コード例 #1
0
ファイル: testphys.cpp プロジェクト: leonidk/sandbox_hack
int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,LPSTR lpszCmdLine, int nCmdShow) // int main(int argc, char *argv[])
{
	std::cout << "Test Physics\n";

	std::vector<RigidBody*> rigidbodies;
	rigidbodies.push_back(new RigidBody({ AsShape(WingMeshCube(1)) }, { 1.5f, 0.0f, 1.5f }));
	rigidbodies.push_back(new RigidBody({ AsShape(WingMeshCube(1)) }, { -1.5f, 0.0f, 1.5f }));
	rigidbodies.back()->orientation = normalize(float4(0.1f, 0.01f, 0.3f, 1.0f));
	auto seesaw = new RigidBody({ AsShape(WingMeshBox( { 3, 0.5f, 0.1f })) }, { 0, -2.5, 0.25f });
	rigidbodies.push_back(seesaw);
	rigidbodies.push_back( new RigidBody({ AsShape(WingMeshCube(0.25f)) }, seesaw->position_start + float3( 2.5f, 0, 0.4f)));
	rigidbodies.push_back( new RigidBody({ AsShape(WingMeshCube(0.50f)) }, seesaw->position_start + float3(-2.5f, 0, 5.0f)));
	rbscalemass(rigidbodies.back(), 4.0f);
	rigidbodies.push_back(new RigidBody({ AsShape(WingMeshBox({1,0.2f,0.2f})),AsShape(WingMeshBox({0.2f,1,0.2f})),AsShape(WingMeshBox({0.2f,0.2f,1})) }, { -1.5f, 0.5f, 7.5f }));
	for (float z = 5.5f; z < 14.0f; z += 3.0f)
		rigidbodies.push_back(new RigidBody({ AsShape(WingMeshCube(0.5f)) }, { 0.0f, 0.0f, z }));
	for (float z = 15.0f; z < 20.0f; z += 3.0f)
		rigidbodies.push_back(new RigidBody({ AsShape(WingMeshDual(WingMeshCube(0.5f), 0.65f)) }, { 2.0f, -1.0f, z }));

	WingMesh world_slab = WingMeshBox({ -10, -10, -5 }, { 10, 10, -2 }); // world_geometry



	GLWin glwin("TestPhys sample");
	glwin.ViewAngle = 60.0f;

	glwin.keyboardfunc = [&](unsigned char key, int x, int y)->void 
	{
			switch (std::tolower(key))
			{
			case ' ':
				g_simulate = !g_simulate;
				break;
			case 'q': case 27:   // ESC
				exit(0); break;  
			case 'r':
				for (auto &rb : rigidbodies)
				{
					rb->position = rb->position_start;
					//rb->orientation = rb->orientation_start;  // when commented out this provides some variation
					rb->linear_momentum  = float3(0, 0, 0);
					rb->angular_momentum = float3(0, 0, 0);
				}
				seesaw->orientation = { 0, 0, 0, 1 };
				break;
			default:
				std::cout << "unassigned key (" << (int)key << "): '" << key << "'\n";
				break;
			}
	};

	InitTex();
	int2 mouseprev;
	while (glwin.WindowUp())
	{
		if (glwin.MouseState)  // on mouse drag 
		{
			g_yaw   += (glwin.MouseX - mouseprev.x) * 0.3f;  // poor man's trackball
			g_pitch += (glwin.MouseY - mouseprev.y) * 0.3f;
		}
		mouseprev = { glwin.MouseX, glwin.MouseY };

		if (g_simulate)
		{
			std::vector<LimitAngular> angulars;
			std::vector<LimitLinear>  linears;
			Append(linears , ConstrainPositionNailed(NULL, seesaw->position_start, seesaw, { 0, 0, 0 }));
			Append(angulars, ConstrainAngularRange(NULL, seesaw, { 0, 0, 0, 1 }, { 0, -20, 0 }, { 0, 20, 0 }));
			PhysicsUpdate(rigidbodies, linears, angulars, { &world_slab.verts });
		}


		glPushAttrib(GL_ALL_ATTRIB_BITS);
		glViewport(0, 0, glwin.Width,glwin.Height);  // Set up the viewport
		glClearColor(0.1f, 0.1f, 0.15f, 1);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glEnable(GL_DEPTH_TEST);

