Esempio n. 1
0
void GLUTMotion(int x, int y)
{
  // Invert y coordinate
  y = GLUTwindow_height - y;
  
  // Compute mouse movement
  int dx = x - GLUTmouse[0];
  int dy = y - GLUTmouse[1];
  
  // Process mouse motion event
  if ((dx != 0) || (dy != 0)) {
    R3Point mesh_center = mesh->Center();
    if ((GLUTbutton[0] && (GLUTmodifiers & GLUT_ACTIVE_SHIFT)) || GLUTbutton[1]) {
      // Scale world 
      double factor = (double) dx / (double) GLUTwindow_width;
      factor += (double) dy / (double) GLUTwindow_height;
      factor = exp(2.0 * factor);
      factor = (factor - 1.0) / factor;
      R3Vector translation = (mesh_center - camera_eye) * factor;
      camera_eye += translation;
      glutPostRedisplay();
    }
    else if (GLUTbutton[0] && (GLUTmodifiers & GLUT_ACTIVE_CTRL)) {
      // Translate world
      double length = R3Distance(mesh_center, camera_eye) * tan(camera_yfov);
      double vx = length * (double) dx / (double) GLUTwindow_width;
      double vy = length * (double) dy / (double) GLUTwindow_height;
      R3Vector camera_right = camera_up % camera_towards;
      R3Vector translation = -((camera_right * vx) + (camera_up * vy));
      camera_eye += translation;
      glutPostRedisplay();
    }
    else if (GLUTbutton[0]) {
      // Rotate world
      double vx = (double) dx / (double) GLUTwindow_width;
      double vy = (double) dy / (double) GLUTwindow_height;
      double theta = 4.0 * (fabs(vx) + fabs(vy));
      R3Vector camera_right = camera_up % camera_towards;
      R3Vector vector = (camera_right * vx) + (camera_up * vy);
      R3Vector rotation_axis = vector % camera_towards;
      rotation_axis.Normalize();
      camera_eye.Rotate(R3Line(mesh_center, rotation_axis), theta);
      camera_towards.Rotate(rotation_axis, theta);
      camera_up.Rotate(rotation_axis, theta);
      camera_right = camera_up % camera_towards;
      camera_up = camera_towards % camera_right;
      camera_towards.Normalize();
      camera_up.Normalize();
      glutPostRedisplay();
    }
  }

  // Remember mouse position 
  GLUTmouse[0] = x;
  GLUTmouse[1] = y;
}
Esempio n. 2
0
void R3Point::
Rotate(const R3Vector& axis, RNAngle theta)
{
    // Rotate point counterclockwise around axis through origin by radians ???
    R3Vector v = Vector();
    v.Rotate(axis, theta);
    *this = v.Point();
}
Esempio n. 3
0
void R3Point::
Rotate(const R3Line& axis, RNAngle theta)
{
    // Translate axis to origin
    R3Vector v = *this - axis.Point();

    // Rotate point counterclockwise around axis through origin by radians ???
    v.Rotate(axis.Vector(), theta);

    // Translate axis back from origin
    *this = axis.Point() + v;
}
Esempio n. 4
0
void GenerateParticles(R3Scene *scene, double current_time, double delta_time)
{
    for (int i = 0; i < scene->NParticleSources(); i++) {
        
        R3ParticleSource *source = scene->ParticleSource(i);
        
        // spheres
        if (source->shape->type == R3_SPHERE_SHAPE) {
            
            // remainder term for fraction of particle
            double numberweshouldmake = delta_time * source->rate + source->remainder;
            int nparts = (int) floor(numberweshouldmake);
            source->remainder = numberweshouldmake - nparts;
            
            for (int p = 0; p < nparts; p++) {
                R3Particle *newpart = new R3Particle();
                
                // calculate position and velocity
                double u = RandomNumber();
                double theta = 2*PI*u;
                double v = RandomNumber();
                double phi = acos(2*v-1);
                double r = source->shape->sphere->Radius();
                R3Point center = source->shape->sphere->Center();
                
                double x = r*cos(theta)*sin(phi);
                double y = r*sin(theta)*sin(phi);
                double z = r*cos(phi);
                
