Compare commits
2 Commits
198b45b5a9
...
b0f893faed
Author | SHA1 | Date |
---|---|---|
wuyize | b0f893faed | |
wuyize | 05347b94e0 |
|
@ -20,34 +20,63 @@ DemoWorld::DemoWorld()
|
||||||
actor3->setPosition({ -1,0,-1 });
|
actor3->setPosition({ -1,0,-1 });
|
||||||
auto sponza = std::make_shared<Actor>("Models\\Sponza\\Sponza.gltf");
|
auto sponza = std::make_shared<Actor>("Models\\Sponza\\Sponza.gltf");
|
||||||
sponza->setScale(glm::vec3(2));
|
sponza->setScale(glm::vec3(2));
|
||||||
|
|
||||||
auto particle = std::make_shared<Particle>(10);
|
|
||||||
particle->setSpeed(glm::vec3(-1, 0, 0));
|
|
||||||
particle->setPosition({ 4, 5, 0 });
|
|
||||||
//particle->addForce(std::make_shared<Force>(glm::vec3(0.f, -particle->getMass() * 9.8f, 0.f)));
|
|
||||||
auto particle2 = std::make_shared<Particle>(10, "Models\\pallet_wood\\pallet_wood.gltf");
|
|
||||||
particle2->setSpeed(glm::vec3(1, 0, 0));
|
|
||||||
particle2->setPosition({ 6, 5, 0 });
|
|
||||||
particle2->setScale(glm::vec3{ 0.002 });
|
|
||||||
|
|
||||||
auto particle3 = std::make_shared<Particle>(10);
|
|
||||||
particle3->setSpeed(glm::vec3(0, 1, 0));
|
|
||||||
particle3->setPosition({ 6, 7, 0 });
|
|
||||||
|
|
||||||
auto shoot = std::make_shared<Actor>("Models\\shootgun\\scene.gltf");
|
auto shoot = std::make_shared<Actor>("Models\\shootgun\\scene.gltf");
|
||||||
shoot->setPosition({ 5,0,-1 });
|
shoot->setPosition({ 5,0,-1 });
|
||||||
shoot->setScale(glm::vec3{ 50 });
|
shoot->setScale(glm::vec3{ 50 });
|
||||||
|
|
||||||
physicsManager.addSpring(particle, particle2, 2, 10, 0);
|
|
||||||
physicsManager.addSpring(particle2, particle3, 2, 10, 0);
|
|
||||||
|
|
||||||
addActor(actor);
|
addActor(actor);
|
||||||
addActor(actor2);
|
addActor(actor2);
|
||||||
addActor(actor3);
|
addActor(actor3);
|
||||||
addActor(sponza);
|
addActor(sponza);
|
||||||
addActor(particle);
|
|
||||||
addActor(particle2);
|
|
||||||
addActor(particle3);
|
|
||||||
addActor(shoot);
|
addActor(shoot);
|
||||||
|
|
||||||
|
|
||||||
|
float boardMass = 10;
|
||||||
|
glm::vec3 boardScale(0.01);
|
||||||
|
auto boardFilePath = "Models\\pallet_wood\\pallet_wood.gltf";
|
||||||
|
|
||||||
|
|
||||||
|
int particleCount = 5;
|
||||||
|
for (int i = 0; i < particleCount; i++)
|
||||||
|
{
|
||||||
|
auto particle = std::make_shared<Particle>(boardMass, boardFilePath);
|
||||||
|
particle->setPosition({ 0, 8, glm::mix(-3.1f,2.f,(double)i / (particleCount - 1)) });
|
||||||
|
particle->setScale(boardScale);
|
||||||
|
if (i == 0 || i == particleCount - 1)
|
||||||
|
{
|
||||||
|
particle->setFixed(true);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
particle->enableGravity();
|
||||||
|
}
|
||||||
|
particles.push_back(particle);
|
||||||
|
addActor(particle);
|
||||||
|
|
||||||
|
if (i != 0)
|
||||||
|
{
|
||||||
|
float ks = 300, kd = 100;
|
||||||
|
physicsManager.addSpring(particles[i - 1], particle, 0.005, ks, kd);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void DemoWorld::logicalTick(float deltaTime)
|
||||||
|
{
|
||||||
|
World::logicalTick(deltaTime);
|
||||||
|
for (int i = 0; i < particles.size(); i++)
|
||||||
|
{
|
||||||
|
glm::vec3 d;
|
||||||
|
if (i == 0)
|
||||||
|
d = glm::normalize(particles[i + 1]->getPosition() - particles[i]->getPosition());
|
||||||
|
else if (i == particles.size() - 1)
|
||||||
|
d = glm::normalize(particles[i]->getPosition() - particles[i - 1]->getPosition());
|
||||||
|
else
|
||||||
|
{
|
||||||
|
auto dL = particles[i + 1]->getPosition() - particles[i]->getPosition();
|
||||||
|
auto dR = particles[i]->getPosition() - particles[i - 1]->getPosition();
|
||||||
|
d = (glm::normalize(dL) + glm::normalize(dR)) / 2.f;
|
||||||
|
}
|
||||||
|
particles[i]->setRotaion(glm::rotation(glm::vec3(0, 0, 1), d));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -5,5 +5,8 @@ class DemoWorld : public World
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
DemoWorld();
|
DemoWorld();
|
||||||
|
virtual void logicalTick(float deltaTime) override;
|
||||||
|
private:
|
||||||
|
std::vector<std::shared_ptr<Particle>> particles;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -23,8 +23,15 @@ void Particle::logicalTick(float deltaTime)
|
||||||
for (auto& force : forces)
|
for (auto& force : forces)
|
||||||
resultantForce += force->value;
|
resultantForce += force->value;
