, y, z, output);
perf_counter++;
}
}
}
}
void MarchingCubes::with_hints(Mesh& output) {
std::set<PointLoc> explored_cubes;
std::queue<PointLoc> process;
for(const Point& hint: hints) {
PointLoc coords = coords_of(hint);
PointLoc start_point =
seek_closest_intersection(coords, explored_cubes);
explored_cubes.erase(start_point);
process.push(start_point);
}
while(!process.empty()) {
PointLoc pos = process.front();
process.pop();
if(explored_cubes.find(pos) != explored_cubes.end())
continue;
explored_cubes.insert(pos);
Point pt = point_at_coords(pos);
Intersections inters =
mk_intersection_cube(pt.x, pt.y, pt.z, resolution);
if(!inters.has_inters())
continue;
march_at(pt.x, pt.y, pt.z, output);
for(int dx=-1; dx <= 1; ++dx) {
for(int dy=-1; dy <= 1; ++dy) {
for(int dz=-1; dz <= 1; ++dz) {
if(dx == 0 && dy == 0 && dz == 0)
continue;
PointLoc nPos = pos + PointLoc(dx, dy, dz);
if(coords_in_box(nPos))
process.push(nPos);
}
}
}
}
perf_counter = explored_cubes.size();
}
PointLoc MarchingCubes::seek_closest_intersection(
const PointLoc& loc, std::set<PointLoc>& visited) const {
std::queue<PointLoc> process;
process.push(loc);
while(!process.empty()) {
PointLoc pos = process.front();
process.pop();
if(visited.find(pos) != visited.end())
continue;
visited.insert(pos);
Point pt = point_at_coords(pos);
Intersections inters =
mk_intersection_cube(pt.x, pt.y, pt.z, resolution);
if(inters.has_inters())
return pos;
for(int dx=-1; dx <= 1; ++dx) {
for(int dy=-1; dy <= 1; ++dy) {
for(int dz=-1; dz <= 1; ++dz) {
if(dx == 0 && dy == 0 && dz == 0)
continue;
PointLoc nPos = pos + PointLoc(dx, dy, dz);
if(coords_in_box(nPos))
process.push(nPos);
}
}
}
}
throw SurfaceNotFound();
}
Point MarchingCubes::align_on_bb(const Point& pt) const {
auto align = [resolution = resolution](double v) {
return resolution * floor(v / resolution);
};
Point dist = pt - box.low_pt();
dist.x = align(dist.x);
dist.y = align(dist.y);
dist.z = align(dist.z);
return box.low_pt() + dist;
}
bool MarchingCubes::coords_in_box(const PointLoc& pt) const {
Point low = point_at_coords(pt),
high = point_at_coords(pt + PointLoc(1, 1, 1));
return
low.x >= box.low(0) && low.y >= box.low(1) && low.z >= box.low(2)
&& high.x <= box.high(0) && high.y <= box.high(1)
&& high.z <= box.high(2);
}
PointLoc MarchingCubes::coords_of(const Point& pt) const {
Point dist = pt - box.low_pt();
return PointLoc(
dist.x / resolution,
dist.y / resolution,
dist.z / resolution);
}
Point MarchingCubes::point_at_coords(const PointLoc& coords) const {
return box.low_pt()
+ Point(coords.x * resolution,
coords.y * resolution,
coords.z * resolution);
}
Point MarchingCubes::CubeEdge::at(double pos,
double bx, double by, double bz, double resolution) const
{
@ -85,8 +216,10 @@ bool MarchingCubes::march_at(double x, double y, double z, Mesh& output) {
};
size_t vert_ids[3];
for(int i=0; i < 3; ++i)
vert_ids[i] = output.add_vertice(verts[i]);
for(int i=0; i < 3; ++i) {
Point normal = surface.normal_at(verts[i]);
vert_ids[i] = output.add_vertice(verts[i], normal);
}
for(int i=0; i < 3; ++i) {
output.add_face(

View file

@ -18,6 +18,9 @@ class MarchingCubes {
private:
typedef std::set<PointLoc> LocSet;
class SurfaceNotFound : public std::exception {
};
class Intersections {
public:
typedef unsigned char intersect_t;
@ -34,6 +37,10 @@ class MarchingCubes {
* cube of side 1 placed at (0, 0, 0).
*/
bool has_inters() const {
return inters != 0 && inters != 0xff;
}
void set_corner(bool x, bool y, bool z, bool val) {
intersect_t mask = 1 << (shift(x, y, z));
if(val)
@ -59,19 +66,16 @@ class MarchingCubes {
const Cuboid& box=Cuboid(
Point(-20, -20, -20),
Point(20, 20, 20)),
double resolution=.25);
double resolution=.1);
/** Add a starting point hint
*
* A hint is a cuboid that should intersect at least once the surface,
* such that the marching cube will find the surface there and will be
* able to follow it.
* If at least a hint is given, the algorithm will expect that at least
* a hint per disjoint surface is given, ie. that it is safe to only
* follow the surface starting from the hints, and ignoring the parts
* of the grid that are "far" from the hints.
* A hint is a location that should be close to the surface. From each
* hint, a BFS-like search will be performed, and will stop when a
* surface is first encountered. From there, the MC algorithm will
* perform, until the whole surface is explored.
*/
void add_hint(const Cuboid& hint);
MarchingCubes& add_hint(const Point& hint);
Mesh operator()();
@ -120,6 +124,20 @@ class MarchingCubes {
/// triangle was added.
void without_hints(Mesh& output);
void with_hints(Mesh& output);
PointLoc seek_closest_intersection(
const PointLoc& loc,
std::set<PointLoc>& visited) const;
/** Returns a point close to `pt`, which distance to the bounding box
* lower corner are integer multiples of `resolution`. */
Point align_on_bb(const Point& pt) const;
bool coords_in_box(const PointLoc& pt) const;
PointLoc coords_of(const Point& pt) const;
Point point_at_coords(const PointLoc& coords) const;
Intersections mk_intersection_cube(double bx, double by, double bz,
double side_len) const;
@ -134,5 +152,7 @@ class MarchingCubes {
Cuboid box;
double resolution;
std::vector<Cuboid> hints;
std::vector<Point> hints;
size_t perf_counter;
};

