-
Notifications
You must be signed in to change notification settings - Fork 96
/
main.cpp
173 lines (150 loc) · 4.2 KB
/
main.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
/*
Copyright (c) 2013 Randy Gaul http://RandyGaul.net
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "Precompiled.h"
#define ESC_KEY 27
Scene scene( 1.0f / 60.0f, 10 );
Clock g_Clock;
bool frameStepping = false;
bool canStep = false;
void Mouse( int button, int state, int x, int y )
{
x /= 10.0f;
y /= 10.0f;
if(state == GLUT_DOWN)
switch(button)
{
case GLUT_LEFT_BUTTON:
{
PolygonShape poly;
uint32 count = (uint32)Random( 3, MaxPolyVertexCount );
Vec2 *vertices = new Vec2[count];
real e = Random( 5, 10 );
for(uint32 i = 0; i < count; ++i)
vertices[i].Set( Random( -e, e ), Random( -e, e ) );
poly.Set( vertices, count );
Body *b = scene.Add( &poly, x, y );
b->SetOrient( Random( -PI, PI ) );
b->restitution = 0.2f;
b->dynamicFriction = 0.2f;
b->staticFriction = 0.4f;
delete [] vertices;
}
break;
case GLUT_RIGHT_BUTTON:
{
Circle c( Random( 1.0f, 3.0f ) );
Body *b = scene.Add( &c, x, y );
}
break;
}
}
void Keyboard(unsigned char key, int x, int y)
{
switch(key)
{
case ESC_KEY:
exit( 0 );
break;
case 's':
{
//Circle c( 25.0f );
//scene.Add( &c, 400 + (rand( ) % 250) * ((rand( ) % 2 == 1) ? 1 : -1), 50 );
//OBB obb;
//real e = Random( 10.0f, 35.0f );
//obb.extents.Set( e, e );
//Body *b = scene.Add( &obb, 400 + (rand( ) % 250) * ((rand( ) % 2 == 1) ? 1 : -1), 50 );
//b->SetOrient( PI / 4.0f );
//b->restitution = 0.2f;
//b->dynamicFriction = 0.2f;
//b->staticFriction = 0.4f;
}
break;
case 'd':
{
//Circle c( 25.0f );
//scene.Add( &c, 420, 50 );
}
break;
case 'f':
frameStepping = frameStepping ? false : true;
break;
case ' ':
canStep = true;
break;
}
}
void PhysicsLoop( void )
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
RenderString( 1, 2, "Left click to spawn a polygon" );
RenderString( 1, 4, "Right click to spawn a circle" );
static double accumulator = 0;
// Different time mechanisms for Linux and Windows
#ifdef WIN32
accumulator += g_Clock.Elapsed( );
#else
accumulator += g_Clock.Elapsed( ) / static_cast<double>(std::chrono::duration_cast<clock_freq>(std::chrono::seconds(1)).count());
#endif
g_Clock.Start( );
accumulator = Clamp( 0.0f, 0.1f, accumulator );
while(accumulator >= dt)
{
if(!frameStepping)
scene.Step( );
else
{
if(canStep)
{
scene.Step( );
canStep = false;
}
}
accumulator -= dt;
}
g_Clock.Stop( );
scene.Render( );
glutSwapBuffers( );
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE );
glutInitWindowSize( 800, 600 );
glutCreateWindow( "PhyEngine" );
glutDisplayFunc( PhysicsLoop );
glutKeyboardFunc( Keyboard );
glutMouseFunc( Mouse );
glutIdleFunc( PhysicsLoop );
glMatrixMode( GL_PROJECTION );
glPushMatrix( );
glLoadIdentity( );
gluOrtho2D( 0, 80, 60, 0 );
glMatrixMode( GL_MODELVIEW );
glPushMatrix( );
glLoadIdentity( );
Circle c( 5.0f );
Body *b = scene.Add( &c, 40, 40 );
b->SetStatic( );
PolygonShape poly;
poly.SetBox( 30.0f, 1.0f );
b = scene.Add( &poly, 40, 55 );
b->SetStatic( );
b->SetOrient( 0 );
srand( 1 );
glutMainLoop( );
return 0;
}