Exemple #1
0
void ProcessNormalKeys(unsigned char key, int x, int y) {

	if (key == 27) 
		exit(0);
	else if (key == ' ')
	{
		g_camera.m_angleX = 0.0f;
		g_camera.m_angleY = 0.0f;
		g_camera.m_zoom = 10.0f;
	}
	else if (key == 'r')
	{
		ResetSimulation();
	}
	else if (key == 'w')
	{
		g_sphere.m_center.z += 0.1f;
	}
	else if (key == 's')
	{
		g_sphere.m_center.z -= 0.1f;
	}
	else if (key == 'a')
	{
		g_sphere.m_center.y += 0.1f;
	}
	else if (key == 'd')
	{
		g_sphere.m_center.y -= 0.1f;
	}
}
Exemple #2
0
 void CQTOpenGLMainWindow::CreateConnections() {
    /* Play/pause button pressed */
    connect(m_pcPlayAction, SIGNAL(triggered(bool)),
            m_pcOpenGLWidget, SLOT(PlayPauseSimulation(bool)));
    /* Step button pressed */
    connect(m_pcStepAction, SIGNAL(triggered()),
            m_pcOpenGLWidget, SLOT(StepSimulation()));
    /* Fast forward button pressed */
    connect(m_pcFastForwardAction, SIGNAL(triggered(bool)),
            m_pcOpenGLWidget, SLOT(FastForwardPauseSimulation(bool)));
    /* Reset button pressed */
    connect(m_pcResetAction, SIGNAL(triggered()),
            m_pcOpenGLWidget, SLOT(ResetSimulation()));
    connect(m_pcResetAction, SIGNAL(triggered()),
            this, SLOT(SimulationReset()));
    /* Capture button toggled */
    connect(m_pcCaptureAction, SIGNAL(triggered(bool)),
            m_pcOpenGLWidget, SLOT(SetGrabFrame(bool)));
    /* POV-Ray XML button pressed */
    connect(m_pcPOVRayXMLAction, SIGNAL(triggered()),
            this, SLOT(POVRaySceneXMLPopUp()));
    /* POV-Ray XML button pressed */
    connect(m_pcPOVRayPreviewAction, SIGNAL(triggered()),
            this, SLOT(POVRayScenePreview()));
    /* 'Draw frame every' spin box value changed */
    connect(m_pcDrawFrameEvery, SIGNAL(valueChanged(int)),
            m_pcOpenGLWidget, SLOT(SetDrawFrameEvery(int)));
    /* A simulation step has been completed */
    connect(m_pcOpenGLWidget, SIGNAL(StepDone(int)),
            m_pcCurrentStepLCD, SLOT(display(int)));
    /* The simulation has been completed */
    connect(m_pcOpenGLWidget, SIGNAL(SimulationDone()),
            this, SLOT(SimulationDone()));
    /* Toggle antialiasing */
    connect(m_pcToggleAntiAliasingAction, SIGNAL(triggered(bool)),
            m_pcOpenGLWidget, SLOT(SetAntiAliasing(bool)));
    /* Quit the simulator */
    connect(m_pcQuitAction, SIGNAL(triggered()),
            qApp, SLOT(quit()));
    /* Quit the simulator */
    connect(m_pcAboutQTAction, SIGNAL(triggered()),
            qApp, SLOT(aboutQt()));
    /* Toggle the camera */
    connect(m_pcSwitchCameraActionGroup, SIGNAL(triggered(QAction*)),
            this, SLOT(SwitchCamera(QAction*)));
    connect(this, SIGNAL(CameraSwitched(int)),
            m_pcOpenGLWidget, SLOT(SetCamera(int)));
    /* Camera focal length */
    connect(m_pcFocalLength, SIGNAL(valueChanged(double)),
            m_pcOpenGLWidget, SLOT(SetCameraFocalLength(double)));
    /* POV-Ray XML button pressed */
    connect(m_pcShowCameraXMLAction, SIGNAL(triggered()),
            this, SLOT(CameraXMLPopUp()));
 }
Exemple #3
0
void InitSimulation()
{
	ResetSimulation();