View file

@ -6,11 +6,22 @@ Mesh::Mesh()
}
size_t Mesh::add_vertice(const Point& pt) {
vertices.push_back(pt);
return vertices.size() - 1;
return inner_add_vertice(pt, NormalVect());
}
size_t Mesh::add_vertice(const Point& pt, const Point& normal) {
return inner_add_vertice(pt, NormalVect(normal, true));
}
void Mesh::add_face(const Face& face) {
for(int f_id=0; f_id < 3; ++f_id) {
if((unsigned)face[f_id] >= normals.size())
throw std::out_of_range("Vertice out of range for face");
if(!normals[face[f_id]].manual)
normals[face[f_id]].dirty = true;
faces_with_vert[face[f_id]].push_back(faces.size());
}
faces.push_back(face);
}
void Mesh::add_face(size_t f1, size_t f2, size_t f3) {
@ -50,3 +61,37 @@ const std::vector<Point>& Mesh::get_vertices() const {
const std::vector<Face>& Mesh::get_faces() const {
return faces;
}
const Point& Mesh::get_normal(size_t vert_id) {
if(vert_id >= normals.size())
throw std::out_of_range("Normal out of range");
NormalVect& norm = normals[vert_id];
if(norm.dirty) {
compute_normal(vert_id);
norm.dirty = false;
}
return norm.vect;
}
size_t Mesh::inner_add_vertice(const Point& pt, const Mesh::NormalVect& normal)
{
vertices.push_back(pt);
normals.push_back(normal);
faces_with_vert.push_back(std::vector<size_t>());
return vertices.size() - 1;
}
void Mesh::compute_normal(size_t vert) {
Point normal(0., 0., 0.);
for(size_t f_id: faces_with_vert[vert]) {
const Face& face = faces[f_id];
Point e1 = vertices[face[1]] - vertices[face[0]],
e2 = vertices[face[2]] - vertices[face[0]];
normal += e1.cross_prod(e2);
}
normal.normalize();
normals[vert].dirty = false;
normals[vert].vect = normal;
}

View file

@ -15,6 +15,7 @@ class Mesh {
/// Adds a fresh vertice at `pt`, and returns its ID for further use
size_t add_vertice(const Point& pt);
size_t add_vertice(const Point& pt, const Point& normal);
/// Creates a new face out of the three given point IDs
void add_face(const Face& face);
@ -31,15 +32,39 @@ class Mesh {
*/
void normalize_center(bool keep_position=false);
/// Get the normal vector for vertice `vert_id`
const Point& get_normal(size_t vert_id);
/// Gets the various vertices
const std::vector<Point>& get_vertices() const;
/// Gets the various faces
const std::vector<Face>& get_faces() const;
const Color& get_color() const { return color; }
void set_color(const Color& _color) { color = _color; }
private: //struct
struct NormalVect {
NormalVect(const Point& vect, bool manual=false)
: vect(vect), dirty(false), manual(manual) {}
NormalVect()
: vect(Point(0., 0., 0.)), dirty(true), manual(false) {}
Point vect;
bool dirty;
bool manual;
};
private: //meth
size_t inner_add_vertice(const Point& pt, const NormalVect& normal);
void compute_normal(size_t vert);
private:
std::vector<Point> vertices;
std::vector<NormalVect> normals;
std::vector<Face> faces;
std::vector<std::vector<size_t> > faces_with_vert;
Point center;
Color color;
};

14
PerlinGround.cpp Normal file
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@ -0,0 +1,14 @@
#include "PerlinGround.hpp"
PerlinGround::PerlinGround() : surface(PerlinNoise()) {}
PerlinGround::PerlinGround(unsigned int seed) : surface(PerlinNoise(seed)) {}
double PerlinGround::operator() (double x, double z) const {
return surface.noise(x, z);
}
Point PerlinGround::get_normal(double x, double z) const {
const Point pt(x, surface.noise(x, z), z);
return surface.normal_at(pt);
}

14
PerlinGround.hpp Normal file
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@ -0,0 +1,14 @@
#pragma once
#include "Ground.hpp"
#include "PerlinNoise.hpp"
class PerlinGround : public Ground {
public:
PerlinGround();
PerlinGround(unsigned int seed);
double operator() (double, double) const;
Point get_normal(double x, double y) const;
PerlinNoise* get_surface() { return &surface;}
private:
PerlinNoise surface;
};

