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marching_c
Author | SHA1 | Date | |
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a209081cf6 |
32 changed files with 107 additions and 1449 deletions
118
Ball.cpp
118
Ball.cpp
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@ -1,118 +0,0 @@
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#include "Ball.hpp"
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#include <iostream>
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#include <cmath>
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bool bouncing = true;
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double stop_bouncing;
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Ball::Ball(const Point& _center, const Ground* _ground, double _min_height,
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double _v_x, double _v_z, double _p, double _q) :
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Center(_center),
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surface(_center, _min_height, _p, _q),
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ground(_ground),
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radius(_p),
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init_h(_center.y),
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min_height(_min_height),
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bounce_number(0.0),
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crt_time(0),
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A(_center.y),
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B(0),
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U(sqrt(2 * G_CTE * _center.y)),
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T(sqrt(2.0 * _center.y / G_CTE)),
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v_x(_v_x),
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v_z(_v_z)
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{
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}
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void Ball::_compute_pos(double dt) {
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double height = (*ground)(Center.x, Center.z);
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if (bouncing) {
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Center.y = fmax(
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min_height + height,
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A + B * crt_time - (G_CTE / 2) * crt_time * crt_time + min_height
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);
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} else {
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double n_time = crt_time - stop_bouncing;
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double min_rad = radius - min_height;
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v_x *= 0.8;
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v_z *= 0.8;
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Center.y = height + min_height + ((min_rad * (1.0 - exp(-n_time)) + min_rad )/2.) +
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(min_rad - ((min_rad* (1- exp(-n_time)) + min_rad)/2.)) * sin(5. *
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n_time);
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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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surface.update_center_pos(Center);
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surface.check_ground_collision(ground);
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}
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void Ball::_compute_T_n() {
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double update = (2. * U / G_CTE);
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T += update;
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}
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void Ball::_compute_B_n() {
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B = G_CTE * T + U;
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}
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void Ball::_compute_A_n() {
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A = - G_CTE * T * T / 2 - (U * T);
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}
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void Ball::_compute_U_n() {
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U *= 0.8;
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}
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void Ball::_compute_v_x(Point normal) {
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double factor = 0;
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if (normal.x + normal.z != 0) {
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factor = normal.x / (4*(normal.x + normal.z));
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}
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v_x *= (0.5 + factor);
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}
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void Ball::_compute_v_z(Point normal) {
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double factor = 0;
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if (normal.x + normal.z != 0) {
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factor = normal.z / (4*(normal.x + normal.z));
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}
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v_z *= (0.5 + factor);
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}
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void Ball::_compute_parameters() {
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Point normal = (*ground).get_normal(Center.x, Center.z);
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bounce_number += 1;
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_compute_U_n();
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_compute_A_n();
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_compute_B_n();
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_compute_T_n();
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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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}
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void Ball::update_pos(double dt) {
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//double height = (*ground)(Center.x, Center.z);
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crt_time += dt;
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if ((bouncing) && (crt_time >= T)) {
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double old_t = T;
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double max_t;
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_compute_parameters();
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max_t = (T - old_t)/2.0 + old_t;
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if (((A + B * max_t - (G_CTE / 2) * max_t * max_t + min_height) < radius)) {
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stop_bouncing = crt_time;
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bouncing = false;
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}
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}
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_compute_pos(dt);
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}
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std::ostream& operator<< (std::ostream &out, Ball const& data) {
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Point center = data.getCenter();
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out << "t:" << data.access_crt_time() << ":";
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out << "T:" << data.accessT() << ":";
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out << center.x << ':';
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out << center.z << ':';
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out << center.y << ':';
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return out;
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}
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50
Ball.hpp
50
Ball.hpp
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@ -1,50 +0,0 @@
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/**
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* Header file defining a ball.
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* A ball is the kind of real object, with a physical model, and the implicit
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* surface.