                R3Vector n = R3Vector(x,y,z);
                n.Normalize();
                
                // find tangent vector, use lecture notes to get velocity
                R3Plane plane = R3Plane(R3Point(0,0,0),n);
                R3Vector a;
                do {
                    a = R3Vector(RandomNumber(),RandomNumber(),RandomNumber());
                    a.Project(plane);
                } while (a.Length() == 0.0);
                a.Normalize();
                double t1 = 2*PI*RandomNumber();
                double t2 = sin(source->angle_cutoff)*RandomNumber();
                a.Rotate(n,t1);
                R3Vector vec = R3Vector(a);
                R3Vector cross = R3Vector(vec);
                cross.Cross(n);
                vec.Rotate(cross,acos(t2));
                
                newpart->position = center + n*r;
                newpart->velocity = vec*source->velocity;
                
                //update
                newpart->mass = source->mass;
                newpart->fixed = source->fixed;
                newpart->drag = source->drag;
                newpart->elasticity = source->elasticity;
                newpart->lifetime = source->lifetime;
                newpart->lifetimeactive = source->lifetimeactive;
                newpart->material = source->material;
                
                scene->particles.push_back(newpart);
            }
        }
        

        // CIRCLE
        if (source->shape->type == R3_CIRCLE_SHAPE) {
            double numberweshouldmake = delta_time * source->rate + source->remainder;
            int nparts = (int) floor(numberweshouldmake);
            source->remainder = numberweshouldmake - nparts;
            
            for (int p = 0; p < nparts; p++) {
                R3Particle *newpart = new R3Particle();
                
                // calculate position and velocity
                
                double r = source->shape->circle->Radius();
                R3Point center = source->shape->circle->Center();
                R3Plane plane = source->shape->circle->Plane();
                R3Vector n = plane.Normal();
                n.Normalize();
                
                // get a random point on a circle
                double xcirc, ycirc;
                do {
                    xcirc = 2*r*(RandomNumber() - 0.5);
                    ycirc = 2*r*(RandomNumber() - 0.5);
                } while (xcirc*xcirc + ycirc*ycirc > r*r);
                
                // get basis vectors of circle
                R3Vector tang;
                do {
                    tang = R3Vector(RandomNumber(),RandomNumber(),RandomNumber());
                    tang.Project(plane);
                } while (tang.Length() == 0.0);
                R3Vector othertang = R3Vector(tang);
                othertang.Cross(n);
                othertang.Normalize();
                tang.Normalize();
                
                R3Point pos = center + tang*xcirc + othertang*ycirc;
                
                
                R3Vector a = R3Vector(tang);
                double t1 = 2*PI*RandomNumber();
                double t2 = sin(source->angle_cutoff)*RandomNumber();
                a.Rotate(n,t1);
                R3Vector vec = R3Vector(a);
                R3Vector cross = R3Vector(vec);
                cross.Cross(n);
                vec.Rotate(cross,acos(t2));
                
                newpart->position = pos;
                newpart->velocity = vec*source->velocity;
                
                
                newpart->mass = source->mass;
                newpart->fixed = source->fixed;
                newpart->drag = source->drag;
                newpart->elasticity = source->elasticity;
                newpart->lifetime = source->lifetime;
                newpart->lifetimeactive = source->lifetimeactive;
                newpart->material = source->material;
                
                scene->particles.push_back(newpart);
            }
        }
        
    }
	
	
	 for (int i = 0; i < (int)scene->enemies.size(); i++) {
        
        R3Enemy *enemy = scene->enemies[i];
        
        // spheres
        if (enemy->shape->type == R3_SPHERE_SHAPE) {
            
            // remainder term for fraction of particle
            double numberweshouldmake = delta_time * enemy->rate + enemy->remainder;
            int nparts = (int) floor(numberweshouldmake);
            enemy->remainder = numberweshouldmake - nparts;
            
            for (int p = 0; p < nparts; p++) {
                R3Particle *newpart = new R3Particle();
                