146
PerlinNoise.cpp Normal file
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@ -0,0 +1,146 @@
#include "PerlinNoise.hpp"
Point vector_product(Point u, Point v) {
Point u_v(0,0,0);
u_v.x = u.y* v.z - u.z * v.y;
u_v.y = u.z* v.x - u.x * v.z;
u_v.z = u.x* v.y - u.y * v.x;
return u_v;
}
PerlinNoise::PerlinNoise() : ImplicitSurface(Point(0,0,0)) {
// permutation vector (source : http://mrl.nyu.edu/~perlin/noise/)
p = {
151,160,137,91,90,15,131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,
8,99,37,240,21,10,23,190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,
35,11,32,57,177,33,88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,
134,139,48,27,166,77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,
55,46,245,40,244,102,143,54, 65,25,63,161,1,216,80,73,209,76,132,187,208, 89,
18,169,200,196,135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,
250,124,123,5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,
189,28,42,223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167,
43,172,9,129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,
97,228,251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,
107,49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 };
// Duplication of the permutation vector.
p.insert(p.end(), p.begin(), p.end());
}
PerlinNoise::PerlinNoise(unsigned int seed) : ImplicitSurface(Point(0,0,0)) {
p.resize(256);
// Fill p with values from 0 to 255
std::iota(p.begin(), p.end(), 0);
// Initialize a random engine with seed
std::default_random_engine engine(seed);
// Shuffle using the above random engine
std::shuffle(p.begin(), p.end(), engine);
// Duplicate the permutation vector
p.insert(p.end(), p.begin(), p.end());
}
double PerlinNoise::operator() (double x, double y, double z) const {
return (y - fBm(x, 0, z, 2, 0.3, 0.9));
}
double PerlinNoise::noise(double _x, double _y, double _z) const {
int X = (int) floor(_x) & 255;
int Y = (int) floor(_y) & 255;
int Z = (int) floor(_z) & 255;
_x -= floor(_x);
_y -= floor(_y);
_z -= floor(_z);
double u = fade(_x);
double v = fade(_y);
double w = fade(_z);
int A = p[X] + Z;
int AA = p[A] + Y;
int AB = p[A + 1] + Y;
int B = p[X + 1] + Z;
int BA = p[B] + Y;
int BB = p[B + 1] + Y;
double res = lerp(
w,
lerp(
v,
lerp(u, grad(p[AA], _x, _z, _y), grad(p[BA], _x-1, _z, _y)),
lerp(u, grad(p[AB], _x, _z-1, _y), grad(p[BB], _x-1, _z-1, _y))
),
lerp(
v,
lerp(
u,
grad(p[AA+1], _x, _z, _y-1),
grad(p[BA+1], _x-1, _z, _y-1)
),
lerp(
u,
grad(p[AB+1], _x, _z-1, _y-1),
grad(p[BB+1], _x-1, _z-1, _y-1)
)
)
);
return (res + 1.0)/2.0;
}
double PerlinNoise::noise(double _x, double _y) const {
return noise(_x, 0, _y);
}
double PerlinNoise::fade(double t) const {
return t * t * t * (t * (t * 6 - 15) + 10);
}
double PerlinNoise::lerp(double t, double a, double b) const {
return a + t * (b-a);
}
double PerlinNoise::grad(int hash, double x, double y, double z) const {
int h = hash & 15;
// Convert lower 4 bits of hash into 12 gradient directions
double u = h < 8 ? x : y,
v = h < 4 ? y : h == 12 || h == 14 ? x : z;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
double PerlinNoise::fBm(double x, double y, double z, int octaves, double
lacunarity, double gain) const {
double amplitude = 1.0;
double frequency = 1.0;
double sum = 0.0;
for(int i = 0; i < octaves; ++i)
{
// sum += amplitude * (1-abs(noise(x * frequency, y * frequency, z * frequency)));
sum += amplitude * noise(x * frequency, y * frequency, z * frequency);
amplitude *= gain;
frequency *= lacunarity;
}
return sum;
}
Point PerlinNoise::normal_vector(double x, double y) {
double n_x_y = noise(x, y, 0);
double n_dx_y = noise(x + 0.01, y, 0);
double n_x_dy = noise(x, y + 0.01, 0);
Point product = vector_product(
Point(0.01, 0, n_dx_y - n_x_y),
Point(0, 0.01, (n_x_dy - n_x_y))
);
return product;
}
Point PerlinNoise::location_hint() const {
return location_hint(0, 0);
}
Point PerlinNoise::location_hint(double x, double z) const {
return Point(x, noise(x, z), z);
}

29
PerlinNoise.hpp Normal file
View file

@ -0,0 +1,29 @@
/**
* Perlin Noise implementation for the ground (header file)
**/
#pragma once
#include "Implicit.hpp"
#include <cmath>
#include <random>
#include <vector>
#include <algorithm>
class PerlinNoise : public ImplicitSurface {
std::vector<int> p;
public:
PerlinNoise();
PerlinNoise(unsigned int seed);
double operator() (double _x, double _y, double _z) const;
double noise(double x, double y) const;
Point normal_vector(double x, double y);
double fBm(double x, double y, double z, int octaves, double
lacunarity, double gain) const;
virtual Point location_hint() const;
Point location_hint(double x, double z) const;
private:
double noise(double x, double y, double z) const;
double fade(double t) const;
double lerp(double t, double a, double b) const;
double grad(int hash, double x, double y, double z) const;
};