		// Set up matrices
		glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity();
		gluPerspective(glwin.ViewAngle, (double)glwin.Width/ glwin.Height, 0.01, 50);

		glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity();
		gluLookAt(0, -8, 5, 0, 0, 0, 0, 0, 1);
		glRotatef(g_pitch, 1, 0, 0);
		glRotatef(g_yaw, 0, 0, 1);

		wmdraw(world_slab);  // world_geometry

		glEnable(GL_POLYGON_OFFSET_FILL);
		glPolygonOffset(1., 1. / (float)0x10000);
		glEnable(GL_LIGHTING);
		glEnable(GL_LIGHT0);
		glEnable(GL_TEXTURE_2D);
		glColor3f(0.5f, 0.5f, 0.5f);
		for (auto &rb : rigidbodies)
			rbdraw(rb);

		
		glPopAttrib();   // Restore state
		glMatrixMode(GL_PROJECTION); glPopMatrix();
		glMatrixMode(GL_MODELVIEW);  glPopMatrix();  

		glwin.PrintString("ESC/q quits. SPACE to simulate. r to restart", 5, 0);
		char buf[256];
		sprintf_s(buf, "simulation %s", (g_simulate)?"ON":"OFF");
		glwin.PrintString(buf, 5, 1);

		glwin.SwapBuffers();
	}

	std::cout << "\n";
	return 0;
}
コード例 #2
0
ファイル: testtrack.cpp プロジェクト: 340211173/sandbox-1
int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,LPSTR lpszCmdLine, int nCmdShow) // int main(int argc, char *argv[])
{
	std::cout << "Test tracking\n";

	WingMesh box = WingMeshBox({ 0.5, 0.25f, 0.1f });  // our "real world" object used to generate computer vision or depth data input
	Pose boxpose({ 0, 0, 2 }, normalize(float4( 0.2f, 0.3f, 0.4f, 1.0f )));

	RigidBody trackmodel({ AsShape(box) }, { 0, -0.5, 2.25f });  // a tracking model based on the geometry of the real object we are tracking
	std::vector<RigidBody*> rigidbodies = { &trackmodel };

	WingMesh world_slab = WingMeshBox({ -2, -2, -0.75f }, { 2, 2, -0.5f }); // just some ground plane world_geometry



	GLWin glwin("Tracking single object from depth samples.");
	InitTex();
	glwin.ViewAngle = 60.0f;
	int2  mouseprev;
	int   animating = 1;
	float view_dist = 7.0f, view_pitch=20.0f, view_yaw=0;
	int   frame = 0;
	bool  enable_tracking = 0;
	int   sample_resolution = 30;
	float src_offset = -2.0f;

	glwin.keyboardfunc = [&](unsigned char key, int x, int y)->void 
	{
			switch (std::tolower(key))
			{
			case 't': case ' ':   enable_tracking = !enable_tracking;                     break;
			case 'a': case 's':   animating = 1 - animating;                              break;
			case '-': case '_':   sample_resolution = std::max(sample_resolution - 1, 3); break;
			case '+': case '=':   sample_resolution++;                                    break;
			case 'q': case 27 :   exit(0);                                                break;   // ESC
			case 'x': case 'o':   src_offset += 0.5f * ((key == 'X') ? -1.0f : 1.0f);     break;
			case 'r':
				for (auto &rb : rigidbodies)
				{
					rb->position = rb->position_start;
					rb->orientation = rb->orientation_start;  
					rb->linear_momentum  = float3(0, 0, 0);
					rb->angular_momentum = float3(0, 0, 0);
				}
				break;
			default:
				std::cout << "unassigned key (" << (int)key << "): '" << key << "'\n";
				break;
			}
	};

	while (glwin.WindowUp())
	{
		frame+=animating;
		if (glwin.MouseState)  // on mouse drag 
		{
			view_yaw   += (glwin.MouseX - mouseprev.x) * 0.3f;  // poor man's trackball
			view_pitch += (glwin.MouseY - mouseprev.y) * 0.3f;
		}
		mouseprev = { glwin.MouseX, glwin.MouseY };
		view_dist *= powf(1.1f, (float)glwin.mousewheel);

		boxpose.orientation = normalize(float4(sinf(frame*0.01f),sin(frame*0.035f),sin(frame*0.045f),1.0f));  // animate the source object
		boxpose.position = float3(sinf(frame*0.01f)*0.75f, cosf(frame*0.01f)*0.75f, boxpose.position.z);
	
