Beispiel #1
0
  /** Render the current frame */
  private static void render() {
    glMatrixMode(GL_PROJECTION);

    glLoadIdentity();

    gluPerspective(30f, aspect, 1f, 10000000f);

    float look = anchorL.z * 5;

    gluLookAt(look, look, anchorL.z, 0, 0, 0, 0, 0, 1);

    glClearColor(.5f, 0.5f, 0.5f, .5f);

    // clear the screen
    glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glPushMatrix();
    {
      // int systemDimLength = cube.sideLength / 2;
      // rotate square according to angle
      glRotatef(angle, 0, 0, 1.0f);

      // glColor3f(1f, 1f, 1f);
      // cube.glSurfaceDraw();

      /*
       * Draw the particle in the system
       */
      glColor3f(0.0f, 1.0f, 0.0f);
      glPointSize(3.0f);
      /*
       * glBegin(GL_POINTS); { for (Particle p : system) {
       * glVertex3f(p.x.x, p.x.y, p.x.z); } } glEnd();
       */

      /*
       * Draw the lines
       */
      glLineWidth(2.0f);
      for (Constraint p : constraints) {
        glBegin(GL_LINES);
        {
          glVertex3f(p.getA().x.x, p.getA().x.y, p.getA().x.z);
          glVertex3f(p.getB().x.x, p.getB().x.y, p.getB().x.z);
        }
        glEnd();
      }

      /*
       * Shadows, just for effect!
       */
      glColor4f(0, 0, 0, .5f);
      /*
       * glBegin(GL_POINTS); { for (Particle p : system) {
       * glVertex3f(p.x.x, p.x.y, -systemDimLength); } } glEnd();
       */

      /*
       * Draw the line shadows
       */
      for (Constraint p : constraints) {
        glBegin(GL_LINES);
        {
          glVertex3f(p.getA().x.x, p.getA().x.y, -0);
          glVertex3f(p.getB().x.x, p.getB().x.y, -0);
        }
        glEnd();
      }

      glBegin(GL_LINES);
      {
        glVertex3f(anchorL.x, anchorL.y, -0);
        glVertex3f(anchorR.x, anchorR.y, -0);
      }
      glEnd();

      glColor3f(1, 0, 0);

      /*
       * Draw the tension line
       */
      glBegin(GL_LINES);
      {
        glVertex3f(anchorL.x, anchorL.y, -0);
        glVertex3f(anchorL.x, anchorL.y, anchorL.z);
        glVertex3f(anchorL.x, anchorL.y, anchorL.z);
        glVertex3f(anchorR.x, anchorR.y, anchorR.z);
        glVertex3f(anchorR.x, anchorR.y, anchorR.z);
        glVertex3f(anchorR.x, anchorR.y, -0);
      }
      glEnd();
    }
    glPopMatrix();
  }
Beispiel #2
0
  /** Do all calculations, handle input, etc. */
  private static void logic() {

    if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
      finished = true;
    }

    int dx = Mouse.getDX(), dy = Mouse.getDY(), dz = Mouse.getDWheel();

    if (Mouse.isButtonDown(0) && Mouse.isInsideWindow()) {
      Vector3 d = new Vector3(dx, dy, 0);
      anchorL = anchorL.sub(d);
      anchorR = anchorR.sub(d);
    }

    if (Mouse.isButtonDown(1) && Mouse.isInsideWindow()) {
      Vector3 d = new Vector3(0, dy, 0);
      anchorL = anchorL.sub(d);
      anchorR = anchorR.add(d);
    }

    Vector3 zChange = new Vector3(0, 0, dz / 4);
    anchorL = anchorL.add(zChange);
    anchorR = anchorR.add(zChange);

    /*
     * Move those particles!
     */

    // Clear force accumulator
    for (Particle p : system) p.clearForces();

    // Accumulate forces
    for (Particle p : system) p.addForce(gravity);

    // Integrate
    for (Particle p : system) NewtonianIntegrators.verlet(p, stepSize);

    /*
     * Formal and informal constraint check.
     */

    for (int i = 0; i < integrationIterations; i++) {
      cloth[0][0][0].x = anchorL;
      cloth[cloth[0].length / 2][0][0].x = anchorL.add(anchorR).scale(.5f);
      cloth[cloth[0].length - 1][0][0].x = anchorR;
      // bounds check
      float dragFloat = 10;
      Vector3 zFloor = new Vector3(0, 0, 1);
      for (Particle p : system) {
        if (p.x.z <= 0 + 1) {
          p.x = p.x.add(zFloor);
          p.xOld = p.x.add(p.xOld.scale(dragFloat)).scale(1f / (dragFloat + 1));
        }
      }
      // for (Particle p : system) {
      // if (cube.isWithin(p.x)) {
      // cube.escape(p);
      // }
      // }
      for (Constraint c : constraints) c.satisfy();
    }
  }