Beispiel #1
0
  /**
   * Initialize the game
   *
   * @throws Exception if init fails
   */
  private static void init(boolean fullscreen) throws Exception {

    Display.setTitle(GAME_TITLE);

    Display.setVSyncEnabled(true);

    Display.setDisplayMode(new DisplayMode(screen.getWidth(), screen.getHeight()));

    Display.create();

    /*
     * GL Setup.
     */
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    /*
     * Add some particles!
     */
    for (int k = 0; k < 1; k++)
      for (int i = 0; i < cloth.length; i++) {
        for (int j = 0; j < cloth[0].length; j++) {

          float x = j * 5 + (k == 0 ? 0 : 10);
          float y = -200 + i * 30;
          float z = 500 + j * 30;

          system.add(cloth[i][j][k] = new Particle(new Vector3(x, y, z)));

          if (i > 0) constraints.add(new DistanceConstraint(cloth[i][j][k], cloth[i - 1][j][k]));
          if (j > 0) constraints.add(new DistanceConstraint(cloth[i][j][k], cloth[i][j - 1][k]));
          if (k > 0) {
            constraints.add(new DistanceConstraint(cloth[i][j][k], cloth[i][j][k - 1]));
          }
        }
      }

    // for (int i = 0; i < 1000; i++) {
    // constraints.remove((int) (constraints.size() * Math.random()));
    // }

    anchorL = cloth[0][0][0].x;
    anchorR = cloth[cloth[0].length - 1][0][0].x;
  }
Beispiel #2
0
/**
 * A particle constraint toy.
 *
 * @author toriscope
 */
public class ClothSim {

  /** Title */
  static final String GAME_TITLE = "Tinker Toy 3D by Eric Fruchter";

  /** Desired frame time */
  static final int FRAMERATE = 60;

  /** Exit the game */
  static boolean finished;

  /** Angle of rotating square */
  static float angle;

  static Dimension screen = new Dimension(800, 600);

  static float aspect = (float) screen.getWidth() / screen.getHeight();

  static Vector3 anchorL;
  static Vector3 anchorR;

  /*
   * TESTBED
   */
  static List<Particle> system = new LinkedList<Particle>();
  static List<Constraint> constraints = new LinkedList<Constraint>();

  /** Standard gravity */
  static float gScalar = .5f;

  /** Stuff worth changing */
  static Vector3 gravity = new Vector3(0, 0, -9.806f * gScalar);

  static Particle[][][] cloth = new Particle[50][50][1];

  static float stepSize = .3f, moveS = 50;

  static int integrationIterations = 20;

  static UniverseCube cube;

  static {
    cube = new UniverseCube(120);
    cube.pos = new Vector3(cube.pos.x, cube.pos.y, cube.sideLength / 2);
    cube.recalcBoundaries();
    DistanceConstraint.DEFAULT_SQUISH = 1.0f;
  }

  /**
   * Application init
   *
   * @param args Commandline args
   */
  public static void main(String[] args) {
    try {
      init(false);
      run();
    } catch (Exception e) {
      e.printStackTrace(System.err);
      Sys.alert(GAME_TITLE, "An error occured and the game will exit.");
    } finally {
      cleanup();
    }
    System.exit(0);
  }

  /**
   * Initialize the game
   *
   * @throws Exception if init fails
   */
  private static void init(boolean fullscreen) throws Exception {

    Display.setTitle(GAME_TITLE);

    Display.setVSyncEnabled(true);

    Display.setDisplayMode(new DisplayMode(screen.getWidth(), screen.getHeight()));

    Display.create();

    /*
     * GL Setup.
     */
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    /*
     * Add some particles!
     */
    for (int k = 0; k < 1; k++)
      for (int i = 0; i < cloth.length; i++) {
        for (int j = 0; j < cloth[0].length; j++) {

          float x = j * 5 + (k == 0 ? 0 : 10);
          float y = -200 + i * 30;
          float z = 500 + j * 30;

          system.add(cloth[i][j][k] = new Particle(new Vector3(x, y, z)));

          if (i > 0) constraints.add(new DistanceConstraint(cloth[i][j][k], cloth[i - 1][j][k]));
          if (j > 0) constraints.add(new DistanceConstraint(cloth[i][j][k], cloth[i][j - 1][k]));
          if (k > 0) {
            constraints.add(new DistanceConstraint(cloth[i][j][k], cloth[i][j][k - 1]));
          }
        }
      }

