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Diffstat (limited to 'Client/Source/Phy2D/Tests/test_p2d.cpp')
-rw-r--r-- | Client/Source/Phy2D/Tests/test_p2d.cpp | 625 |
1 files changed, 625 insertions, 0 deletions
diff --git a/Client/Source/Phy2D/Tests/test_p2d.cpp b/Client/Source/Phy2D/Tests/test_p2d.cpp new file mode 100644 index 0000000..9d27db8 --- /dev/null +++ b/Client/Source/Phy2D/Tests/test_p2d.cpp @@ -0,0 +1,625 @@ +#include "test.h" +#if TEST == TEST_P2D + +#include "libfixmath/libfixmath/fixmath.h" +#include <iostream> +#include <time.h> +#include <math.h> +#include "SDL2/SDL.h" +#include "../Rendering/Visualize.h" +#include "imgui/imgui.h" +#include "imgui/backends/imgui_impl_opengl2.h" +#include "imgui/backends/imgui_impl_sdl.h" + +#include "../Phy2D.h" + +using namespace std; +using namespace Phy2D; + +namespace +{ + Body bodies[200]; + Joint joints[100]; + + Body* bomb = NULL; + + float timeStep = 1.0f / 60.0f; + int iterations = 10; + Vec2 gravity(0.0f, -10.0f); + + int numBodies = 0; + int numJoints = 0; + + int demoIndex = 0; + + int width = 1280; + int height = 720; + float zoom = 10.0f; + float pan_y = 8.0f; + + World world(gravity, iterations); +} + +static void DrawBody(Body* body) +{ + Mat22 R(body->rotation); + Vec2 x = body->position; + Vec2 h = 0.5f * body->width; + + Vec2 v1 = x + R * Vec2(-h.x, -h.y); + Vec2 v2 = x + R * Vec2(h.x, -h.y); + Vec2 v3 = x + R * Vec2(h.x, h.y); + Vec2 v4 = x + R * Vec2(-h.x, h.y); + + if (body == bomb) + glColor3f(0.4f, 0.9f, 0.4f); + else + glColor3f(0.8f, 0.8f, 0.9f); + + glBegin(GL_LINE_LOOP); + glVertex2f(v1.x, v1.y); + glVertex2f(v2.x, v2.y); + glVertex2f(v3.x, v3.y); + glVertex2f(v4.x, v4.y); + glEnd(); +} + +static void DrawJoint(Joint* joint) +{ + Body* b1 = joint->body1; + Body* b2 = joint->body2; + + Mat22 R1(b1->rotation); + Mat22 R2(b2->rotation); + + Vec2 x1 = b1->position; + Vec2 p1 = x1 + R1 * joint->localAnchor1; + + Vec2 x2 = b2->position; + Vec2 p2 = x2 + R2 * joint->localAnchor2; + + glColor3f(0.5f, 0.5f, 0.8f); + glBegin(GL_LINES); + glVertex2f(x1.x, x1.y); + glVertex2f(p1.x, p1.y); + glVertex2f(x2.x, x2.y); + glVertex2f(p2.x, p2.y); + glEnd(); +} + +static void Demo1(Body* b, Joint* j) +{ + float x, y; + + b->Set(Vec2(100.0f, 20.0f), NUMBER_MAX); + b->position.Set(0.0f, (number)-0.5f * b->width.y); + world.Add(b); + ++b; ++numBodies; + + b->Set(Vec2(1.0f, 1.0f), 200.0f); + b->position.Set(0.0f, 4.0f); + world.Add(b); + ++b; ++numBodies; +} + +// A simple pendulum +static void Demo2(Body* b, Joint* j) +{ + Body* b1 = b + 0; + b1->Set(Vec2(100.0f, 20.0f), NUMBER_MAX); + b1->friction = 0.2f; + b1->position.Set(0.0f, (number)-0.5f * b1->width.y); + b1->rotation = 0.0f; + world.Add(b1); + + Body* b2 = b + 1; + b2->Set(Vec2(1.0f, 1.0f), 100.0f); + b2->friction = 0.2f; + b2->position.Set(9.0f, 11.0f); + b2->rotation = 0.0f; + world.Add(b2); + + numBodies += 2; + + j->Set(b1, b2, Vec2(0.0f, 11.0f)); + world.Add(j); + + numJoints += 1; +} + +// Varying friction coefficients +static void Demo3(Body* b, Joint* j) +{ + b->Set(Vec2(100.0f, 