View file

@ -1,4 +1,40 @@
# mpri-graphics-project
Un repo pour le projet de graphics du MPRI. On va faire rebondir des trucs. Ça
va être distrayant. On va vraiment s'amuser. Et valider un cours. Peut-être.
A repository for the MPRI's Computer Graphics and Visualization course project.
A jelly-like ball bounces around.
[Course page](https://wikimpri.dptinfo.ens-cachan.fr/doku.php?id=cours:c-2-39)
|
[Slides](https://tobast.fr/m2/graphics/jelly.pdf)
## Compiling
The basic compilation is achieved by a simple `make`.
You can add additional compilation flags with `ADD_FLAGS="..." make`.
The produced binary is `./bounce.bin`
## Compilation flags
* `-DDEBUG_DISPLAY_WIREFRAME`: display the wireframe of meshes
* `-DDEBUG_DISPLAY_NORMAL`: display the computed normal vectors for each
vertice
* `-DMC_SHOW_PERF`: display Marching Cubes performance stats
## Run flags
* `-perlin`: replace flat ground by perlin noise
* `-qwerty`, `-azerty`: change the used keymap
For instance, `./bounce.bin -perlin -qwerty` will use perlin floor and a qwerty
keymap.
## In-app commands
* space: play/pause
* <, >: slow down/speed up animation
* 0: reset to default speed
* w, a, s, d (z, q, s, d in azerty): move camera
* q, e (a, e in azerty): rotate camera around y axis

View file

@ -23,6 +23,14 @@ double Cuboid::high(unsigned dim) const {
return highBound[dim];
}
Point Cuboid::low_pt() const {
return lowBound;
}
Point Cuboid::high_pt() const {
return highBound;
}
double Cuboid::length(unsigned dim) const {
assert(dim < 3);
return high(dim) - low(dim);

View file

@ -13,6 +13,17 @@ struct Point {
Point(double x, double y, double z) : x(x), y(y), z(z) {}
double x, y, z;
double norm() const {
auto sq = [](double x) { return x * x; };
return sqrt(sq(x) + sq(y) + sq(z));
}
void normalize() {
double _norm = norm();
x /= _norm;
y /= _norm;
z /= _norm;
}
double operator[](unsigned i) const {
assert(i < 3);
switch(i) {
@ -46,6 +57,10 @@ struct Point {
return (*this += Point(-pt.x, -pt.y, -pt.z));
}
Point operator-(const Point& pt) const {
return (*this) + (-1 * pt);
}
friend Point operator*(double scalar, const Point& pt) {
return Point(
scalar * pt.x,
@ -53,6 +68,13 @@ struct Point {
scalar * pt.z);
}
Point cross_prod(const Point& pt) const {
return Point(
(*this)[1] * pt[2] - (*this)[2] * pt[1],
(*this)[2] * pt[0] - (*this)[0] * pt[2],
(*this)[0] * pt[1] - (*this)[1] * pt[0]);
}
bool operator<(const Point& pt) const {
/// Lexicographic order on (x, y, z)
if(x == pt.x) {
@ -121,12 +143,29 @@ class Cuboid {
double high(unsigned dim) const; ///< Higher bound for a dimension
double length(unsigned dim) const;
Point low_pt() const;
Point high_pt() const;
double volume() const;
bool is_empty() const;
private:
Point lowBound, highBound;
};
struct Color {
Color() : r(0), g(0), b(0) {}
Color(double r, double g, double b) : r(r), g(g), b(b) {}
double r, g, b;
double operator[](int i) const {
switch(i % 3) {
case 0: return r;
case 1: return g;
case 2: return b;
}
return 0; // won't happen
}
};
namespace std {
template<> struct hash<Face>
{

22
main_ball.cpp Normal file
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@ -0,0 +1,22 @@
/**
* Test file for the movement of a ball.
**/
#include "Ball.hpp"
#include <cstdio>
#include <iostream>
#include "FlatGround.hpp"
using namespace std;
int main() {
int i;
Point center(0,10,0);
FlatGround* flat = new FlatGround();
Ball ball(center,flat, 0, 0.25, 0, 1, 1);
for(i=0; i< 10000; i++) {
ball.update_pos(0.001);
cout << ball << "\n";
}
}