    // for (int i = 0; i < 1000; i++) {
    // constraints.remove((int) (constraints.size() * Math.random()));
    // }

    anchorL = cloth[0][0][0].x;
    anchorR = cloth[cloth[0].length - 1][0][0].x;
  }

  /** Runs the game (the "main loop") */
  private static void run() {
    while (!finished) {
      Display.update();
      if (Display.isCloseRequested()) {
        finished = true;
      } else {
        logic();
        render();
        Display.sync(FRAMERATE);
      }
    }
  }

  /** Do any game-specific cleanup */
  private static void cleanup() {
    Display.destroy();
  }

  /** 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();
    }
  }

  /** 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 #3
0
  @Override
  public void render(GameContainer gameContainer, StateBasedGame stateBasedGame, Graphics graphics)
      throws SlickException {
    background.draw(0, 0);
    tandwiel1.draw(
        -tandwiel1.getWidth() / 2,
        AsaGame.SOURCE_RESOLUTION.height / 2 - tandwiel1.getHeight() / 2);
    tandwiel2.draw(
        tandwiel1.getWidth() / 2 - tandwielOffset - 40,
        AsaGame.SOURCE_RESOLUTION.height / 2 - tandwiel2.getHeight());

    graphics.setFont(fontBlack);

    if (baseImage != null) {
      webcamFeed
          .getSubImage(80, 0, 480, 480)
          .draw(center.getWidth() - ((500) / 2), center.getHeight() - (500 / 2), 500, 500);
      background_spinner_half.draw(
          center.getWidth() - background_spinner.getWidth() / 2, center.getHeight() + 45);
    } else {
      background_spinner.draw(
          center.getWidth() - background_spinner.getWidth() / 2,
          center.getHeight() - background_spinner.getHeight() / 2);
    }

    if (mode == 1) {
      spinner.draw(
          center.getWidth() - spinner.getWidth() / 2, center.getHeight() - spinner.getHeight() / 2);
      spinneroverlay.draw(
          center.getWidth() - spinner.getWidth() / 2, center.getHeight() - spinner.getHeight() / 2);
      selectImage.draw(center.getWidth() / 2 - 20, 60);
      choise.draw(
          choise.getWidth() * 0.15f,
          center.getHeight() * 2 - choise.getHeight() * 1.6f,
          pulseScale);
      for (int i = 0; i < wheelOptions.size(); i++) {
        float offsetDegree = 360 / wheelOptions.size();
        float degrees = (270 + ((rotation + rotationDelta) % 360 + offsetDegree * i) % 360) % 360;
        if (degrees < 0) {
          degrees = degrees + 360;
        }
        float rad = (float) (degrees * (Math.PI / 180));
        float radius = 313;

        float x = (float) (center.getWidth() + radius * Math.cos(rad));
        float y = (float) (center.getHeight() + radius * Math.sin(rad));

        WheelOptionYesNo option = wheelOptions.get(i);
        Image optionIcon = option.getIcon();

        float biggerThanDegrees = 270 + (offsetDegree / 2);
        if (biggerThanDegrees > 360) {
          biggerThanDegrees = biggerThanDegrees - 360;
        }

        if (degrees >= 270 - (offsetDegree / 2) && degrees < biggerThanDegrees) {
          x = x - (float) (optionIcon.getWidth() * 1.3 / 2);
          y = y - (float) (optionIcon.getHeight() * 1.3 / 2);
          option.getIcon().draw(x, y, (float) 1.3);
        } else {
          x = x - (float) (optionIcon.getWidth() * 1 / 2);
          y = y - (float) (optionIcon.getHeight() * 1 / 2);
          option.getIcon().draw(x, y);
        }

        if (degrees >= 270 - (offsetDegree / 2) && degrees < biggerThanDegrees) {
          selectedOption = i;
        }
      }
    } else {
      lens.draw(center.getWidth() - (550 / 2), center.getHeight() - (550 / 2));
      spinner.draw(
          center.getWidth() - spinner.getWidth() / 2, center.getHeight() - spinner.getHeight() / 2);
      spinneroverlay.draw(
          center.getWidth() - spinner.getWidth() / 2, center.getHeight() - spinner.getHeight() / 2);
      if (drawCountdown) {
        countdown.draw(center.getWidth() - 75, center.getHeight() + 75, 150, 150);
      }
    }
  }