	g_sphere.m_center = Vec3d(2.0, -1.0, 0.0);
	g_sphere.m_radius = 1.0;
	g_sphere.m_bounceFactor = 0.1;
	g_sphere.m_frictionFactor = 0.1;

	g_mesh.m_prohibitedArea = &g_sphere;
}
Exemple #4
0
void QVX_Sim::ResetSim()
{
	EndRecording(); //stops any recording we may have running
	ResetSimulation();
	ReqGLUpdate();
}
Exemple #5
0
/*! The environment should have been previously initialized and linked with a single voxel object. 
This function sets or resets the entire simulation with the new environment.
@param[in] pEnvIn A pointer to initialized CVX_Environment to import into the simulator.
@param[out] RetMessage A pointer to initialized string. Output information from the Import function is appended to this string.
*/
bool CVX_Sim::Import(CVX_Environment* pEnvIn, CMesh* pSurfMeshIn, std::string* RetMessage)
{
	ClearAll(); //clears out all arrays and stuff

	if (pEnvIn != NULL) pEnv = pEnvIn;
	if (pEnv == NULL) {if (RetMessage) *RetMessage += "Invalid Environment pointer"; return false;}

	LocalVXC = *pEnv->pObj; //make a copy of the reference digital object!
	if (LocalVXC.GetNumVox() == 0) {if (RetMessage) *RetMessage += "No voxels in object"; return false;}

	int SIndexIt = 0; //keep track of how many voxel we've added (for storing reverse lookup array...)
	int NumBCs = pEnv->GetNumBCs();
	CVX_FRegion* pCurBc;


	//initialize XtoSIndexMap & StoXIndexMap
	XtoSIndexMap.resize(LocalVXC.GetStArraySize(), -1); // = new int[LocalVXC.GetStArraySize()];
	StoXIndexMap.resize(LocalVXC.GetNumVox(), -1); // = new int [m_NumVox];


	std::vector<int> Sizes(NumBCs, 0);
	for (int i=0; i<NumBCs; i++) Sizes[i] = pEnv->GetNumTouching(i);
//	pEnv->GetNumVoxTouchingForced(&Sizes); //get the number of voxels in each region (to apply equal force to each voxel within this region!)

//	Vec3D BCpoint;
	Vec3D<> BCsize = pEnv->pObj->GetLatDimEnv()/2.0;
	Vec3D<> WSSize = pEnv->pObj->GetWorkSpace();

	//Add all Voxels:
	bool HasPlasticMaterial = false;
	Vec3D<> ThisPos;
	Vec3D<> ThisScale = LocalVXC.GetLatDimEnv();
	//Build voxel list
	for (int i=0; i<LocalVXC.GetStArraySize(); i++){ //for each voxel in the array
		XtoSIndexMap[i] = -1; //assume there is not a voxel here...

		if(LocalVXC.Structure[i] != 0 ){ //if there's material here
			int ThisMatIndex = LocalVXC.GetLeafMatIndex(i); 
			int ThisMatModel = LocalVXC.Palette[ThisMatIndex].GetMatModel();
			if (ThisMatModel == MDL_BILINEAR || ThisMatModel == MDL_DATA) HasPlasticMaterial = true; //enable plasticity in the sim

			LocalVXC.GetXYZ(&ThisPos, i, false);//Get XYZ location

			CVXS_Voxel CurVox(this, SIndexIt, i, ThisMatIndex, ThisPos, ThisScale);