68
main_bounce.cpp Normal file
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@ -0,0 +1,68 @@
/** An entry-point file using render/GlutRender as a renderer, displaying the
* bouncing implicit-surface defined sphere.
**/
#include <cstring>
#include "render/GlutRender.hpp"
#include "Ball.hpp"
#include "FlatGround.hpp"
#include "MarchingCubes.hpp"
#include "GroundFlatMesh.hpp"
#include "periodic_updates.hpp"
int main(int argc, char** argv) {
bool perlin = false;
for(int pos=1; pos < argc; ++pos) {
if(strcmp(argv[pos], "-perlin") == 0)
perlin = true;
if(strcmp(argv[pos], "-azerty") == 0)
set_key_mapping(KeyMappings::azerty());
if(strcmp(argv[pos], "-qwerty") == 0)
set_key_mapping(KeyMappings::qwerty());
}
// Last minute switch, this code is ugly, please close your eyes until
// stated otherwise.
PerlinGround perlin_ground;
FlatGround flat_ground;
GroundFlatMesh ground_mesh(Point(0., 0., 0.), 0.05);
Ground* ball_ground = nullptr;
if(perlin)
ball_ground = &perlin_ground;
else
ball_ground = &flat_ground;
// You can open your eyes, now.
GlutRender& render = GlutRender::get_instance();
render.init(&argc, argv, 640, 480, "Bouncing stuff");
Ball ball(Point(0, 5, 0), ball_ground, 0.55, -.5, -.7, 1, 1);
ball.get_surface()->set_color(Color(1., 0., 0.));
Cuboid bbox = ball.get_surface()->max_bounding_box();
Cuboid bbox_2(Point(-20, -3, -20), Point(20,3,20));
printf("%.2lf %.2lf %.2lf | %.2lf %.2lf %.2lf\n",
bbox.low(0), bbox.low(1), bbox.low(2),
bbox.high(0), bbox.high(1), bbox.high(2));
render.add_surface(ball.get_surface(), bbox);
if(perlin) {
perlin_ground.get_surface()->set_color(Color(0.13, 0.82, 0.21));
render.add_surface(perlin_ground.get_surface(), bbox_2, false, 0.50);
}
else {
ground_mesh.get_mesh()->set_color(Color(0.13, 0.82, 0.21));
render.add_mesh(ground_mesh.get_mesh());
}
//render.follow_implicit_position(ball.get_surface());
render.set_idle_func(periodic_update);
render.add_kb_handler(periodic_kb_handler);
render.add_kb_up_handler(periodic_kb_up_handler);
init_periodic_static(&ball, &render);
render.run();
return 0;
}

124
periodic_updates.cpp Normal file
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@ -0,0 +1,124 @@
#include "periodic_updates.hpp"
#include <ctime>
#include <cmath>
#include <chrono>
#include <GL/glut.h>
struct Movement {
Movement() :
fwd(false),
bck(false),
left(false),
right(false),
turn_l(false),
turn_r(false),
sight_angle(3.14159)
{}
bool
fwd,
bck,
left,
right,
turn_l,
turn_r;
double sight_angle;
void tick() {
sight_angle += (turn_l - turn_r) * .05;
}
Point movement() {
Point front_dir = Point(-sin(sight_angle), 0, -cos(sight_angle)),
left_dir = Point(-cos(sight_angle), 0, sin(sight_angle));
return (fwd - bck) * front_dir
+ (left - right) * left_dir;
}
Point sight() {
return Point(-sin(sight_angle), 0., -cos(sight_angle));
}
};
static Ball* _ball = nullptr;
static std::chrono::time_point<std::chrono::steady_clock>
_last_time, _init_clocks;
static bool is_paused = false;
static double speed_factor = 1.;
static KeyMappings _keymap = KeyMappings::qwerty();
static Movement _movement;
static Point _position(0., 2.5, -10.);
static GlutRender* _render = nullptr;
void init_periodic_static(Ball* ball, GlutRender* render) {
_last_time = std::chrono::steady_clock::now();
_init_clocks = std::chrono::steady_clock::now();
_ball = ball;
_render = render;
}
void set_key_mapping(const KeyMappings& mapping) {
_keymap = mapping;
}
double ellapsed_double(
std::chrono::time_point<std::chrono::steady_clock> beg,
std::chrono::time_point<std::chrono::steady_clock> end)
{
std::chrono::duration<double> ellapsed_db = end - beg;
return ellapsed_db.count();
}
void periodic_update() {
auto now = std::chrono::steady_clock::now();
if(!is_paused)
_ball->update_pos(speed_factor * ellapsed_double(_last_time, now));
_movement.tick();
_position += _movement.movement();
Point look_at = _position + _movement.sight();
_render->set_camera(_position, look_at);
_last_time = now;
glutPostRedisplay();
}
void mvt_keys_update(bool up, unsigned key) {
if(key == _keymap.mv_fwd)
_movement.fwd = !up;
else if(key == _keymap.mv_bck)
_movement.bck = !up;
else if(key == _keymap.mv_left)
_movement.left = !up;
else if(key == _keymap.mv_right)
_movement.right = !up;
else if(key == _keymap.turn_left)
_movement.turn_l = !up;
else if(key == _keymap.turn_right)
_movement.turn_r = !up;
}
void periodic_kb_handler(unsigned char key, int, int) {
if(key == ' ')
is_paused = !is_paused;
else if(key == '<') {
speed_factor -= .1;
if(speed_factor <= 0.05)
speed_factor = .1;
}
else if(key == '>') {
speed_factor += .1;
}
else if(key == '0') {
speed_factor = 1.;
}
mvt_keys_update(false, key);
}
void periodic_kb_up_handler(unsigned char key, int, int) {
mvt_keys_update(true, key);
}

