reactphysics3d/sources/demo/Simulation.cpp

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU Lesser General Public License as published *
* by the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "Simulation.h"
#include "ReactDemo.h"
#include <iostream>
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor of the class Simulation
Simulation::Simulation()
:world(new PhysicsWorld(Vector3D(0.0, -9.8, 0.0))), engine(world, Time(0.01)), scene(this->world) { // TODO : Change the timestep here after debugging
simRunning = false;
mouseButtonPressed = false;
nbFrame = 0;
lastFrameTime = 0.0;
fps = 0.0;
}
// Destructor of the class Simulation
Simulation::~Simulation() {
// Delete the physics world object
delete world;
}
// Method to start the simulation
void Simulation::start() {
// Initialisation of the OpenGL settings for the scene
scene.init();
// Reshape the windows for the first time
scene.reshape(WINWIDTH, WINHEIGHT);
// Add every rigid body to the dynamic world
for (int i=0; i<context.getNbObjects(); ++i) {
world->addBody(context.getObject(i).getRigidBody());
}
// Activation of the simulation
simRunning = true;
// Get the current time
lastFrameTime = SDL_GetTicks();
PhysicsEngine* pEngine = &engine;
// Initialize the display time
pEngine->initializeDisplayTime(Time(SDL_GetTicks()/1000.0));
// Start the physics simulation
pEngine->start();
//double time = 1.0;
// Main loop of the simulation
while(simRunning) {
// Check if an SDL event occured and make the apropriate actions
checkEvents();
double time = SDL_GetTicks()/1000.0;
//time += 0.01;
//std::cout << "************************************************* Time : " << time << std::endl;
// Update the display time
pEngine->updateDisplayTime(Time(time));
// Update the physics
pEngine->update();
// Display the actual scene
scene.display(context);
// Compute the fps (framerate)
computeFps();
//std::cout << "FPS : " << fps << std::endl;
/*
BodyState state = context.getObject(0).getRigidBody()->getInterpolatedState();
Vector3D velocity = context.getObject(0).getRigidBody()->getInterpolatedState().getAngularVelocity();
//std::cout << "Velocity 0 : " << velocity.getX() << ", " << velocity.getY() << ", " << velocity.getZ() << ")" << std::endl;
double x = state.getPosition().getX();
double y = state.getPosition().getY();
double z = state.getPosition().getZ();
std::cout << "Position Cube 0 : (" << x << ", " << y << ", " << z << ")" << std::endl;
std::cout << "angular velocity 0 : " << velocity.length() << std::endl;;
BodyState state1 = context.getObject(1).getRigidBody()->getInterpolatedState();
Vector3D velocity1 = context.getObject(1).getRigidBody()->getInterpolatedState().getAngularVelocity();
//std::cout << "Velocity 1 : " << velocity1.getX() << ", " << velocity1.getY() << ", " << velocity1.getZ() << ")" << std::endl;
double x1 = state1.getPosition().getX();
double y1 = state1.getPosition().getY();
double z1 = state1.getPosition().getZ();
std::cout << "Position Cube 1 : (" << x1 << ", " << y1 << ", " << z1 << ")" << std::endl;
std::cout << "angular velocity 1 : " << velocity1.length() << std::endl;
BodyState state2 = context.getObject(2).getRigidBody()->getInterpolatedState();
Quaternion velocity2 = context.getObject(2).getRigidBody()->getInterpolatedState().getOrientation();
//std::cout << "Velocity 2 : " << velocity2.getX() << ", " << velocity2.getY() << ", " << velocity2.getZ() << ")" << std::endl;
double x2 = state2.getPosition().getX();
double y2 = state2.getPosition().getY();
double z2 = state2.getPosition().getZ();
std::cout << "Position Cube 2: (" << x2 << ", " << y2 << ", " << z2 << ")" << std::endl;
std::cout << "quaternion orientation 2 : " << velocity2.getX() << ", " << velocity2.getY() << ", " << velocity2.getZ() << ", " << velocity2.getW() << ")" << std::endl;;
*/
/*
double a;
if (time > 5.0) {
std::cin >> a;
}
*/
}
}
// This method checks if an events occur and call the apropriate method
void Simulation::checkEvents() {
SDL_Event event; // An SDL event
// Zoom of the outside camera
if (SDL_GetKeyState(NULL)[SDLK_UP]) {
scene.getOutSideCamera().decreaseDistance(fps);
}
else if(SDL_GetKeyState(NULL)[SDLK_DOWN]) {
scene.getOutSideCamera().increaseDistance(fps);
}
// Check in the stack of events
while(SDL_PollEvent(&event)) {
// Check an event
switch(event.type) {
// An QUIT event occur
case SDL_QUIT: simRunning = false;
break;
// A keyboard key has been pushed
case SDL_KEYDOWN: // The Esc key has been pushed then we end the simulation
if (event.key.keysym.sym == SDLK_ESCAPE)
simRunning = false;
break;
// The size of the windows changed then we reshape the windows
case SDL_VIDEORESIZE: scene.reshape(event.resize.w, event.resize.h);
break;
// If the mouse moved
case SDL_MOUSEMOTION: if (SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(1)) {
// Rotation of the outSideCamera
scene.getOutSideCamera().modifyHorizontalAngleRotation(event.motion.xrel, fps);
scene.getOutSideCamera().modifyVerticalAngleRotation(event.motion.yrel, fps);
}
}
}
}
// Compute the framerate (fps) of the application
void Simulation::computeFps() {
// Increment the number of frame in the last second
nbFrame++;
// Get the current time
double currentTime = SDL_GetTicks();
// Compute the framerate
if (currentTime - lastFrameTime > 1000.0) {
fps = nbFrame * 1000.0/(currentTime-lastFrameTime);
lastFrameTime = currentTime;
nbFrame = 0;
}
}