2009-02-04 14:43:33 +00:00
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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2009-06-05 14:22:40 +00:00
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* it under the terms of the GNU Lesser General Public License as published *
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* by the Free Software Foundation, either version 3 of the License, or *
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2009-02-04 14:43:33 +00:00
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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2009-06-05 14:22:40 +00:00
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* GNU Lesser General Public License for more details. *
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2009-02-04 14:43:33 +00:00
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* *
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2009-06-05 14:22:40 +00:00
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* You should have received a copy of the GNU Lesser General Public License *
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2009-02-04 14:43:33 +00:00
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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// Libraries
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#include "Simulation.h"
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#include "ReactDemo.h"
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#include <iostream>
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor of the class Simulation
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Simulation::Simulation()
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:world(new PhysicsWorld(Vector3D(0.0, -0.6, 0.0))), engine(world, Time(0.01)), scene(this->world) {
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simRunning = false;
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mouseButtonPressed = false;
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nbFrame = 0;
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lastFrameTime = 0.0;
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fps = 0.0;
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}
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// Destructor of the class Simulation
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Simulation::~Simulation() {
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// Delete the physics world object
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delete world;
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}
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// Method to start the simulation
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void Simulation::start() {
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// Initialisation of the OpenGL settings for the scene
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scene.init();
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// Reshape the windows for the first time
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scene.reshape(WINWIDTH, WINHEIGHT);
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// Add every rigid body to the dynamic world
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for (int i=0; i<context.getNbObjects(); ++i) {
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world->addBody(context.getObject(i).getRigidBody());
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}
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// Activation of the simulation
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simRunning = true;
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// Get the current time
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lastFrameTime = SDL_GetTicks();
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PhysicsEngine* pEngine = &engine;
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// Initialize the display time
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pEngine->initializeDisplayTime(Time(SDL_GetTicks()/1000.0));
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// Start the physics simulation
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pEngine->start();
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//double time = 1.0;
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// Main loop of the simulation
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while(simRunning) {
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// Check if an SDL event occured and make the apropriate actions
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checkEvents();
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double time = SDL_GetTicks()/1000.0;
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//time += 0.01;
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//std::cout << "************************************************* Time : " << time << std::endl;
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// Update the display time
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pEngine->updateDisplayTime(Time(time));
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// Update the physics
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pEngine->update();
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// Display the actual scene
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scene.display(context);
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// Compute the fps (framerate)
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computeFps();
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//std::cout << "FPS : " << fps << std::endl;
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/*
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BodyState state = context.getObject(0).getRigidBody()->getInterpolatedState();
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Vector3D velocity = context.getObject(0).getRigidBody()->getInterpolatedState().getAngularVelocity();
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//std::cout << "Velocity 0 : " << velocity.getX() << ", " << velocity.getY() << ", " << velocity.getZ() << ")" << std::endl;
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double x = state.getPosition().getX();
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double y = state.getPosition().getY();
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double z = state.getPosition().getZ();
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std::cout << "Position Cube 0 : (" << x << ", " << y << ", " << z << ")" << std::endl;
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std::cout << "angular velocity 0 : " << velocity.length() << std::endl;;
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BodyState state1 = context.getObject(1).getRigidBody()->getInterpolatedState();
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Vector3D velocity1 = context.getObject(1).getRigidBody()->getInterpolatedState().getAngularVelocity();
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//std::cout << "Velocity 1 : " << velocity1.getX() << ", " << velocity1.getY() << ", " << velocity1.getZ() << ")" << std::endl;
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double x1 = state1.getPosition().getX();
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double y1 = state1.getPosition().getY();
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double z1 = state1.getPosition().getZ();
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std::cout << "Position Cube 1 : (" << x1 << ", " << y1 << ", " << z1 << ")" << std::endl;
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std::cout << "angular velocity 1 : " << velocity1.length() << std::endl;
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BodyState state2 = context.getObject(2).getRigidBody()->getInterpolatedState();
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Quaternion velocity2 = context.getObject(2).getRigidBody()->getInterpolatedState().getOrientation();
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//std::cout << "Velocity 2 : " << velocity2.getX() << ", " << velocity2.getY() << ", " << velocity2.getZ() << ")" << std::endl;
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double x2 = state2.getPosition().getX();
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double y2 = state2.getPosition().getY();
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double z2 = state2.getPosition().getZ();
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std::cout << "Position Cube 2: (" << x2 << ", " << y2 << ", " << z2 << ")" << std::endl;
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std::cout << "quaternion orientation 2 : " << velocity2.getX() << ", " << velocity2.getY() << ", " << velocity2.getZ() << ", " << velocity2.getW() << ")" << std::endl;;
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*/
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/*
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double a;
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if (time > 5.0) {
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std::cin >> a;
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}
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*/
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2009-02-04 14:43:33 +00:00
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}
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}
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// This method checks if an events occur and call the apropriate method
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void Simulation::checkEvents() {
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SDL_Event event; // An SDL event
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// Zoom of the outside camera
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if (SDL_GetKeyState(NULL)[SDLK_UP]) {
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scene.getOutSideCamera().decreaseDistance(fps);
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}
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else if(SDL_GetKeyState(NULL)[SDLK_DOWN]) {
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scene.getOutSideCamera().increaseDistance(fps);
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}
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// Check in the stack of events
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while(SDL_PollEvent(&event)) {
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// Check an event
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switch(event.type) {
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// An QUIT event occur
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case SDL_QUIT: simRunning = false;
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break;
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// A keyboard key has been pushed
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case SDL_KEYDOWN: // The Esc key has been pushed then we end the simulation
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if (event.key.keysym.sym == SDLK_ESCAPE)
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simRunning = false;
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break;
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// The size of the windows changed then we reshape the windows
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case SDL_VIDEORESIZE: scene.reshape(event.resize.w, event.resize.h);
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break;
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// If the mouse moved
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case SDL_MOUSEMOTION: if (SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(1)) {
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// Rotation of the outSideCamera
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scene.getOutSideCamera().modifyHorizontalAngleRotation(event.motion.xrel, fps);
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scene.getOutSideCamera().modifyVerticalAngleRotation(event.motion.yrel, fps);
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}
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}
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}
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}
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// Compute the framerate (fps) of the application
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void Simulation::computeFps() {
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// Increment the number of frame in the last second
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nbFrame++;
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// Get the current time
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double currentTime = SDL_GetTicks();
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// Compute the framerate
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if (currentTime - lastFrameTime > 1000.0) {
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fps = nbFrame * 1000.0/(currentTime-lastFrameTime);
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lastFrameTime = currentTime;
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nbFrame = 0;
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}
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}
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