		std::vector<float3> depthdata; // generated pointcloud 
		for (float y = -1.0f; y <= 1.0f; y += 2.0f/sample_resolution) for (float x = -1.0f; x <= 1.0f; x += 2.0f/sample_resolution)
		{
			if (auto hit = ConvexHitCheck(box.faces, boxpose, { 0, 0, 0 }, float3(x, y, 1.0f)*5.0f))
				depthdata.push_back(hit.impact);
		}
		std::vector<std::pair<float3,float3>> match;
		if (enable_tracking)
		{
			trackmodel.gravscale = 0;
			trackmodel.damping = 1;
			std::vector<float4> planesw;
			for (auto p : box.faces) // should be getting from shape, but oh well
				planesw.push_back(trackmodel.pose().TransformPlane(p));
			std::vector<LimitAngular> angulars;
			std::vector<LimitLinear>  linears;
			for (auto v : depthdata)
			{
				auto plane = planemostbelow(planesw, v);  
				HitInfo hit;
				auto cp = v - plane.xyz()*dot(plane, float4(v, 1));               // cp is closest point on the plane
				match.push_back(std::pair<float3, float3>(v, cp));
				if (dot(v, plane.xyz()) > 0 && (hit = ConvexHitCheck(planesw, { 0, 0, 0 }, v)))  // closest plane is  a backface and point is directly behind object
					linears.push_back(ConstrainAlongDirection(NULL, v, &trackmodel, trackmodel.pose().Inverse()*hit.impact, normalize(v), -50,50));   // push straight backwards
				else
					linears.push_back(ConstrainAlongDirection(NULL, v, &trackmodel, trackmodel.pose().Inverse()*cp, plane.xyz(), -50, 50));
			}
			PhysicsUpdate(rigidbodies, linears, angulars, {});
		}
		else
		{
			trackmodel.gravscale = 1;
			trackmodel.damping = 0.1f;
			PhysicsUpdate(rigidbodies, {}, std::vector<LimitAngular>(0), { &world_slab.verts });
		}


		glPushAttrib(GL_ALL_ATTRIB_BITS);
		glViewport(0, 0, glwin.Width,glwin.Height);  // Set up the viewport
		glClearColor(0.1f, 0.1f, 0.15f, 1);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glEnable(GL_DEPTH_TEST);

		// Set up matrices
		glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity();
		gluPerspective(glwin.ViewAngle, (double)glwin.Width/ glwin.Height, 0.01, 50);

		glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity();
		gluLookAt(0, -view_dist, 0, 0, 0, 0, 0, 0, 1);
		glRotatef(view_pitch, 1, 0, 0);
		glRotatef(view_yaw, 0, 0, 1);

		glDisable(GL_TEXTURE_2D);
		glColor3f(1.0f, 0.75f, 0.5f);
		glPushMatrix();
		glTranslatef(src_offset, 0, 0);
		wmwire(box, boxpose);
		glPopMatrix();

		glColor3f(1.0f, 1.0f, 0.0f);
		glPointSize(2.0f);
		glBegin(GL_POINTS);
		for (auto p : depthdata)
			glVertex3fv(p);
		glEnd();
		glColor3f(0.7f, 0.0f, 0.0f);
		glPointSize(1.0f);
		glBegin(GL_LINES);
		for (auto p : match)
			glVertex3fv(p.first), glVertex3fv(p.second);  // yeah, no braces {} but note the comma
		glEnd();


		glEnable(GL_POLYGON_OFFSET_FILL);
		glPolygonOffset(1., 1. / (float)0x10000);
		glEnable(GL_LIGHTING);
		glEnable(GL_LIGHT0);
		wmdraw(world_slab);  // world_geometry
		glEnable(GL_TEXTURE_2D);
		glColor3f(0.5f, 0.5f, 0.5f);
		for (auto &rb : rigidbodies)
			rbdraw(rb);

		
		glPopAttrib();   // Restore state
		glMatrixMode(GL_PROJECTION); glPopMatrix();
		glMatrixMode(GL_MODELVIEW);  glPopMatrix();  

		glwin.PrintString({ 0, 0 },"ESC/q quits. SPACE to toggle tracking.");
		glwin.PrintString({ 0, 1 }, "(t)racking %s.  (a)nimating %s.  depthres %d", (enable_tracking) ? "ON" : "OFF", (animating) ? "ON" : "OFF", sample_resolution);

