aboutsummaryrefslogtreecommitdiff
path: root/Client/Source/Phy2D/Tests/test_p2d.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'Client/Source/Phy2D/Tests/test_p2d.cpp')
-rw-r--r--Client/Source/Phy2D/Tests/test_p2d.cpp625
1 files changed, 0 insertions, 625 deletions
diff --git a/Client/Source/Phy2D/Tests/test_p2d.cpp b/Client/Source/Phy2D/Tests/test_p2d.cpp
index 9050ccd..e69de29 100644
--- a/Client/Source/Phy2D/Tests/test_p2d.cpp
+++ b/Client/Source/Phy2D/Tests/test_p2d.cpp
@@ -1,625 +0,0 @@
-#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;
- Demo5(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 \ No newline at end of file