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main.cpp
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#include <GL/glut.h>
#include <iostream>
#include "physics.h"
constexpr int N = 30;
std::unique_ptr<ClothSimulation> Sim{new ClothSimulation(
N * N,
0.05f,
20000.0f,
0.1f,
2.f,
glm::vec3(0, -9.81f, 0)
)};
bool InitGL()
{
// for(int i = 0; i < Sim->n; ++i) {
// Sim->getMass(Sim->getIdx(i, Sim->n - 1)).vel.z = 10.f;
// }
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
return true;
}
void changeSize(int w, int h)
{
if(h == 0) h = 1;
float ratio = w * 1.0 / h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, w, h);
gluPerspective(45.0f, ratio, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW);
}
void Update()
{
Sim->operate(0.001f);
}
void renderScene(void)
{
glMatrixMode(GL_MODELVIEW);
// Reset The Modelview Matrix
glLoadIdentity();
// Position Camera 40 Meters Up In Z-Direction.
// Set The Up Vector In Y-Direction So That +X Directs To Right And +Y Directs To Up On The Window.
gluLookAt(0, 0, 10, 0, 0, 0, 0, 1, 0);
// Clear Screen And Depth Buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Update();
// Start Drawing The Rope.
glColor3ub(255, 255, 0);
for(const auto& spring : Sim->springs) {
const glm::vec3& pos1 = spring->mass1->pos;
const glm::vec3& pos2 = spring->mass2->pos;
//std::cout << std::format("{} {} {}\n", pos1.x, pos1.y, pos1.z);
glLineWidth(4);
glBegin(GL_LINES);
glVertex3f(pos1.x, pos1.y, pos1.z);
glVertex3f(pos2.x, pos2.y, pos2.z);
glEnd();
}
// Drawing The Rope Ends Here.
// Flush The GL Rendering Pipeline
glFlush();
glutSwapBuffers();
}
void processNormalKeys(unsigned char key, int x, int y)
{
switch(key)
{
case 'r':
for(int i = 0; i < 2; ++i) {
Sim->fixVel[i] = glm::vec3();
}
break;
case 27:
exit(0);
case 'd':
Sim->fixPos[0].x += 0.05f;
break;
case 'a':
Sim->fixPos[0].x -= 0.05f;
break;
case 'w':
Sim->fixPos[0].y += 0.05f;
break;
case 's':
Sim->fixPos[0].y -= 0.05f;
break;
case 'l':
Sim->fixPos[1].x += 0.05f;
break;
case 'j':
Sim->fixPos[1].x -= 0.05f;
break;
case 'i':
Sim->fixPos[1].y += 0.05f;
break;
case 'k':
Sim->fixPos[1].y -= 0.05f;
break;
}
}
void processSpecialKeys(int key, int x, int y)
{
switch(key)
{
case 'd':
Sim->fixVel[0].x += 1.0f;
break;
case 'a':
Sim->fixVel[0].x -= 1.0f;
break;
case 'w':
Sim->fixVel[0].y += 1.0f;
break;
case 's':
Sim->fixVel[0].y -= 1.0f;
break;
case 'l':
Sim->fixVel[1].x += 1.0f;
break;
case 'j':
Sim->fixVel[1].x -= 1.0f;
break;
case 'i':
Sim->fixVel[1].y += 1.0f;
break;
case 'k':
Sim->fixVel[1].y -= 1.0f;
break;
}
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100,100);
glutInitWindowSize(640,640);
glutCreateWindow("Cloth Simulation");
glutDisplayFunc(renderScene);
glutReshapeFunc(changeSize);
glutIdleFunc(renderScene);
if(!InitGL()) {
std::cout << "Initialization Failed.\n";
return 1;
}
glutKeyboardFunc(processNormalKeys);
//glutSpecialFunc(processSpecialKeys);
glutMainLoop();
return 0;
}