                // calculate position and velocity
                double u = RandomNumber();
                double theta = 2*PI*u;
                double v = RandomNumber();
                double phi = acos(2*v-1);
                double r = enemy->shape->sphere->Radius();
                R3Point center = enemy->shape->sphere->Center();
                
                double x = r*cos(theta)*sin(phi);
                double y = r*sin(theta)*sin(phi);
                double z = r*cos(phi);
                
                R3Vector n = R3Vector(x,y,z);
                n.Normalize();
                
                // find tangent vector, use lecture notes to get velocity
                R3Plane plane = R3Plane(R3Point(0,0,0),n);
                R3Vector a;
                do {
                    a = R3Vector(RandomNumber(),RandomNumber(),RandomNumber());
                    a.Project(plane);
                } while (a.Length() == 0.0);
                a.Normalize();
                double t1 = 2*PI*RandomNumber();
                double t2 = sin(enemy->angle_cutoff)*RandomNumber();
                a.Rotate(n,t1);
                R3Vector vec = R3Vector(a);
                R3Vector cross = R3Vector(vec);
                cross.Cross(n);
                vec.Rotate(cross,acos(t2));
                
                newpart->position = center + n*r;
                newpart->velocity = vec*enemy->velocity;
                
                //update
                newpart->mass = enemy->mass;
                newpart->fixed = enemy->fixed;
                newpart->drag = enemy->drag;
                newpart->elasticity = enemy->elasticity;
                newpart->lifetime = enemy->lifetime;
                newpart->lifetimeactive = enemy->lifetimeactive;
                newpart->material = enemy->material;
                
                scene->particles.push_back(newpart);
            }
        }
        
        
        // CIRCLE
        if (enemy->shape->type == R3_CIRCLE_SHAPE) {
            
            double numberweshouldmake = delta_time * enemy->rate + enemy->remainder;
            int nparts = (int) floor(numberweshouldmake);
            enemy->remainder = numberweshouldmake - nparts;
            
            for (int p = 0; p < nparts; p++) {
                R3Particle *newpart = new R3Particle();
                
                // calculate position and velocity
                
                double r = enemy->shape->circle->Radius();
                R3Point center = enemy->shape->circle->Center();
                R3Plane plane = enemy->shape->circle->Plane();
                R3Vector n = plane.Normal();
                n.Normalize();
                
                // get a random point on a circle
                double xcirc, ycirc;
                do {
                    xcirc = 2*r*(RandomNumber() - 0.5);
                    ycirc = 2*r*(RandomNumber() - 0.5);
                } while (xcirc*xcirc + ycirc*ycirc > r*r);
                
                // get basis vectors of circle
                R3Vector tang;
                do {
                    tang = R3Vector(RandomNumber(),RandomNumber(),RandomNumber());
                    tang.Project(plane);
                } while (tang.Length() == 0.0);
                R3Vector othertang = R3Vector(tang);
                othertang.Cross(n);
                othertang.Normalize();
                tang.Normalize();
                
                R3Point pos = center + tang*xcirc + othertang*ycirc;
                
                
                R3Vector a = R3Vector(tang);
                double t1 = 2*PI*RandomNumber();
                double t2 = sin(enemy->angle_cutoff)*RandomNumber();
                a.Rotate(n,t1);
                R3Vector vec = R3Vector(a);
                R3Vector cross = R3Vector(vec);
                cross.Cross(n);
                vec.Rotate(cross,acos(t2));
                
                newpart->position = pos;
                newpart->velocity = vec * 1.0;
                
                
                newpart->mass = enemy->mass;
                newpart->fixed = enemy->fixed;
                newpart->drag = enemy->drag;
                newpart->elasticity = enemy->elasticity;
                newpart->lifetime = enemy->lifetime;
                newpart->lifetimeactive = enemy->lifetimeactive;
                newpart->material = enemy->material;
                
                scene->particles.push_back(newpart);
            }
        }
        
    }
	
    
}