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- /** Program that drops many bodies so that they stack onto each other to test
- this kind of behavior as well as a performance during it, also applies some
- basic smoothing of movement and rotation. */
- //#define FPS 10
- #include "helper.h"
- TPE_Vec3 environmentDistance(TPE_Vec3 p, TPE_Unit maxD)
- {
- TPE_ENV_START( TPE_envHalfPlane(p,TPE_vec3(0,0,0),TPE_vec3(TPE_F / 2,TPE_F / 2,0)),p )
- TPE_ENV_NEXT( TPE_envHalfPlane(p,TPE_vec3(0,0,0),TPE_vec3(-1 * TPE_F / 2,TPE_F / 2,-1 * TPE_F / 2)),p )
- TPE_ENV_NEXT( TPE_envHalfPlane(p,TPE_vec3(0,0,0),TPE_vec3(-1 * TPE_F / 2,TPE_F / 2,TPE_F / 2)),p )
- TPE_ENV_END
- }
- unsigned long timeMeasure = 0;
- TPE_Vec3 bodyPositions[16];
- TPE_Vec3 bodyOrientations[16];
- // tries to smooth orientation by averaging it over 2 frames
- TPE_Unit updateOrientation(TPE_Unit new, TPE_Unit old)
- {
- return TPE_abs(new - old) < 20 ? (new + old) / 2 : new;
- }
- int main(void)
- {
- helper_init();
- tpe_world.environmentFunction = environmentDistance;
- s3l_scene.camera.transform.translation.y = 6000;
- s3l_scene.camera.transform.translation.z = -2000;
- s3l_scene.camera.transform.rotation.x = -70;
- for (int i = 0; i < 16; ++i)
- {
- switch (i % 5)
- {
- case 0: helper_addBox(800,800,800,400,700); break;
- case 1: helper_addTriangle(1100,200,600); break;
- case 2: helper_addBall(500,700); break;
- case 3: helper_addRect(800,800,400,800); break;
- case 4: helper_add2Line(900,200,600); break;
- default: break;
- }
- TPE_bodyMoveBy(&tpe_world.bodies[tpe_world.bodyCount - 1],TPE_vec3((1 - (i % 4)) * 1200,8000,(2 - (i / 4)) * 1200));
- }
- while (helper_running)
- {
- helper_frameStart();
- helper_cameraFreeMovement();
- if (helper_frame % 16 == 0)
- {
- printf("frame %d:\n",helper_frame);
- helper_printCPU();
- if (sdl_keyboard[SDL_SCANCODE_L])
- for (int i = 0; i < tpe_world.bodyCount; ++i)
- {
- TPE_bodyActivate(&tpe_world.bodies[i]);
- TPE_bodyAccelerate(&tpe_world.bodies[i],
- TPE_vec3(0,(500 * 30) / FPS,0));
- }
- printf("world update (us): %lu\n",timeMeasure / 16);
- printf("hash: %lu\n",TPE_worldHash(&tpe_world));
- timeMeasure = 0;
- }
- unsigned long t1 = helper_getMicroSecs();
- TPE_worldStep(&tpe_world);
- timeMeasure += helper_getMicroSecs() - t1;
- for (int i = 0; i < tpe_world.bodyCount; ++i)
- {
- TPE_bodyApplyGravity(&tpe_world.bodies[i],(5 * 30) / FPS);
- TPE_Joint *joints = tpe_world.bodies[i].joints;
- TPE_Vec3 pos = TPE_bodyGetCenterOfMass(&tpe_world.bodies[i]);
- TPE_Vec3 right = TPE_vec3(512,0,0);
- TPE_Vec3 forw = TPE_vec3(0,0,512);
- if (i % 5 != 2 && i % 5 != 1) // don't mind the ugly code
- {
- if (i % 5 != 4)
- {
- forw = TPE_vec3Minus(joints[2].position,joints[0].position);
- right = TPE_vec3Minus(joints[1].position,joints[0].position);
- }
- else
- forw = TPE_vec3Minus(joints[1].position,joints[0].position);
- }
- TPE_Vec3 orient = TPE_rotationFromVecs(forw,right);
-
- helper_set3DColor(100 + i * 5,16 - i,100 - i * 5);
- // this smoothes the movement a bit:
- bodyPositions[i] = TPE_vec3KeepWithinBox(bodyPositions[i],
- TPE_bodyGetCenterOfMass(&tpe_world.bodies[i]),TPE_vec3(20,20,20));
-
- bodyOrientations[i].x = updateOrientation(orient.x,bodyOrientations[i].x);
- bodyOrientations[i].y = updateOrientation(orient.y,bodyOrientations[i].y);
- bodyOrientations[i].z = updateOrientation(orient.z,bodyOrientations[i].z);
- switch (i % 5)
- {
- case 0: helper_draw3DBox(bodyPositions[i],TPE_vec3(1200,1200,1200),bodyOrientations[i]); break;
- case 1: helper_draw3DTriangle(bodyPositions[i],joints[1].position,joints[2].position); break;
- case 2: helper_draw3DSphere(bodyPositions[i],TPE_vec3(500,500,500),bodyOrientations[i]); break;
- case 3: helper_draw3DBox(bodyPositions[i],TPE_vec3(1200,400,1200),bodyOrientations[i]); break;
- case 4: helper_draw3DBox(bodyPositions[i],TPE_vec3(200,200,1200),bodyOrientations[i]); break;
- default: break;
- }
- }
- helper_set3DColor(100,100,100);
- helper_draw3DTriangle(TPE_vec3(0,0,0),TPE_vec3(-5000,5000,-10000),TPE_vec3(-5000,5000,10000));
- helper_set3DColor(140,140,140);
- helper_draw3DTriangle(TPE_vec3(0,0,0),TPE_vec3(-5000,5000,10000),TPE_vec3(5000,5000,0));
- helper_set3DColor(80,80,80);
- helper_draw3DTriangle(TPE_vec3(0,0,0),TPE_vec3(-5000,5000,-10000),TPE_vec3(5000,5000,0));
- if (helper_debugDrawOn)
- helper_debugDraw(1);
- helper_frameEnd();
- }
- helper_end();
- return 0;
- }
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