/**************************************************************************** * 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 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 General Public License for more details. * * * * You should have received a copy of the GNU General Public License * * along with ReactPhysics3D. If not, see . * ***************************************************************************/ // Libraries #include "Simulation.h" #include "ReactDemo.h" #include // We want to use the ReactPhysics3D namespace using namespace reactphysics3d; // Constructor of the class Simulation Simulation::Simulation() :world(new DynamicWorld(Vector3D(0.0, -9.81, 0.0))), engine(world, Time(0.01)){ 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; iaddBody(context.getObject(i).getRigidBody()); } // Activation of the simulation simRunning = true; // Get the current time lastFrameTime = SDL_GetTicks(); // Initialize the display time engine.initializeDisplayTime(Time(SDL_GetTicks()/1000.0)); // Start the physics simulation engine.start(); // 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; std::cout << "Time : " << time << std::endl; // Update the display time engine.updateDisplayTime(Time(time)); // Update the physics engine.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;; } } // 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; } }