|
||||||
|
|
||||||
auto pos = getPosition() + speed * deltaTime + 0.5f * resultantForce / mass * deltaTime * deltaTime;
|
if (fixed)
|
||||||
|
{
|
||||||
|
speed = glm::vec3(0);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//auto pos = getPosition() + speed * deltaTime + 0.5f * resultantForce / mass * deltaTime * deltaTime;
|
||||||
speed += resultantForce / mass * deltaTime;
|
speed += resultantForce / mass * deltaTime;
|
||||||
|
auto pos = getPosition() + speed * deltaTime;
|
||||||
//if (speed.y < 0 && pos.y < 0.4)
|
//if (speed.y < 0 && pos.y < 0.4)
|
||||||
//{
|
//{
|
||||||
// speed.y = -speed.y;
|
// speed.y = -speed.y;
|
||||||
|
@ -32,6 +39,8 @@ void Particle::logicalTick(float deltaTime)
|
||||||
setPosition(pos);
|
setPosition(pos);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
void Particle::draw(const RenderPassContext& context, Shader& shader)
|
void Particle::draw(const RenderPassContext& context, Shader& shader)
|
||||||
{
|
{
|
||||||
Actor::draw(context, shader);
|
Actor::draw(context, shader);
|
||||||
|
@ -57,9 +66,10 @@ void Particle::draw(const RenderPassContext& context, Shader& shader)
|
||||||
}
|
}
|
||||||
|
|
||||||
debugShader.use();
|
debugShader.use();
|
||||||
|
gl->DepthMask(false);
|
||||||
debugShader.setUniformValue("projection", *context.projection);
|
debugShader.setUniformValue("projection", *context.projection);
|
||||||
debugShader.setUniformValue("view", *context.view);
|
debugShader.setUniformValue("view", *context.view);
|
||||||
glm::mat4 modelMatrix = glm::translate(glm::mat4(1), getPosition()) * glm::mat4_cast(getRotation()) * glm::scale(glm::mat4(1), glm::vec3(glm::abs(resultantForce / mass)));
|
glm::mat4 modelMatrix = glm::translate(glm::mat4(1), getPosition());// *glm::scale(glm::mat4(1), glm::vec3(glm::abs(resultantForce / mass)));
|
||||||
gl->BindVertexArray(vao);
|
gl->BindVertexArray(vao);
|
||||||
for (auto& force : forces)
|
for (auto& force : forces)
|
||||||
{
|
{
|
||||||
|
@ -68,6 +78,7 @@ void Particle::draw(const RenderPassContext& context, Shader& shader)
|
||||||
gl->DrawArrays(GL_LINES, 0, 2);
|
gl->DrawArrays(GL_LINES, 0, 2);
|
||||||
}
|
}
|
||||||
gl->BindVertexArray(0);
|
gl->BindVertexArray(0);
|
||||||
|
gl->DepthMask(true);
|
||||||
shader.use();
|
shader.use();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -96,3 +107,13 @@ void Particle::setSpeed(const glm::vec3& speed)
|
||||||
{
|
{
|
||||||
this->speed = speed;
|
this->speed = speed;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Particle::setFixed(bool fixed)
|
||||||
|
{
|
||||||
|
this->fixed = fixed;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Particle::enableGravity()
|
||||||
|
{
|
||||||
|
addForce(std::make_shared<Force>(glm::vec3(0.f, -getMass() * 9.80665f, 0.f)));
|
||||||
|
}
|
||||||
|
|
|
@ -21,8 +21,12 @@ public:
|
||||||
float getMass();
|
float getMass();
|
||||||
glm::vec3 getSpeed();
|
glm::vec3 getSpeed();
|
||||||
void setSpeed(const glm::vec3& speed);
|
void setSpeed(const glm::vec3& speed);
|
||||||
|
void setFixed(bool fixed);
|
||||||
|
void enableGravity();
|
||||||
private:
|
private:
|
||||||
|
bool fixed = false;
|
||||||
float mass;
|
float mass;
|
||||||
|
glm::vec3 acceleration = glm::vec3(0);
|
||||||
glm::vec3 speed = glm::vec3(0.f);
|
glm::vec3 speed = glm::vec3(0.f);
|
||||||
std::set<std::shared_ptr<Force>> forces;
|
std::set<std::shared_ptr<Force>> forces;
|
||||||
glm::vec3 resultantForce = glm::vec3(0);
|
glm::vec3 resultantForce = glm::vec3(0);
|
||||||
|
|
|
@ -25,6 +25,7 @@ void PhysicsManager::addSpring(std::shared_ptr<Particle> p1, std::shared_ptr<Par
|
||||||
auto d = glm::distance(p1.getPosition(), p2.getPosition());
|
auto d = glm::distance(p1.getPosition(), p2.getPosition());
|
||||||
float dt = 1.f;
|
float dt = 1.f;
|
||||||
auto vd = glm::distance(p1.getPosition() + p1.getSpeed() * dt, p2.getPosition() + p2.getSpeed() * dt) / dt;
|
auto vd = glm::distance(p1.getPosition() + p1.getSpeed() * dt, p2.getPosition() + p2.getSpeed() * dt) / dt;
|
||||||
|
if (d == 0) return glm::vec3(0);
|
||||||
return -(ks * (d - length) + kd * vd) * (p1.getPosition() - p2.getPosition()) / d;
|
return -(ks * (d - length) + kd * vd) * (p1.getPosition() - p2.getPosition()) / d;
|
||||||
}, f1, f2);
|
}, f1, f2);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue