Пример #1
0
void Score::SetCurrentValue(float value){
  if(value>max_value){
    current_value=max_value;  
  }
  else{
    current_value=value;
  }
  UpdateBody();
}
Пример #2
0
void MyPhysics::StepSimulation(float dt,_RigidBody *rigidcopy1,_RigidBody *rigidcopy2){

	float      dtime = dt;
	bool       tryAgain = true;
	int        check = 0;


	//while(tryAgain&& (dtime>tol))
	//{
	//tryAgain = false;
		
	UpdateBody(rigidcopy1,dtime);
	UpdateBody(rigidcopy2,dtime);

	UpdatePosition(rigidcopy1,rigidcopy2);
	
		CollisionBody1 = 0;
		CollisionBody2 = 0;


		check = CheckForCollisionP(rigidcopy1,rigidcopy2);

		//if (check == PENETRATING)
		//{					
		//	dtime = dtime/2;
		//    tryAgain = true;
		//

		//} 
		//else 
		if(check == COLLISION)
		{

			ApplyImpulseP(rigidcopy1, rigidcopy2);
		}
	/*}*/
		


}
Пример #3
0
void Score::Init(){
  std::vector<Point> points;
  points.push_back(Point(0,0));
  points.push_back(Point(width,0));
  points.push_back(Point(width,degree));
  points.push_back(Point(0,degree));
  Polygon polygon;
  polygon.SetPoints(points);
  back.SetPolygon(polygon);
  back.SetColor(Color(0.2,0.2,0.2,0.5));
  body.SetPolygon(polygon);
  body.SetColor(Color(1,0,1,0.5));
  UpdateBack();
  UpdateBody();
}
Пример #4
0
void MyPhysics::StepSimulation(float dt,_RigidBody square[][20]){
	float      dtime = dt;
	bool       tryAgain = true;
	int        check = 0;

	UpdateBody(square,dtime);
	UpdatePosition(square);

	for(int i = 0; i< 40; i ++){
		for( int j =0; j < 40 ; j ++){
			check = CheckForCollisionP(square[i],square[j]);
			if(check == COLLISION)
		{

			ApplyImpulseP(square[i], square[j]);
		}
	/*}*/
		}
	}
	
}
Пример #5
0
/**
*@brief メインウインドウのコンストラクタ
*@param argc コマンドライン引数の数
*@param argv コマンドライン引数
*@param parent 親ウィジェット
*/
MainWindow::MainWindow(int argc, char** argv, QWidget *parent)
: QMainWindow(parent)
{
	
	tc = QTextCodec::codecForLocale();
	
	
	

	QHBoxLayout *layout = new QHBoxLayout;
	


	mOgreWidget = new OgreWidget() ;
	
	

	
	
	layout->addWidget(mOgreWidget);

	tabWidget = new QTabWidget;


	mBodySetWidget = new BodySetWidget();
	tabWidget->addTab(mBodySetWidget, tc->toUnicode("ボディ"));
	mBornSetWidget = new BornSetWidget();
	tabWidget->addTab(mBornSetWidget, tc->toUnicode("ボーン"));
	mCameraSetWidget = new CameraSetWidget();
	tabWidget->addTab(mCameraSetWidget, tc->toUnicode("カメラ"));
	mGUISetWidget = new GUISetWidget();
	tabWidget->addTab(mGUISetWidget, tc->toUnicode("CEGUI"));
	mGUITextSetWidget = new GUITextSetWidget();
	tabWidget->addTab(mGUITextSetWidget, tc->toUnicode("CEGUIのテキスト"));
	mImageSetWidget = new ImageSetWidget();
	tabWidget->addTab(mImageSetWidget, tc->toUnicode("CEGUIの画像"));
	mParticleSetWidget = new ParticleSetWidget();
	tabWidget->addTab(mParticleSetWidget, tc->toUnicode("パーティクル"));
	mSubWindowSetWidget = new SubWindowSetWidget();
	tabWidget->addTab(mSubWindowSetWidget, tc->toUnicode("画面分割"));
	mAnimationSetWidget = new AnimationSetWidget();
	tabWidget->addTab(mAnimationSetWidget, tc->toUnicode("アニメーション"));
	mLightSetWidget = new LightSetWidget();
	tabWidget->addTab(mLightSetWidget, tc->toUnicode("光源"));
	mNodeSetWidget = new NodeSetWidget();
	tabWidget->addTab(mNodeSetWidget, tc->toUnicode("ノード"));
	mSimulationSetWidget = new SimulationSetWidget();
	tabWidget->addTab(mSimulationSetWidget, tc->toUnicode("物理シミュレーション(設定)"));
	mSimBodySetWidget = new SimBodySetWidget();
	tabWidget->addTab(mSimBodySetWidget, tc->toUnicode("物理シミュレーション(ボディ)"));
	mSimJointSetWidget = new SimJointSetWidget();
	tabWidget->addTab(mSimJointSetWidget, tc->toUnicode("物理シミュレーション(ジョイント)"));
	mOtherSetWidget = new OtherSetWidget();
	tabWidget->addTab(mOtherSetWidget, tc->toUnicode("その他"));

	connect(mBodySetWidget, SIGNAL(UpdateBody()), mBornSetWidget, SLOT(UpdateBody()));
	connect(mGUISetWidget, SIGNAL(UpdateGUI()), mGUITextSetWidget, SLOT(UpdateGUI()));
	connect(mGUISetWidget, SIGNAL(UpdateGUI()), mImageSetWidget, SLOT(UpdateGUI()));


	connect(this, SIGNAL(UpdateList()), mBodySetWidget, SLOT(UpdateList()));
	connect(this, SIGNAL(UpdateList()), mCameraSetWidget, SLOT(UpdateList()));
	connect(this, SIGNAL(UpdateList()), mGUISetWidget, SLOT(UpdateList()));
	connect(this, SIGNAL(UpdateList()), mGUITextSetWidget, SLOT(UpdateList()));
	connect(this, SIGNAL(UpdateList()), mImageSetWidget, SLOT(UpdateList()));
	connect(this, SIGNAL(UpdateList()), mParticleSetWidget, SLOT(UpdateList()));
	connect(this, SIGNAL(UpdateList()), mSubWindowSetWidget, SLOT(UpdateList()));
	connect(this, SIGNAL(UpdateList()), mAnimationSetWidget, SLOT(UpdateList()));
	connect(this, SIGNAL(UpdateList()), mLightSetWidget, SLOT(UpdateList()));
	connect(this, SIGNAL(UpdateList()), mNodeSetWidget, SLOT(UpdateList()));
	connect(this, SIGNAL(UpdateList()), mSimulationSetWidget, SLOT(UpdateList()));
	connect(this, SIGNAL(UpdateList()), mSimBodySetWidget, SLOT(UpdateList()));
	connect(this, SIGNAL(UpdateList()), mSimJointSetWidget, SLOT(UpdateList()));
	connect(this, SIGNAL(UpdateList()), mOtherSetWidget, SLOT(UpdateList()));

	connect(mBodySetWidget, SIGNAL(UpdateBody()), mNodeSetWidget, SLOT(UpdateList()));
	connect(mParticleSetWidget, SIGNAL(UpdateParticle()), mNodeSetWidget, SLOT(UpdateList()));
	connect(mAnimationSetWidget, SIGNAL(UpdateAnimation()), mNodeSetWidget, SLOT(UpdateList()));
	connect(mLightSetWidget, SIGNAL(UpdateLight()), mNodeSetWidget, SLOT(UpdateList()));
	connect(mSimBodySetWidget, SIGNAL(UpdateODEBody()), mNodeSetWidget, SLOT(UpdateList()));
	connect(mSimJointSetWidget, SIGNAL(UpdateODEJoint()), mNodeSetWidget, SLOT(UpdateList()));

	connect(mSimBodySetWidget, SIGNAL(UpdateODEBody()), mSimJointSetWidget, SLOT(UpdateList()));
	
	connect(mOgreWidget, SIGNAL(mouseMoveSignal(QMouseEvent*, int, int)), mCameraSetWidget, SLOT(mouseMoveSlot(QMouseEvent*, int, int)));
	connect(mOgreWidget, SIGNAL(mousePressSignal(QMouseEvent*)), mCameraSetWidget, SLOT(mousePressSlot(QMouseEvent*)));
	connect(mOgreWidget, SIGNAL(mouseReleaseSignal(QMouseEvent*)), mCameraSetWidget, SLOT(mouseReleaseSlot(QMouseEvent*)));

	connect(mOgreWidget, SIGNAL(mouseMoveSignal(QMouseEvent*, int, int)), mBodySetWidget, SLOT(mouseMoveSlot(QMouseEvent*, int, int)));
	connect(mOgreWidget, SIGNAL(mousePressSignal(QMouseEvent*)), mBodySetWidget, SLOT(mousePressSlot(QMouseEvent*)));
	connect(mOgreWidget, SIGNAL(mouseReleaseSignal(QMouseEvent*)), mBodySetWidget, SLOT(mouseReleaseSlot(QMouseEvent*)));