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* The physical model is strongly inspired from
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* http://www.physics-online.info/book1/chapt1/sect1a/problem1a-12/Problem1A-12.htm,
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* apart for the x-axis drift.
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* For this one, the assumption done is that the speed is divided by two at
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* each bounce, which is a reasonable assumption since it is the same for the
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* vertical bounces.
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**/
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#pragma once
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#include <cstddef>
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#include "spheroid.hpp"
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#include "FlatGround.hpp"
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#include "PerlinGround.hpp"
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#define G_CTE 9.81
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class Ball {
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private:
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Point Center;
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Spheroid surface;
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const Ground* ground;
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double radius;
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double init_h;
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double min_height;
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size_t bounce_number;
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double crt_time;
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double A, B, U, T; // Coefficients for the physical model.
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double v_x, v_z;
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void _compute_pos(double dt);
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void _compute_parameters();
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void _compute_v_x(Point normal);
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void _compute_v_z(Point normal);
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void _compute_A_n();
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void _compute_B_n();
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void _compute_U_n();
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void _compute_T_n();
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public:
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Ball(const Point& _center, const Ground* ground, double _min_height, double _v_x,
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double _v_z, double p, double q);
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void update_pos(double dt);
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Point getCenter() const {return Center;}
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double accessT() const { return T;}
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double access_crt_time() const { return crt_time;}
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Spheroid* get_surface() { return &surface; }
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};
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std::ostream& operator << (std::ostream &out, Ball const& data);
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@ -1,10 +0,0 @@
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#include "FlatGround.hpp"
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double FlatGround::operator() (double, double) const {
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return 0. ;
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}
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Point FlatGround::get_normal(double, double) const {
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return Point(0, 1, 0);
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}
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@ -1,8 +0,0 @@
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#pragma once
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#include "Ground.hpp"
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class FlatGround : public Ground {
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public:
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double operator() (double, double) const;
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Point get_normal(double x, double y) const;
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};
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@ -1,9 +0,0 @@
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#pragma once
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#include "common_structures.hpp"
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class Ground {
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public:
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virtual double operator() (double, double) const = 0;
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virtual Point get_normal(double x, double y) const = 0;
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};
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@ -1,45 +0,0 @@
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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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@ -1,20 +0,0 @@
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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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15
Implicit.cpp
15
Implicit.cpp
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@ -3,18 +3,3 @@
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double ImplicitSurface::operator()(const Point& pt) const {
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return operator()(pt.x, pt.y, pt.z);
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}
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Point ImplicitSurface::normal_at(const Point& pt) const {
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// this is simply the gradient.
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static const double d_dist = 1e-8;
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Point normal(
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(operator()(pt.x + d_dist, pt.y, pt.z) -
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operator()(pt.x - d_dist, pt.y, pt.z)) / (2. * d_dist),
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(operator()(pt.x, pt.y + d_dist, pt.z) -
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operator()(pt.x, pt.y - d_dist, pt.z)) / (2. * d_dist),
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(operator()(pt.x, pt.y, pt.z + d_dist) -
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operator()(pt.x, pt.y, pt.z - d_dist)) / (2. * d_dist));
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normal.normalize();
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return normal;
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}
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14
Implicit.hpp
14
Implicit.hpp
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@ -6,18 +6,4 @@ class ImplicitSurface {
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public:
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virtual double operator() (double x, double y, double z) const = 0;
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double operator()(const Point& pt) const;
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Point getCenter() const { return center;}
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const Color& get_color() const { return color; }
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void set_color(const Color& _color) { color = _color; }
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virtual Point location_hint() const = 0;
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/// Compute the normal vector to the isosurface at `pt`
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Point normal_at(const Point& pt) const;
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protected:
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Point center;
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Color color;
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ImplicitSurface(Point _center) : center(_center) {}
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};
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23
Makefile
23
Makefile
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@ -1,25 +1,17 @@
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CXX=g++
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CXXFLAGS=$(ADD_FLAGS) -Wall -Wextra -O2 -std=c++14
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CXXFLAGS=-Wall -Wextra -O2 -std=c++14
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CXXLIBS=-lGL -lGLU -lglut
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# In `TARGET`, list the names of the `main_[stuff].cpp` you'd like to compile
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# into a `[stuff].bin`.