45
periodic_updates.hpp Normal file
View file

@ -0,0 +1,45 @@
#pragma once
#include "Ball.hpp"
#include "render/GlutRender.hpp"
struct KeyMappings {
static KeyMappings qwerty() {
return KeyMappings('w', 's', 'a', 'd', 'q', 'e');
}
static KeyMappings azerty() {
return KeyMappings('z', 's', 'q', 'd', 'a', 'e');
}
KeyMappings(
unsigned char mv_fwd,
unsigned char mv_bck,
unsigned char mv_left,
unsigned char mv_right,
unsigned char turn_left,
unsigned char turn_right)
:
mv_fwd(mv_fwd),
mv_bck(mv_bck),
mv_left(mv_left),
mv_right(mv_right),
turn_left(turn_left),
turn_right(turn_right)
{}
unsigned char
mv_fwd,
mv_bck,
mv_left,
mv_right,
turn_left,
turn_right;
};
void init_periodic_static(Ball* ball, GlutRender* render);
void set_key_mapping(const KeyMappings& mapping);
void periodic_update();
void periodic_kb_handler(unsigned char key, int, int);
void periodic_kb_up_handler(unsigned char key, int, int);

View file

@ -1,4 +1,5 @@
#include "GlutRender.hpp"
#include "../MarchingCubes.hpp"
#include <GL/gl.h>
#include <GL/glut.h>
@ -11,26 +12,68 @@ GlutRender& GlutRender::get_instance() {
return instance;
}
GlutRender::GlutRender() { }
Mesh GlutRender::SurfaceDetails::render() const {
return MarchingCubes(*surface, box,
resolution)
.add_hint(surface->location_hint())
();
}
GlutRender::GlutRender()
: followed_implicit(nullptr),
camera_position(0., 2.5, -10.),
camera_sight(0, 2.5, 0)
{
std::default_random_engine rand_engine(time(NULL));
std::uniform_real_distribution<double> distribution;
rand_color = std::bind(distribution, rand_engine);
}
void GlutRender::init(int* argc, char** argv,
int wid, int hei, const char* win_name)
{
glutInit(argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(wid, hei);
glutCreateWindow(win_name);
glutInit(argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(wid, hei);
glutCreateWindow(win_name);
glutDisplayFunc(display_handle);
glutReshapeFunc(reshape_handle);
// ==== Callbacks ====
glutDisplayFunc(display_handle);
glutReshapeFunc(reshape_handle);
glutKeyboardFunc(kb_evt_handle);
glutKeyboardUpFunc(kb_evt_up_handle);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Background color
glClearDepth(1.0f); // Set background depth to farthest
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glShadeModel(GL_SMOOTH); // Enable smooth shading
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
// ==== Lighting ====
GLfloat light0_pos[] = {30., 35., 20., 0.};
GLfloat light0_ambient[] = {0., 0., 0., 1.};
GLfloat light0_diffuse[] = {1., 1., .85, 1.};
GLfloat light0_specular[] = {5., 5., .43, 1.};
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
GLfloat light_ambient[] = {.2, .2, .2, 1.};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, light_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glShadeModel(GL_SMOOTH); // Enable smooth shading
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
GLfloat material_specular[] = {1., 1., 1., 1.};
GLfloat material_emission[] = {0., 0., 0., 1.};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, material_emission);
glEnable(GL_COLOR_MATERIAL);
// ==== Misc ====
//glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Background color
glClearColor(0.15f, 0.08f, 0.5f, 1.0f); // Background color
glClearDepth(1.0f); // Set background depth to farthest
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}
void GlutRender::cleanup() {
@ -44,10 +87,46 @@ void GlutRender::remove_mesh(Mesh* mesh) {
meshes.erase(mesh);
}
void GlutRender::add_surface(ImplicitSurface* surf, const Cuboid& box,
bool always_render, double resolution)
{
surfaces.push_back(SurfaceDetails(surf, box, resolution, always_render));
}
void GlutRender::remove_surface(ImplicitSurface* surf) {
for(auto it=surfaces.begin(); it != surfaces.end(); ++it) {
if(*it == SurfaceDetails(surf, Cuboid::empty(), 0.1, true)) {
surfaces.erase(it);
break;
}
}
}
void GlutRender::run() {
glutMainLoop();
}
void GlutRender::set_idle_func(void (*func)(void)) {
glutIdleFunc(func);
}
void GlutRender::add_kb_handler(GlutRender::kb_handler_t handler) {
kb_handlers.push_back(handler);
}
void GlutRender::add_kb_up_handler(GlutRender::kb_handler_t handler) {
kb_up_handlers.push_back(handler);
}
void GlutRender::follow_implicit_position(const ImplicitSurface* surf) {
followed_implicit = surf;
}
void GlutRender::set_camera(const Point& location, const Point& sight) {