		glwin.SwapBuffers();
	}

	std::cout << "\n";
	return 0;
}
コード例 #3
0
ファイル: testcloth.cpp プロジェクト: melax/sandbox
// int main(int argc, char *argv[])
int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,LPSTR lpszCmdLine, int nCmdShow)
{
	SpringNetwork cloth = SpringNetworkCreateRectangular(17, 17, 1.0f);
	for (auto &v : cloth.X) v.z -= 1.75f;  // put cloth object at 0,0,-1.5 region,  view/camera will be at origin.
	cloth.gravity = float3(0, -10.0f, 0);  // normally i perfer z-up for any environment or "world" space.
	cloth.dt = 0.033f;                     // speed it up a bit (regardless of fps, each frame advances cloth 1/30th of a second instead of just 1/60th).
	GLWin glwin("TestCloth sample");
	glwin.keyboardfunc = OnKeyboard;
	InitTex();                             // just initializes a checkerboard default texture
	int selection = 0;                     // index of currently selected point
	while (glwin.WindowUp())
	{
		int point_to_unpin = -1;           // if we temporarily move pin a point, we have to unpin it later after simulation.
		if (!glwin.MouseState)             // on mouse drag  
		{
			float3 v = glwin.MouseVector;  // assumes camera at 0,0,0 looking down -z axis
			selection = std::max_element(cloth.X.begin(), cloth.X.end(), [&v](const float3&a, const float3&b)->bool{return dot(v, normalize(a)) < dot(v, normalize(b)); })- cloth.X.begin();
		}
		else 
		{
			if (!cloth.PointStatusSet(selection, -1))
				 cloth.PointStatusSet((point_to_unpin = selection), 1);
			const float3 &v = glwin.MouseVector;
			cloth.X[selection] = v * (dot(v, cloth.X[selection]) / dot(v, v) *(1.0f + glwin.mousewheel*0.1f));
		}
	
		cloth.Simulate();

		if(point_to_unpin >=0)
			cloth.PointStatusSet(point_to_unpin, 0);

		glPushAttrib(GL_ALL_ATTRIB_BITS);
		glViewport(0, 0, glwin.res.x,glwin.res.y);           // Set up the viewport
		glClearColor(0.1f, 0.1f, 0.15f, 1);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		glMatrixMode(GL_PROJECTION);
		glPushMatrix();
		glLoadIdentity();
		gluPerspective(glwin.ViewAngle, (double)glwin.aspect_ratio(), 0.01, 10);

		glMatrixMode(GL_MODELVIEW);
		glPushMatrix();
		gluLookAt(0, 0, 0, 0, 0, -1, 0, 1, 0);

		glEnable(GL_DEPTH_TEST);
		glDisable(GL_TEXTURE_2D);
		glPointSize(3);
		glBegin(GL_POINTS);
		for (unsigned int i = 0; i < cloth.X.size(); i++ )
			glColor3f((i==selection)?1.0f:0 , 1, 0.5f), glVertex3fv(cloth.X[i]);
		glEnd();

		if (g_wireframe)
		{
			glBegin(GL_LINES);
			SpringNetworkDrawSprings(&cloth, [](const float3 &a, const float3 &b, const float3 &c){glColor3fv(c); glVertex3fv(a); glVertex3fv(b); });
			glColor3f(1, 0, 0);
			glEnd();
		}
		else
		{
			glEnable(GL_TEXTURE_2D);
			glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
			glEnable(GL_POLYGON_OFFSET_FILL);
			glPolygonOffset(1., 1. / (float)0x10000);
			glEnable(GL_LIGHTING);
			glEnable(GL_LIGHT0);
			glColor3f(0.5f, 0.5f, 0.5f);
			glBegin(GL_QUADS);
			for (auto const & q: cloth.quads)
			{
				for (int c = 0; c <4; c++)
					glTexCoord2f(q[c]%17/16.0f,q[c]/17/16.0f),glNormal3fv(cloth.N[q[c]]), glVertex3fv(cloth.X[q[c]]);
			}
			glEnd();
		}

		// Restore state
		glPopMatrix();  //should be currently in modelview mode
		glMatrixMode(GL_PROJECTION);
		glPopMatrix();
		glPopAttrib();
		glMatrixMode(GL_MODELVIEW);  

		glwin.PrintString({ 0, 0 }, "Press ESC to quit.  w toggles wireframe. ");
		glwin.PrintString({ 0, 1 }, "Use left mouse motion and wheel to move points.");
		glwin.PrintString({ 0, 2 }, "(w)ireframe %s   vert selected %d", ((g_wireframe) ? "ON " : "OFF"), selection);
#       ifdef _DEBUG
			glwin.PrintString({ 2, -1 }, "Running DEBUG Version.  Performance may be SLoooow.", 2, -1);
#       endif
		glwin.SwapBuffers();
	}
	std::cout << "\n";
	return 0;
}