		
	QVBoxLayout *alayout = new QVBoxLayout;
	alayout->addWidget(tabWidget);
	QWidget *awidget = new QWidget;
	awidget->setLayout(alayout);

	tabWidget->setMinimumSize(250, 768);
	tabWidget->setMaximumWidth(250);

	QScrollArea *area = new QScrollArea();
	area->setWidget(awidget);
	area->setMaximumSize(300, 708);
	area->setMinimumSize(300, 708);
	
	layout->addWidget(area);
	

	

	
	QWidget *widget = new QWidget;
	
    widget->setLayout(layout);
	widget->setMinimumSize(1244, 708);

	setCentralWidget(widget);

	
	

	

	setWindowTitle(tr("OgreRTC"));
    setUnifiedTitleAndToolBarOnMac(true);

	mOgreWidget->initOgre();

	EC = mOgreWidget->mOgreRTCApplication;
	mBodySetWidget->EC = mOgreWidget->mOgreRTCApplication;
	mBornSetWidget->EC = mOgreWidget->mOgreRTCApplication;
	mCameraSetWidget->EC = mOgreWidget->mOgreRTCApplication;
	mGUISetWidget->EC = mOgreWidget->mOgreRTCApplication;
	mGUITextSetWidget->EC = mOgreWidget->mOgreRTCApplication;
	mImageSetWidget->EC = mOgreWidget->mOgreRTCApplication;
	mParticleSetWidget->EC = mOgreWidget->mOgreRTCApplication;
	mSubWindowSetWidget->EC = mOgreWidget->mOgreRTCApplication;
	mAnimationSetWidget->EC = mOgreWidget->mOgreRTCApplication;
	mLightSetWidget->EC = mOgreWidget->mOgreRTCApplication;
	mNodeSetWidget->EC = mOgreWidget->mOgreRTCApplication;
	mSimulationSetWidget->EC = mOgreWidget->mOgreRTCApplication;
	mSimBodySetWidget->EC = mOgreWidget->mOgreRTCApplication;
	mSimJointSetWidget->EC = mOgreWidget->mOgreRTCApplication;
	mOtherSetWidget->EC = mOgreWidget->mOgreRTCApplication;


	

	createAction();
	createMenus();

	if(EC && argc > 1)
	{
		EC->reset();
		EC->OpenFile(argv[1]);
	}

}
Пример #6
0
void NzPhysObject::SetRotation(const NzQuaternionf& rotation)
{
	m_matrix.SetRotation(rotation);
	UpdateBody();
}
Пример #7
0
void NzPhysObject::SetPosition(const NzVector3f& position)
{
	m_matrix.SetTranslation(position);
	UpdateBody();
}
Пример #8
0
void Score::SetPosition(Point pos){
  this->pos=pos;
  UpdateBack();
  UpdateBody();
}
Пример #9
0
void Kinect2Manager::Update(unsigned int options) {

#ifdef _USE_KINECT

    IColorFrame * pColorFrame = NULL;
    IDepthFrame * pDepthFrame = NULL;
    IBodyFrame * pBodyFrame = NULL;
    IBodyIndexFrame * pBodyIndexFrame = NULL;
    IMultiSourceFrame * pMultiSourceFrame = NULL;

    m_nColorWidth = 0;
    m_nColorHeight = 0;
    m_nDepthWidth = 0;
    m_nDepthHeight = 0;

    m_bCalculateDepthRGBX = options & Update::DepthRGBX;

    int numUpdate = countUpdate(options);

    HRESULT hr = 1;

    if (numUpdate > 1) {
        hr = m_pMultiSourceFrameReader->AcquireLatestFrame(&pMultiSourceFrame);
    }

    if (SUCCEEDED(hr)) {

        if (options & Update::Color) {
            IColorFrameReference* pColorFrameReference = NULL;

            if (numUpdate > 1) {
                hr = pMultiSourceFrame->get_ColorFrameReference(&pColorFrameReference);

                if (SUCCEEDED(hr))
                {
                    hr = pColorFrameReference->AcquireFrame(&pColorFrame);
                }
            }
            else {
                hr = m_pColorFrameReader->AcquireLatestFrame(&pColorFrame);
            }

            if (SUCCEEDED(hr)) {
                m_bMapColorToDepth = options & Update::MapColorToDepth;
            }
            else {
                options &= ~Update::Color;
            }