camera_position = location;
camera_sight = sight;
}
void GlutRender::reshape(int wid, int hei) {
if (hei == 0)
hei = 1;
@ -61,42 +140,131 @@ void GlutRender::reshape(int wid, int hei) {
gluPerspective(45.0f, aspect, 0.1f, 100.0f);
}
void GlutRender::display_mesh(Mesh& mesh) const {
const Point& mesh_center = mesh.get_center();
const std::vector<Point>& points = mesh.get_vertices();
#ifdef DEBUG_DISPLAY_NORMAL
glBegin(GL_LINES);
for(size_t vert_id=0; vert_id < points.size(); ++vert_id) {
const Point& pt = points[vert_id];
Point normal = mesh.get_normal(vert_id);
Point locVert = pt + mesh.get_center();
Point outwards = locVert + normal;
Point inwards = locVert + ((-0.2) * normal);
glColor3f(1., 0., 0.);
glVertex3f(locVert[0], locVert[1], locVert[2]);
glVertex3f(outwards[0], outwards[1], outwards[2]);
glColor3f(0., 0., 1.);
glVertex3f(locVert[0], locVert[1], locVert[2]);
glVertex3f(inwards[0], inwards[1], inwards[2]);
}
glEnd();
#endif // DEBUG_DISPLAY_NORMAL
#ifdef DEBUG_DISPLAY_WIREFRAME
glBegin(GL_LINES);
for(const Face& face: mesh.get_faces()) {
Point n0 = mesh.get_normal(face[0]),
n1 = mesh.get_normal(face[1]),
n2 = mesh.get_normal(face[2]);
Point p0 = face.pt(0, points) + mesh_center + 0.01 * n0,
p1 = face.pt(1, points) + mesh_center + 0.01 * n1,
p2 = face.pt(2, points) + mesh_center + 0.01 * n2;
glColor3f(0., 1., 0.);
glVertex3f(p0[0], p0[1], p0[2]);
glVertex3f(p1[0], p1[1], p1[2]);
glVertex3f(p1[0], p1[1], p1[2]);
glVertex3f(p2[0], p2[1], p2[2]);
glVertex3f(p2[0], p2[1], p2[2]);
glVertex3f(p0[0], p0[1], p0[2]);
}
glEnd();
#endif // DEBUG_DISPLAY_WIREFRAME
const Color& color = mesh.get_color();
GLfloat material_specular[] = {
(float)color[0],
(float)color[1],
(float)color[2],
1.};
glBegin(GL_TRIANGLES);
glColor3f(color[0], color[1], color[2]);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material_specular);
for(const Face& face: mesh.get_faces()) {
Point p0 = face.pt(0, points) + mesh_center,
p1 = face.pt(1, points) + mesh_center,
p2 = face.pt(2, points) + mesh_center;
Point n0 = mesh.get_normal(face[0]),
n1 = mesh.get_normal(face[1]),
n2 = mesh.get_normal(face[2]);
glNormal3f(n0[0], n0[1], n0[2]); glVertex3f(p0[0], p0[1], p0[2]);
glNormal3f(n1[0], n1[1], n1[2]); glVertex3f(p1[0], p1[1], p1[2]);
glNormal3f(n2[0], n2[1], n2[2]); glVertex3f(p2[0], p2[1], p2[2]);
}
glEnd();
}
void GlutRender::display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
// Camera position and orientation
glLoadIdentity();
glTranslatef(0., 0., -6.);
std::default_random_engine rand_engine(time(NULL));
std::uniform_real_distribution<double> distribution;
auto rand_color = std::bind(distribution, rand_engine);
if(followed_implicit != nullptr) {
const Point& look_at = followed_implicit->getCenter();
gluLookAt(camera_position.x, camera_position.y, camera_position.z,
look_at.x, camera_position.y, look_at.z,
0, 1, 0);
}
else {
gluLookAt(camera_position.x, camera_position.y, camera_position.z,
camera_sight.x, camera_position.y, camera_sight.z,
0, 1, 0);
}
for(Mesh* mesh: meshes) {
const Point& mesh_center = mesh->get_center();
display_mesh(*mesh);
}
const std::vector<Point>& points = mesh->get_vertices();
glBegin(GL_TRIANGLES);
for(const Face& face: mesh->get_faces()) {
Point p0 = face.pt(0, points) + mesh_center,
p1 = face.pt(1, points) + mesh_center,
p2 = face.pt(2, points) + mesh_center;
glColor3f(rand_color(), rand_color(), rand_color());
glVertex3f(p0[0], p0[1], p0[2]);
glVertex3f(p1[0], p1[1], p1[2]);
glVertex3f(p2[0], p2[1], p2[2]);
for(SurfaceDetails& surface: surfaces) {
if(!surface.always_render) {
if(surface.prerender == nullptr)
surface.self_render();
display_mesh(*surface.prerender);
}
else {
Mesh mesh = surface.render();
display_mesh(mesh);
}
glEnd();
}
glutSwapBuffers();
}
void GlutRender::on_kb_evt(bool up, unsigned char key, int x, int y) {
std::vector<kb_handler_t>& handlers = up? kb_up_handlers : kb_handlers;
for(auto& handler: handlers) {
handler(key, x, y);
}
}
void GlutRender::reshape_handle(int wid, int hei) {
get_instance().reshape(wid, hei);
}
void GlutRender::display_handle() {
get_instance().display();
}
void GlutRender::kb_evt_handle(unsigned char key, int x, int y) {
get_instance().on_kb_evt(false, key, x, y);
}
void GlutRender::kb_evt_up_handle(unsigned char key, int x, int y) {
get_instance().on_kb_evt(true, key, x, y);
}