			XtoSIndexMap[i] = SIndexIt; //so we can find this voxel based on it's original index
			StoXIndexMap[SIndexIt] = i; //so we can find the original index based on its simulator position
			
			for (int j = 0; j<NumBCs; j++){ //go through each primitive defined as a constraint!
				pCurBc = pEnv->GetBC(j);
				if (pCurBc->GetRegion()->IsTouching(&ThisPos, &BCsize, &WSSize)){ //if this point is within
					CurVox.FixDof(pCurBc->DofFixed);
					CurVox.AddExternalForce(pCurBc->Force/Sizes[j]);
					CurVox.AddExternalTorque(pCurBc->Torque/Sizes[j]);
					CurVox.SetExternalDisp(pCurBc->Displace);
					CurVox.SetExternalTDisp(pCurBc->AngDisplace);
				}
			}

			if(BlendingEnabled) CurVox.CalcMyBlendMix(); //needs to be done basically last.
			VoxArray.push_back(CurVox);
			SIndexIt++;
		}
	}


	//add input voxel so that NumVox() works!
	InputVoxSInd = (int)VoxArray.size();
	CVXS_Voxel TmpVox(this, 0, 0, 0, Vec3D<>(0,0,0), Vec3D<>(0,0,0));
//	TmpVox.LinkToVXSim(this);
	VoxArray.push_back(TmpVox);


	//SET UP ALL PERMANENT BONDS (in between materials and the input bond)
	Vec3D<> RelDist;

	//exhaustive (slower, but still OK)
	for (int i=0; i<NumVox(); i++){ //for each voxel in our newly-made array
		for (int j = i+1; j<NumVox(); j++){
			if (!LocalVXC.IsAdjacent(StoXIndexMap[i], StoXIndexMap[j], false, &RelDist)) continue;
			if (!CreateBond(B_LINEAR, i, j, true) && RetMessage) *RetMessage += "At least one bond creation failed during import";

		}
	}

	//Create input bond
	CreateBond(B_INPUT_LINEAR_NOROT, InputVoxSInd, InputVoxSInd, true, &InputBondInd, false); //create input bond, but initialize it to meaningless connection to self

	UpdateAllBondPointers(); //necessary since we probably reallocated the bond array when adding pbonds the first time

	//Set up our surface list...
	for (int i=0; i<NumVox(); i++){ //for each voxel in our newly-made array
		if (VoxArray[i].GetNumLocalBonds() != 6){
			SurfVoxels.push_back(i);
		}

		//todo: only do for those on surfaces, I think.
		VoxArray[i].CalcNearby((int)(CollisionHorizon*1.5)); //populate the nearby array
	}




#ifdef USE_OPEN_GL
	VoxMesh.ImportLinkSim(this);
	VoxMesh.DefMesh.DrawSmooth = false;

	//if the input mesh is not valid, use marching cubes to create one
	if (!pSurfMeshIn){
		CMesh GeneratedSmoothMesh;

		CArray3Df OccupancyArray(pEnv->pObj->GetVXDim(), pEnv->pObj->GetVYDim(), pEnv->pObj->GetVZDim()); 
		int NumPossibleVox = pEnv->pObj->GetStArraySize();
		for (int g=0; g<NumPossibleVox; g++){
			if (pEnv->pObj->Structure.GetData(g)>0) OccupancyArray[g] = 1.0;
		}
		CMarchCube::SingleMaterial(&GeneratedSmoothMesh, &OccupancyArray, 0.5, pEnv->pObj->GetLatticeDim());
		SurfMesh.ImportSimWithMesh(this, &GeneratedSmoothMesh);
	}
	else SurfMesh.ImportSimWithMesh(this, pSurfMeshIn);


#endif


	ResetSimulation();
	OptimalDt = CalcMaxDt(); //to set up dialogs parameter ranges, we need this before the first iteration.
	EnablePlasticity(HasPlasticMaterial); //turn off plasticity if we don't need it...

	Initalized = true;
//	std::string tmpString;

	std::ostringstream os;
	os << "Completed Simulation Import: " << NumVox() << " Voxels, " << NumBond() << "Bonds.\n";
	*RetMessage += os.str();

	return true;
}