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TARGETS=glut ball bounce
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TARGETS=glut
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OBJS=Implicit.o \
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common_structures.o \
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Mesh.o \
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spheroid.o \
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Ball.o \
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Ground.o \
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FlatGround.o \
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PerlinGround.o \
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PerlinNoise.o \
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util/ObjParser.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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@ -28,21 +20,18 @@ all: $(TARGETS:=.bin)
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%.bin: main_%.o $(OBJS)
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$(CXX) $(CXXFLAGS) $(CXXLIBS) $(OBJS) $< -o $@
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_gen/marching_cubes_data.cpp: tools/gen_marching_cubes_conf.py
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mkdir -p _gen
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_gen/marching_cubes_data.cpp: tools/gen_marching_cubes_conf.py _gen
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python3 $< > $@
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%.o: %.cpp
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$(CXX) $(CXXFLAGS) -c $< -o $@
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############################################################
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_gen:
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mkdir -p _gen
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.PRECIOUS: %.o
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############################################################
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.PHONY: clean
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clean:
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rm -rf $(OBJS) $(TARGETS:=.bin) _gen
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clean_render:
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rm -rf render/*.o $(TARGETS:=.bin)
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|
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@ -1,11 +1,6 @@
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#include "MarchingCubes.hpp"
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#include <cassert>
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#include <queue>
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#include "GL/gl.h"
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#include "GL/gl.h"
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MarchingCubes::MarchingCubes(
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const ImplicitSurface& surface,
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@ -16,28 +11,19 @@ MarchingCubes::MarchingCubes(
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resolution(resolution)
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{}
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MarchingCubes& MarchingCubes::add_hint(const Point& hint) {
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void MarchingCubes::add_hint(const Cuboid& hint) {
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hints.push_back(hint);
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return *this;
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}
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Mesh MarchingCubes::operator()() {
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Mesh output;
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output.set_color(surface.get_color());
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perf_counter = 0;
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if(hints.empty())
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if(hints.empty()) {
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without_hints(output);
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else
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}
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else {
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with_hints(output);
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#ifdef MC_SHOW_PERF
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fprintf(stderr, "Explored cubes: %ld\n", perf_counter);
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#endif // MC_SHOW_PERF
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output.translate(surface.getCenter());
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}
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return output;
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}
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|
@ -50,121 +36,42 @@ void MarchingCubes::without_hints(Mesh& output) {
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for(double z = box.low(2); z < box.high(2) + resolution;
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z += resolution) {
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march_at(x, y, z, output);