View file

@ -3,10 +3,15 @@
#pragma once
#include "../Mesh.hpp"
#include "../Implicit.hpp"
#include <set>
#include <vector>
#include <functional>
class GlutRender {
public:
typedef std::function<void(unsigned char, int, int)> kb_handler_t;
static GlutRender& get_instance();
GlutRender(GlutRender const&) = delete;
@ -17,17 +22,76 @@ class GlutRender {
void cleanup();
void add_mesh(Mesh* mesh);
void remove_mesh(Mesh* mesh);
void add_surface(ImplicitSurface* surf, const Cuboid& box,
bool always_render=true, double resolution=0.1);
void remove_surface(ImplicitSurface* surf);
void run();
void set_idle_func(void (*func)(void));
void add_kb_handler(kb_handler_t handler);
void add_kb_up_handler(kb_handler_t handler);
void follow_implicit_position(const ImplicitSurface* surf);
void set_camera(const Point& location, const Point& sight);
private:
struct SurfaceDetails {
SurfaceDetails(ImplicitSurface* surf, const Cuboid& box,
double resolution,
bool always_render):
surface(surf), box(box), resolution(resolution),
always_render(always_render), prerender(nullptr)
{}
~SurfaceDetails() {
if(prerender != nullptr)
delete prerender;
}
ImplicitSurface* surface;
Cuboid box;
double resolution;
bool always_render;
Mesh* prerender;
bool operator==(const SurfaceDetails& oth) const {
return surface == oth.surface;
}
Mesh render() const;
void self_render() {
prerender = new Mesh(render());
}
};
private: //meth
GlutRender();
void display_mesh(Mesh& mesh) const;
protected:
void reshape(int wid, int hei);
void display();
void on_kb_evt(bool up, unsigned char key, int x, int y);
static void reshape_handle(int wid, int hei);
static void display_handle();
private:
static void kb_evt_handle(unsigned char key, int x, int y);
static void kb_evt_up_handle(unsigned char key, int x, int y);
private: //attr
std::function<double()> rand_color;
std::set<Mesh*> meshes;
std::vector<SurfaceDetails> surfaces;
std::vector<kb_handler_t> kb_handlers;
std::vector<kb_handler_t> kb_up_handlers;
const ImplicitSurface* followed_implicit;
Point camera_position, camera_sight;
};

56
spheroid.cpp Normal file
View file

@ -0,0 +1,56 @@
/**
* Implementation of a spheroid
**/
#include "spheroid.hpp"
#include <iostream>
Spheroid::Spheroid(const Point& _center, double _min_p, double _p, double _q) :
ImplicitSurface(_center), min_p(_min_p),
init_p(_p), p(_p), q(_q), stiffness(0)
{
_compute_volume();
}
void Spheroid::_compute_volume() {
V = (4./3.) * PI * p * q * q;
}
void Spheroid::update_radius() {
q = sqrt((3./4.) * V / PI / p);
}
void Spheroid::update_center_pos(Point& _center) {
center = _center;
}
void Spheroid::check_ground_collision(const Ground* ground) {
double height = (*ground)(center.x, center.z);
if (((center.y -p) <= height) || (p < init_p)) {
p = fmin(init_p, center.y - height);
update_radius();
}
}
Cuboid Spheroid::max_bounding_box() const {
double max_radius = sqrt((3./4.) * V / PI / min_p);
double max_height = init_p;
Point _bd1(max_radius, max_height, max_radius);
Point _bd2(-max_radius, -max_height, -max_radius);
return Cuboid(_bd1, _bd2);
}
double Spheroid::operator() (double _x, double _y, double _z) const {
return (pow(_x, 2) / pow(q, 2)
+ pow(_y, 2) / pow(p, 2)
+ pow(_z, 2) / pow(q, 2) -1);
}
Point Spheroid::location_hint() const {
return Point(0, p, 0);
}

38
spheroid.hpp Normal file
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@ -0,0 +1,38 @@
/**
* Defines a spheroid, which is a basic interpretaion of the ball when it is
* bouncing.
**/
#include <cstddef>
#include <cmath>
#include "Implicit.hpp"
#include "common_structures.hpp"
#include "PerlinNoise.hpp"
#include "FlatGround.hpp"
#include "PerlinGround.hpp"
const double PI = 3.141592653589793;
class Spheroid : public ImplicitSurface {
public:
Spheroid(const Point& _center, double _min_p, double _p, double _q);
void update_center_pos(Point& _center);
void update_radius();
void check_ground_collision(const Ground* ground);
Cuboid max_bounding_box() const;
void check_perlin_collision(PerlinNoise perlin);
double operator() (double _x, double _y, double _z) const;
virtual Point location_hint() const;
private:
/**
* p corresponds to the half-height of the ball,
* q to the radius of the ball,
* V is the volume. Extremely useful to have a constant volume in the
* ball
**/
double min_p, init_p, p, q;
size_t stiffness;
double V;
void _compute_volume();
};

View file

@ -7,3 +7,7 @@ double TestImplicitSphere::operator()(double x, double y, double z) const {
+ sq(center.z - z))
+ sq(radius);
}
Point TestImplicitSphere::location_hint() const {
return Point(center.x + radius, center.y, center.z);
}

View file

@ -5,10 +5,11 @@
class TestImplicitSphere: public ImplicitSurface {
public:
TestImplicitSphere(const Point& center, double r):
center(center), radius(r) {}
ImplicitSurface(center), radius(r) {}
virtual double operator()(double x, double y, double z) const;
virtual Point location_hint() const;
private:
Point center;
double radius;
};