            SafeRelease(pColorFrameReference);
        }
        if (options & Update::Depth) {
            IDepthFrameReference* pDepthFrameReference = NULL;

            if (numUpdate > 1) {

                hr = pMultiSourceFrame->get_DepthFrameReference(&pDepthFrameReference);
                if (SUCCEEDED(hr))
                {
                    hr = pDepthFrameReference->AcquireFrame(&pDepthFrame);
                }
            }
            else {
                hr = m_pDepthFrameReader->AcquireLatestFrame(&pDepthFrame);
            }

            if (SUCCEEDED(hr)) {

                m_bMapDepthToColor = options & Update::MapDepthToColor;
            }
            else {
                options &= ~Update::Depth;
            }

            SafeRelease(pDepthFrameReference);
        }
        if (options & Update::Body) {
            IBodyFrameReference* pBodyFrameReference = NULL;

            if (numUpdate > 1) {

                hr = pMultiSourceFrame->get_BodyFrameReference(&pBodyFrameReference);
                if (SUCCEEDED(hr))
                {
                    hr = pBodyFrameReference->AcquireFrame(&pBodyFrame);
                }
            }
            else {
                hr = m_pBodyFrameReader->AcquireLatestFrame(&pBodyFrame);
            }
            SafeRelease(pBodyFrameReference);
        }



        if (options & Update::Color && options & Update::Depth) {




            if (options & Update::BodyIndex && options & Update::MapColorToDepth) {
                if (m_bDepthColorMapCalculated) {
                    IBodyIndexFrameReference* pBodyIndexFrameReference = NULL;

                    hr = pMultiSourceFrame->get_BodyIndexFrameReference(&pBodyIndexFrameReference);
                    if (SUCCEEDED(hr))
                    {
                        hr = pBodyIndexFrameReference->AcquireFrame(&pBodyIndexFrame);
                    }

                    SafeRelease(pBodyIndexFrameReference);
                }
            }
        }
    }

    if (pBodyFrame) {
        UpdateBody(pBodyFrame);

    }
    if (pColorFrame) {
        UpdateColor(pColorFrame);
    }

    if (pDepthFrame) {
        UpdateDepth(pDepthFrame);


        if (options & Update::MapDepthToColor) {
            CalculateColorDepthMap();
            if (m_bColorDepthMapCalculated)
                ProcessDepthToColor(m_pDepth, m_nDepthWidth, m_nDepthHeight, m_pColorDepthMap, m_nColorWidth, m_nColorHeight);
        }

        if (options & Update::MapColorToDepth) {
            CalculateDepthColorMap();
            if (m_bDepthColorMapCalculated) {
                ProcessColorToDepth(m_pColorRGBX, m_nColorWidth, m_nColorHeight, m_pDepthColorMap, m_nDepthWidth, m_nDepthHeight);

                if (pBodyIndexFrame) {
                    UpdateBodyIndex(pBodyIndexFrame);
                }
            }

        }
    }


    SafeRelease(pColorFrame);
    SafeRelease(pDepthFrame);
    SafeRelease(pBodyFrame);
    SafeRelease(pBodyIndexFrame);
    SafeRelease(pMultiSourceFrame);
#else

    m_nDepthWidth = CAPTURE_SIZE_X_DEPTH;
    m_nDepthHeight = CAPTURE_SIZE_Y_DEPTH;

    m_nColorWidth = CAPTURE_SIZE_X_COLOR;
    m_nColorHeight = CAPTURE_SIZE_Y_COLOR;

    if (options & Update::MapDepthToColor) {
        CalculateColorDepthMap();
        if (m_bColorDepthMapCalculated)
            ProcessDepthToColor(m_pDepth, m_nDepthWidth, m_nDepthHeight, m_pColorDepthMap, m_nColorWidth, m_nColorHeight);
    }

    if (options & Update::MapColorToDepth) {
        CalculateDepthColorMap();
        if (m_bDepthColorMapCalculated) {
            ProcessColorToDepth(m_pColorRGBX, m_nColorWidth, m_nColorHeight, m_pDepthColorMap, m_nDepthWidth, m_nDepthHeight);

        }

    }

    UpdateBodyIndex(NULL);

#endif
}
Пример #10
0
void MainScene::update(float dt)
{
   UpdatePhysics();
   UpdateBody();
}