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perf_counter++;
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}
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}
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}
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}
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void MarchingCubes::with_hints(Mesh& output) {
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std::set<PointLoc> explored_cubes;
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std::queue<PointLoc> process;
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for(const Point& hint: hints) {
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PointLoc coords = coords_of(hint);
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PointLoc start_point =
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seek_closest_intersection(coords, explored_cubes);
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explored_cubes.erase(start_point);
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process.push(start_point);
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}
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while(!process.empty()) {
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PointLoc pos = process.front();
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process.pop();
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if(explored_cubes.find(pos) != explored_cubes.end())
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continue;
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explored_cubes.insert(pos);
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Point pt = point_at_coords(pos);
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Intersections inters =
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mk_intersection_cube(pt.x, pt.y, pt.z, resolution);
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if(!inters.has_inters())
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continue;
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march_at(pt.x, pt.y, pt.z, output);
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for(int dx=-1; dx <= 1; ++dx) {
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for(int dy=-1; dy <= 1; ++dy) {
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for(int dz=-1; dz <= 1; ++dz) {
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if(dx == 0 && dy == 0 && dz == 0)
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continue;
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PointLoc nPos = pos + PointLoc(dx, dy, dz);
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if(coords_in_box(nPos))
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process.push(nPos);
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}
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}
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}
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}
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perf_counter = explored_cubes.size();
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}
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PointLoc MarchingCubes::seek_closest_intersection(
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const PointLoc& loc, std::set<PointLoc>& visited) const {
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std::queue<PointLoc> process;
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process.push(loc);
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||||
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while(!process.empty()) {
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PointLoc pos = process.front();
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process.pop();
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if(visited.find(pos) != visited.end())
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continue;
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visited.insert(pos);
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Point pt = point_at_coords(pos);
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Intersections inters =
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mk_intersection_cube(pt.x, pt.y, pt.z, resolution);
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if(inters.has_inters())
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return pos;
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for(int dx=-1; dx <= 1; ++dx) {
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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);
|
||||
auto fmod = [](double x, double mod) {
|
||||
return x - floor(x/mod) * mod;
|
||||
};
|
||||
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);
|
||||
}
|
||||
LocSet visited;
|
||||
for(const Cuboid& hint: hints) {
|
||||
Intersections inters = mk_intersection_cuboid(
|
||||
hint.low(0), hint.low(1), hint.low(2),
|
||||
hint.length(0), hint.length(1), hint.length(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);
|
||||
}
|
||||
const std::vector<CubeTri> triangles =
|
||||
edges_of_intersection[inters.value()];
|
||||
if(triangles.size() == 0)
|
||||
continue; // this hint does not intersect anything.
|
||||
const CubeEdge& edge = triangles[0].edge[0];
|
||||
double edge_len = 0;
|
||||
if(edge.x[0] != edge.x[1])
|
||||
edge_len = hint.length(0);
|
||||
else if(edge.y[0] != edge.y[1])