20.0f), NUMBER_MAX); + b->position.Set(0.0f, (number)-0.5f * b->width.y); + world.Add(b); + ++b; ++numBodies; + + b->Set(Vec2(13.0f, 0.25f), NUMBER_MAX); + b->position.Set(-2.0f, 11.0f); + b->rotation = -0.25f; + world.Add(b); + ++b; ++numBodies; + + b->Set(Vec2(0.25f, 1.0f), NUMBER_MAX); + b->position.Set(5.25f, 9.5f); + world.Add(b); + ++b; ++numBodies; + + b->Set(Vec2(13.0f, 0.25f), NUMBER_MAX); + b->position.Set(2.0f, 7.0f); + b->rotation = 0.25f; + world.Add(b); + ++b; ++numBodies; + + b->Set(Vec2(0.25f, 1.0f), NUMBER_MAX); + b->position.Set(-5.25f, 5.5f); + world.Add(b); + ++b; ++numBodies; + + b->Set(Vec2(13.0f, 0.25f), NUMBER_MAX); + b->position.Set(-2.0f, 3.0f); + b->rotation = -0.25f; + world.Add(b); + ++b; ++numBodies; + + float friction[5] = { 0.75f, 0.5f, 0.35f, 0.1f, 0.0f }; + for (int i = 0; i < 5; ++i) + { + b->Set(Vec2(0.5f, 0.5f), 25.0f); + b->friction = friction[i]; + b->position.Set(-7.5f + 2.0f * i, 14.0f); + world.Add(b); + ++b; ++numBodies; + } +} + +// A vertical stack +static void Demo4(Body* b, Joint* j) +{ + b->Set(Vec2(100.0f, 20.0f), NUMBER_MAX); + b->friction = 0.2f; + b->position.Set(0.0f, (number)-0.5f * b->width.y); + b->rotation = 0.0f; + world.Add(b); + ++b; ++numBodies; + + for (int i = 0; i < 10; ++i) + { + b->Set(Vec2(1.0f, 1.0f), 1.0f); + b->friction = 0.2f; + //float x = Random(-0.1f, 0.1f); + float x = 0; + b->position.Set(x, 0.51f + 1.05f * i); + world.Add(b); + ++b; ++numBodies; + } +} + +// A pyramid +static void Demo5(Body* b, Joint* j) +{ + b->Set(Vec2(100.0f, 20.0f), NUMBER_MAX); + b->friction = 0.2f; + b->position.Set(0.0f, (number)-0.5f * b->width.y); + b->rotation = 0.0f; + world.Add(b); + ++b; ++numBodies; + + Vec2 x(-6.0f, 0.75f); + Vec2 y; + + for (int i = 0; i < 12; ++i) + { + y = x; + + for (int j = i; j < 12; ++j) + { + b->Set(Vec2(1.0f, 1.0f), 10.0f); + b->friction = 0.2f; + b->position = y; + world.Add(b); + ++b; ++numBodies; + + y += Vec2(1.125f, 0.0f); + } + + //x += Vec2(0.5625f, 1.125f); + x += Vec2(0.5625f, 2.0f); + } +} + +// A teeter +static void Demo6(Body* b, Joint* j) +{ + Body* b1 = b + 0; + b1->Set(Vec2(100.0f, 20.0f), NUMBER_MAX); + b1->position.Set(0.0f, (number)-0.5f * b1->width.y); + world.Add(b1); + + Body* b2 = b + 1; + b2->Set(Vec2(12.0f, 0.25f), 100.0f); + b2->position.Set(0.0f, 1.0f); + world.Add(b2); + + Body* b3 = b + 2; + b3->Set(Vec2(0.5f, 0.5f), 25.0f); + b3->position.Set(-5.0f, 2.0f); + world.Add(b3); + + Body* b4 = b + 3; + b4->Set(Vec2(0.5f, 0.5f), 25.0f); + b4->position.Set(-5.5f, 2.0f); + world.Add(b4); + + Body* b5 = b + 4; + b5->Set(Vec2(1.0f, 1.0f), 100.0f); + b5->position.Set(5.5f, 15.0f); + world.Add(b5); + + numBodies += 5; + + j->Set(b1, b2, Vec2(0.0f, 1.0f)); + world.Add(j); + + numJoints += 1; +} + +// A suspension bridge +static void Demo7(Body* b, Joint* j) +{ + b->Set(Vec2(100.0f, 20.0f), NUMBER_MAX); + b->friction = 0.2f; + b->position.Set(0.0f, (number)-0.5f * b->width.y); + b->rotation = 0.0f; + world.Add(b); + ++b; ++numBodies; + + const int numPlanks = 15; + float mass = 50.0f; + + for (int i = 0; i < numPlanks; ++i) + { + b->Set(Vec2(1.0f, 0.25f), mass); + b->friction = 0.2f; + b->position.Set(-8.5f + 1.25f * i, 5.0f); + world.Add(b); + ++b; ++numBodies; + } + + // Tuning + float frequencyHz = 2.0f; + float dampingRatio = 0.7f; + + // frequency in radians + float omega = (number)2.0f * fix16_pi * frequencyHz; + + // damping coefficient + float d = 2.0f * mass * dampingRatio * omega; + + // spring stifness + float k = mass * omega * omega; + + // magic formulas + float softness = 1.0f / (d + timeStep * k); + float biasFactor = timeStep * k / (d + timeStep * k); + + for (int i = 0; i < numPlanks; ++i) + { + j->Set(bodies + i, bodies + i + 1, Vec2(-9.125f + 1.25f * i, 5.0f)); + j->softness = softness; + j->biasFactor = biasFactor; + + world.Add(j); + ++j; ++numJoints; + } + + j->Set(bodies + numPlanks, bodies, Vec2(-9.125f + 1.25f * numPlanks, 5.0f)); + j->softness = softness; + j->biasFactor = biasFactor; + world.Add(j); + ++j; ++numJoints; +} + +// Dominos +static void Demo8(Body* b, Joint* j) +{ + Body* b1 = b; + b->Set(Vec2(100.0f, 20.0f), NUMBER_MAX); + b->position.Set(0.0f, (number)-0.5f * b->width.y); + world.Add(b); + ++b; ++numBodies; + + b->Set(Vec2(12.0f, 0.5f), NUMBER_MAX); + b->position.Set(-1.5f, 10.0f); + world.Add(b); + ++b; ++numBodies; + + for (int i = 0; i < 10; ++i) + { + b->Set(Vec2(0.2f, 2.0f), 10.0f); + b->position.Set(-6.0f + 1.0f * i, 11.125f); + b->friction = 0.1f; + world.Add(b); + ++b; ++numBodies; + } + + b->Set(Vec2(14.0f, 0.5f), NUMBER_MAX); + b->position.Set(1.0f, 6.0f); + b->rotation = 0.3f; + world.Add(b); + ++b; ++numBodies; + + Body* b2 = b; + b->Set(Vec2(0.5f, 3.0f), NUMBER_MAX); + b->position.Set(-7.0f, 4.0f); + world.Add(b); + ++b; ++numBodies; + + Body* b3 = b; + b->Set(Vec2(12.0f, 0.25f), 20.0f); + b->position.Set(-0.9f, 1.0f); + world.Add(b); + ++b; ++numBodies; + + j->Set(b1, b3, Vec2(-2.0f, 1.0f)); + world.Add(j); + ++j; ++numJoints; + + Body* b4 = b; + b->Set(Vec2(0.5f, 0.5f), 10.0f); + b->position.Set(-10.0f, 15.0f); + world.Add(b); + ++b; ++numBodies; + + j->Set(b2, b4, Vec2(-7.0f, 15.0f)); + world.Add(j); + ++j; ++numJoints; + + Body* b5 = b; + b->Set(Vec2(2.0f, 2.0f), 20.0f); + b->position.Set(6.0f, 2.5f); + b->friction = 0.1f; + world.Add(b); + ++b; ++numBodies; + + j->Set(b1, b5, Vec2(6.0f, 2.6f)); + world.Add(j); + ++j; ++numJoints; + + Body* b6 = b; + b->Set(Vec2(2.0f, 0.2f), 10.0f); + b->position.Set(6.0f, 3.6f); + world.Add(b); + ++b; ++numBodies; + + j->Set(b5, b6, Vec2(7.0f, 3.5f)); + world.Add(j); + ++j; ++numJoints; +} + +// A multi-pendulum +static void Demo9(Body* b, Joint* j) +{ + b->Set(Vec2(100.0f, 20.0f), NUMBER_MAX); + b->friction = 0.2f; + b->position.Set(0.0f, (number)-0.5f * b->width.y); + b->rotation = 0.0f; + world.Add(b); + + Body * b1 = b; + ++b; + ++numBodies; + + float mass = 10.0f; + + // Tuning + float frequencyHz = 4.0f; + float dampingRatio = 0.7f; + + // frequency in radians + float omega = (number) 2.0f * fix16_pi * frequencyHz; + + // damping coefficient + float d = 2.0f * mass * dampingRatio * omega; + + // spring stiffness + float k = mass * omega * omega; + + // magic formulas + float softness = 1.0f / (d + timeStep * k); + float biasFactor = timeStep * k / (d + timeStep * k); + + const float y = 12.0f; + + for (int i = 0; i < 15; ++i) + { + Vec2 x(0.5f + i, y); + b->Set(Vec2(0.75f, 0.25f), mass); + b->friction = 0.2f; + b->position = x; + b->rotation = 0.0f; + world.Add(b); + + j->Set(b1, b, Vec2(float(i), y)); + j->softness = softness; + j->biasFactor = biasFactor; + world.Add(j); + + b1 = b; + ++b; + ++numBodies; + ++j; + ++numJoints; + } +} + +static void InitDemo() +{ + world.Clear(); + numBodies = 0; + numJoints = 0; + bomb = NULL; + + demoIndex = 0; + Demo8(bodies, joints); +} + +int main(int argc, char **argv) { + + // Setup SDL + // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, + // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // Setup window + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Phy2D", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, window_flags); + SDL_GLContext gl_context = SDL_GL_CreateContext(window); + + if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) { + std::cerr << "Failed to initialize the OpenGL context." << std::endl; + exit(1); + } + + SDL_GL_MakeCurrent(window, gl_context); + SDL_GL_SetSwapInterval(1); // Enable vsync + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + + // Setup Platform/Renderer backends + ImGui_ImplSDL2_InitForOpenGL(window, gl_context); + ImGui_ImplOpenGL2_Init(); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + float aspect = float(width) / float(height); + if (width >= height) + { + // aspect >= 1, set the height from -1 to 1, with larger width + glOrtho(-zoom * aspect, zoom * aspect, -zoom + pan_y, zoom + pan_y, -1.0, 1.0); + } + else + { + // aspect < 1, set the width to -1 to 1, with larger height + glOrtho(-zoom, zoom, -zoom / aspect + pan_y, zoom / aspect + pan_y, -1.0, 1.0); + } + + InitDemo(); + + // Main loop + bool done = false; + while (!done) + { + //glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClearColor(0, 0, 0, 0); + glClear(GL_COLOR_BUFFER_BIT); + + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // Rendering + ImGui::Render(); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + world.Step(timeStep); + + for (int i = 0; i < numBodies; ++i) + DrawBody(bodies + i); + + for (int i = 0; i < numJoints; ++i) + DrawJoint(joints + i); + + glPointSize(4.0f); + glColor3f(1.0f, 0.0f, 0.0f); + glBegin(GL_POINTS); + std::map<ArbiterKey, Arbiter>::const_iterator iter; + for (iter = world.arbiters.begin(); iter != world.arbiters.end(); ++iter) + { + const Arbiter& arbiter = iter->second; + for (int i = 0; i < arbiter.numContacts; ++i) + { + Vec2 p = arbiter.contacts[i].position; + glVertex2f(p.x, p.y); + } + } + glEnd(); + glPointSize(1.0f); + + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + SDL_GL_SwapWindow(window); + } + + // Cleanup + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + SDL_GL_DeleteContext(gl_context); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} + +#endif
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