|
||||
edge_len = hint.length(1);
|
||||
else
|
||||
edge_len = hint.length(2);
|
||||
|
||||
Point MarchingCubes::point_at_coords(const PointLoc& coords) const {
|
||||
return box.low_pt()
|
||||
+ Point(coords.x * resolution,
|
||||
coords.y * resolution,
|
||||
coords.z * resolution);
|
||||
Point intersect_loc = intersect_location(
|
||||
edge, hint.low(0), hint.low(1), hint.low(1), edge_len);
|
||||
int cube_x = floor(intersect_loc.x / resolution),
|
||||
cube_y = floor(intersect_loc.y / resolution),
|
||||
cube_z = floor(intersect_loc.z / resolution);
|
||||
//TODO
|
||||
}
|
||||
}
|
||||
|
||||
Point MarchingCubes::CubeEdge::at(double pos,
|
||||
|
@ -216,10 +123,8 @@ bool MarchingCubes::march_at(double x, double y, double z, Mesh& output) {
|
|||
};
|
||||
|
||||
size_t vert_ids[3];
|
||||
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)
|
||||
vert_ids[i] = output.add_vertice(verts[i]);
|
||||
|
||||
for(int i=0; i < 3; ++i) {
|
||||
output.add_face(
|
||||
|
@ -235,14 +140,21 @@ bool MarchingCubes::march_at(double x, double y, double z, Mesh& output) {
|
|||
|
||||
MarchingCubes::Intersections MarchingCubes::mk_intersection_cube(
|
||||
double bx, double by, double bz, double side_len) const
|
||||
{
|
||||
return mk_intersection_cuboid(bx, by, bz, side_len, side_len, side_len);
|
||||
}
|
||||
|
||||
MarchingCubes::Intersections MarchingCubes::mk_intersection_cuboid(
|
||||
double bx, double by, double bz,
|
||||
double x_len, double y_len, double z_len) const
|
||||
{
|
||||
Intersections intersections;
|
||||
for(int dx=0; dx <= 1; dx++) {
|
||||
for(int dy=0; dy <= 1; dy++) {
|
||||
for(int dz=0; dz <= 1; dz++) {
|
||||
double cx = bx + side_len * dx;
|
||||
double cy = by + side_len * dy;
|
||||
double cz = bz + side_len * dz;
|
||||
double cx = bx + x_len * dx;
|
||||
double cy = by + y_len * dy;
|
||||
double cz = bz + z_len * dz;
|
||||
intersections.set_corner(dx, dy, dz,
|
||||
surface(cx, cy, cz) > 0);
|
||||
}
|
||||
|
@ -253,6 +165,12 @@ MarchingCubes::Intersections MarchingCubes::mk_intersection_cube(
|
|||
|
||||
Point MarchingCubes::intersect_location(const CubeEdge& edge,
|
||||
double bx, double by, double bz) const
|
||||
{
|
||||
return intersect_location(edge, bx, by, bz, this->resolution);
|
||||
}
|
||||
|
||||
Point MarchingCubes::intersect_location(const CubeEdge& edge,
|
||||
double bx, double by, double bz, double resolution) const
|
||||
{
|
||||
std::function<Point(double, double)> compute =
|
||||
[&](double low_prop, double high_prop)
|
||||
|
|
|
@ -18,9 +18,6 @@ class MarchingCubes {
|
|||
private:
|
||||
typedef std::set<PointLoc> LocSet;
|
||||
|
||||
class SurfaceNotFound : public std::exception {
|
||||
};
|
||||
|
||||
class Intersections {
|
||||
public:
|
||||
typedef unsigned char intersect_t;
|
||||
|
@ -37,10 +34,6 @@ 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)
|
||||
|
@ -66,16 +59,19 @@ class MarchingCubes {
|
|||
const Cuboid& box=Cuboid(
|
||||
Point(-20, -20, -20),
|
||||
Point(20, 20, 20)),
|
||||
double resolution=.1);
|
||||
double resolution=.25);
|
||||
|
||||
/** Add a starting point hint
|
||||
*
|
||||
* 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.
|
||||
* 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.
|
||||
*/
|
||||
MarchingCubes& add_hint(const Point& hint);
|
||||
void add_hint(const Cuboid& hint);
|
||||
|
||||
Mesh operator()();
|
||||
|
||||
|
@ -126,24 +122,16 @@ class MarchingCubes {
|
|||
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;
|
||||
Intersections mk_intersection_cuboid(double bx, double by, double bz,
|
||||
double x_len, double y_len, double z_len) const;
|
||||
|
||||
Point intersect_location(const CubeEdge& edge,
|
||||
double bx, double by, double bz) const;
|
||||
Point intersect_location(const CubeEdge& edge,
|
||||
double bx, double by, double bz,
|
||||
double resolution) const;
|
||||
|
||||
private:
|
||||
static const std::vector<CubeTri> edges_of_intersection[256];
|
||||
|
@ -152,7 +140,5 @@ class MarchingCubes {
|
|||
Cuboid box;
|
||||
double resolution;
|
||||
|
||||
std::vector<Point> hints;
|
||||
|
||||
size_t perf_counter;
|
||||
std::vector<Cuboid> hints;
|
||||
};
|
||||
|
|
49
Mesh.cpp
49
Mesh.cpp
|
@ -6,22 +6,11 @@ Mesh::Mesh()
|
|||
}
|
||||
|
||||
size_t Mesh::add_vertice(const Point& pt) {
|
||||
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));
|
||||
vertices.push_back(pt);
|
||||
return vertices.size() - 1;
|
||||
}
|
||||
|
||||
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) {
|
||||
|
@ -61,37 +50,3 @@ 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;
|
||||
}
|
||||
|
|
25
Mesh.hpp
25
Mesh.hpp
|
@ -15,7 +15,6 @@ 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);
|
||||
|
@ -32,39 +31,15 @@ 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;
|
||||
};
|
||||
|
|
|
@ -1,14 +0,0 @@
|
|||
#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);
|
||||
}
|
|
@ -1,14 +0,0 @@
|
|||
#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
146
PerlinNoise.cpp
|
@ -1,146 +0,0 @@
|
|||
#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);
|
||||
}
|
|
@ -1,29 +0,0 @@
|
|||
/**
|
||||
* 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;
|
||||
};
|
40
README.md
40
README.md
|
@ -1,40 +1,4 @@
|
|||
# mpri-graphics-project
|
||||
|
||||
|
||||
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
|
||||
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.
|
||||
|
|
|
@ -23,14 +23,6 @@ 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);
|
||||
|
|
|
@ -13,17 +13,6 @@ 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) {
|
||||
|
@ -57,10 +46,6 @@ 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,
|
||||
|
@ -68,13 +53,6 @@ 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) {
|
||||
|
@ -143,29 +121,12 @@ 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>
|
||||
{
|
||||
|
|
|
@ -1,22 +0,0 @@
|
|||
/**
|
||||
* 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";
|
||||
}
|
||||
}
|
|
@ -1,68 +0,0 @@
|
|||
/** 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;
|
||||
}
|
|
@ -1,124 +0,0 @@
|
|||
#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);
|
||||
}
|
|
@ -1,45 +0,0 @@
|
|||
#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);
|
|
@ -1,5 +1,4 @@
|
|||
#include "GlutRender.hpp"
|
||||
#include "../MarchingCubes.hpp"
|
||||
|
||||
#include <GL/gl.h>
|
||||
#include <GL/glut.h>
|
||||
|
@ -12,68 +11,26 @@ GlutRender& GlutRender::get_instance() {
|
|||
return instance;
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
GlutRender::GlutRender() { }
|
||||
|
||||
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);
|
||||
|
||||
// ==== Callbacks ====
|
||||
glutDisplayFunc(display_handle);
|
||||
glutReshapeFunc(reshape_handle);
|
||||
glutKeyboardFunc(kb_evt_handle);
|
||||
glutKeyboardUpFunc(kb_evt_up_handle);
|
||||
glutDisplayFunc(display_handle);
|
||||
glutReshapeFunc(reshape_handle);
|
||||
|
||||
// ==== 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);
|
||||
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);
|
||||
|
||||
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() {
|
||||
|
@ -87,46 +44,10 @@ 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;
|
||||
|
@ -140,131 +61,42 @@ 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.);
|
||||
|
||||
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);
|
||||
}
|
||||
std::default_random_engine rand_engine(time(NULL));
|
||||
std::uniform_real_distribution<double> distribution;
|
||||
auto rand_color = std::bind(distribution, rand_engine);
|
||||
|
||||
for(Mesh* mesh: meshes) {
|
||||
display_mesh(*mesh);
|
||||
}
|
||||
const Point& mesh_center = mesh->get_center();
|
||||
|
||||
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);
|
||||
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]);
|
||||
}
|
||||
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);
|
||||
}
|
||||
|
|
|
@ -3,15 +3,10 @@
|
|||
#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;
|
||||
|
@ -22,76 +17,17 @@ 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();
|
||||
|
||||
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;
|
||||
|
||||
private:
|
||||
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
56
spheroid.cpp
|
@ -1,56 +0,0 @@
|
|||
/**
|
||||
* 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
38
spheroid.hpp
|
@ -1,38 +0,0 @@
|
|||
/**
|
||||
* 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();
|
||||
};
|
|
@ -7,7 +7,3 @@ 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);
|
||||
}
|
||||
|
|
|
@ -5,11 +5,10 @@
|
|||
class TestImplicitSphere: public ImplicitSurface {
|
||||
public:
|
||||
TestImplicitSphere(const Point& center, double r):
|
||||
ImplicitSurface(center), radius(r) {}
|
||||
center(center), radius(r) {}
|
||||
virtual double operator()(double x, double y, double z) const;
|
||||
|
||||
virtual Point location_hint() const;
|
||||
|
||||
private:
|
||||
Point center;
|
||||
double radius;
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue