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47
.gitignore
vendored
Normal file
47
.gitignore
vendored
Normal file
@@ -0,0 +1,47 @@
|
||||
# Prerequisites
|
||||
*.d
|
||||
|
||||
# Compiled Object files
|
||||
*.slo
|
||||
*.lo
|
||||
*.o
|
||||
*.obj
|
||||
|
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# Precompiled Headers
|
||||
*.gch
|
||||
*.pch
|
||||
|
||||
# Compiled Dynamic libraries
|
||||
*.so
|
||||
*.dylib
|
||||
*.dll
|
||||
|
||||
# Fortran module files
|
||||
*.mod
|
||||
*.smod
|
||||
|
||||
# Compiled Static libraries
|
||||
*.lai
|
||||
*.la
|
||||
*.a
|
||||
*.lib
|
||||
|
||||
# Executables
|
||||
*.exe
|
||||
*.out
|
||||
*.app
|
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|
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|
||||
.DS_STORE
|
||||
|
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Win32
|
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*.vcxproj.user
|
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|
||||
.vs
|
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SimulationsRunner/Debug
|
||||
SimulationsRunner/Release
|
||||
|
||||
x64/
|
||||
Win32/
|
||||
Debug/
|
||||
Release/
|
||||
496
AntTweakBar/src/AntTweakBar_2022.vcxproj
Normal file
496
AntTweakBar/src/AntTweakBar_2022.vcxproj
Normal file
@@ -0,0 +1,496 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
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<ProjectConfiguration Include="Debug|Win32">
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<Configuration>Debug</Configuration>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|x64">
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<Configuration>Debug</Configuration>
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<Platform>x64</Platform>
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<Platform>Win32</Platform>
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<ProjectConfiguration Include="Release|x64">
|
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<Configuration>Release</Configuration>
|
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<TargetName>$(ProjectName)</TargetName>
|
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<LinkIncremental>true</LinkIncremental>
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<TargetName>$(ProjectName)</TargetName>
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<OutDir>../lib/debug\</OutDir>
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fxc/T vs_4_0_level_9_1 /E LineRectCstColorVS /Fh $(IntDir)TwDirect3D11_LineRectCstColorVS.h TwDirect3D11.hlsl
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fxc /T ps_4_0_level_9_1 /E LineRectPS /Fh $(IntDir)TwDirect3D11_LineRectPS.h TwDirect3D11.hlsl
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||||
fxc /T vs_4_0_level_9_1 /E TextVS /Fh $(IntDir)TwDirect3D11_TextVS.h TwDirect3D11.hlsl
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||||
fxc /T vs_4_0_level_9_1 /E TextCstColorVS /Fh $(IntDir)TwDirect3D11_TextCstColorVS.h TwDirect3D11.hlsl
|
||||
fxc /T ps_4_0_level_9_1 /E TextPS /Fh $(IntDir)TwDirect3D11_TextPS.h TwDirect3D11.hlsl
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|
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<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<MkTypLibCompatible>true</MkTypLibCompatible>
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<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
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<AdditionalIncludeDirectories>../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>WIN64;_WIN64;NDEBUG;_WINDOWS;_USRDLL;TW_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<StringPooling>true</StringPooling>
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<ExceptionHandling />
|
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<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
|
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<FunctionLevelLinking>true</FunctionLevelLinking>
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||||
<ForceConformanceInForLoopScope>true</ForceConformanceInForLoopScope>
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||||
<PrecompiledHeader>Use</PrecompiledHeader>
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||||
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<WarningLevel>Level4</WarningLevel>
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<Link>
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<OutputFile>$(OutDir)AntTweakBar64.dll</OutputFile>
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<SuppressStartupBanner>true</SuppressStartupBanner>
|
||||
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<MapExports>false</MapExports>
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<SetChecksum>true</SetChecksum>
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<RandomizedBaseAddress>false</RandomizedBaseAddress>
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<DataExecutionPrevention />
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<ImportLibrary>$(OutDir)$(TargetName).lib</ImportLibrary>
|
||||
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|
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<PostBuildEvent>
|
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<Command>mkdir "$(SolutionDir)$(Platform)/$(Configuration)"
|
||||
xcopy /y /f "$(TargetPath)" "$(SolutionDir)$(Platform)/$(Configuration)"</Command>
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</ItemDefinitionGroup>
|
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<PreBuildEvent>
|
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<Command>fxc /T vs_4_0_level_9_1 /E LineRectVS /Fh $(IntDir)TwDirect3D11_LineRectVS.h TwDirect3D11.hlsl
|
||||
fxc/T vs_4_0_level_9_1 /E LineRectCstColorVS /Fh $(IntDir)TwDirect3D11_LineRectCstColorVS.h TwDirect3D11.hlsl
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||||
fxc /T ps_4_0_level_9_1 /E LineRectPS /Fh $(IntDir)TwDirect3D11_LineRectPS.h TwDirect3D11.hlsl
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||||
fxc /T vs_4_0_level_9_1 /E TextVS /Fh $(IntDir)TwDirect3D11_TextVS.h TwDirect3D11.hlsl
|
||||
fxc /T vs_4_0_level_9_1 /E TextCstColorVS /Fh $(IntDir)TwDirect3D11_TextCstColorVS.h TwDirect3D11.hlsl
|
||||
fxc /T ps_4_0_level_9_1 /E TextPS /Fh $(IntDir)TwDirect3D11_TextPS.h TwDirect3D11.hlsl
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<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
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|
||||
fxc /Od /Zi /T vs_4_0_level_9_1 /E LineRectCstColorVS /Fh $(IntDir)TwDirect3D11_LineRectCstColorVS.h TwDirect3D11.hlsl
|
||||
fxc /Od /Zi /T ps_4_0_level_9_1 /E LineRectPS /Fh $(IntDir)TwDirect3D11_LineRectPS.h TwDirect3D11.hlsl
|
||||
fxc /Od /Zi /T vs_4_0_level_9_1 /E TextVS /Fh $(IntDir)TwDirect3D11_TextVS.h TwDirect3D11.hlsl
|
||||
fxc /Od /Zi /T vs_4_0_level_9_1 /E TextCstColorVS /Fh $(IntDir)TwDirect3D11_TextCstColorVS.h TwDirect3D11.hlsl
|
||||
fxc /Od /Zi /T ps_4_0_level_9_1 /E TextPS /Fh $(IntDir)TwDirect3D11_TextPS.h TwDirect3D11.hlsl
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<Command>mkdir "$(SolutionDir)$(Platform)/$(Configuration)"
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xcopy /y /f "$(TargetPath)" "$(SolutionDir)$(Platform)/$(Configuration)"</Command>
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|
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fxc /Od /Zi /T vs_4_0_level_9_1 /E LineRectCstColorVS /Fh $(IntDir)TwDirect3D11_LineRectCstColorVS.h TwDirect3D11.hlsl
|
||||
fxc /Od /Zi /T ps_4_0_level_9_1 /E LineRectPS /Fh $(IntDir)TwDirect3D11_LineRectPS.h TwDirect3D11.hlsl
|
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fxc /Od /Zi /T vs_4_0_level_9_1 /E TextVS /Fh $(IntDir)TwDirect3D11_TextVS.h TwDirect3D11.hlsl
|
||||
fxc /Od /Zi /T vs_4_0_level_9_1 /E TextCstColorVS /Fh $(IntDir)TwDirect3D11_TextCstColorVS.h TwDirect3D11.hlsl
|
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fxc /Od /Zi /T ps_4_0_level_9_1 /E TextPS /Fh $(IntDir)TwDirect3D11_TextPS.h TwDirect3D11.hlsl
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||||
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||||
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|
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|
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|
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|
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<DebugType>full</DebugType>
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|
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<Compile Include="SpriteFontWriter.cs" />
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<Compile Include="GlyphPacker.cs" />
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0
DirectXTK/MakeSpriteFont/app.config
Normal file
0
DirectXTK/MakeSpriteFont/app.config
Normal file
419
Effects11/Effects11_2022.vcxproj
Normal file
419
Effects11/Effects11_2022.vcxproj
Normal file
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<ProjectConfiguration Include="Release|x64">
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<Configuration>Release</Configuration>
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|
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||||
<ProjectReference Include="..\DXUT11\Optional\DXUTOpt_DirectXTK_2022.vcxproj">
|
||||
<Project>{61b333c2-c4f7-4cc1-a9bf-83f6d95588eb}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\Effects11\Effects11_2022.vcxproj">
|
||||
<Project>{df460eab-570d-4b50-9089-2e2fc801bf38}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
28
Simulations/Demo_2022.vcxproj.filters
Normal file
28
Simulations/Demo_2022.vcxproj.filters
Normal file
@@ -0,0 +1,28 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<FxCompile Include="effect.fx" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="MassSpringSystemSimulator.cpp" />
|
||||
<ClCompile Include="TemplateSimulator.cpp" />
|
||||
<ClCompile Include="util\FFmpeg.cpp" />
|
||||
<ClCompile Include="util\util.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="DrawingUtilitiesClass.h" />
|
||||
<ClInclude Include="MassSpringSystemSimulator.h" />
|
||||
<ClInclude Include="Simulator.h" />
|
||||
<ClInclude Include="TemplateSimulator.h" />
|
||||
<ClInclude Include="util\FFmpeg.h" />
|
||||
<ClInclude Include="util\matrixbase.h" />
|
||||
<ClInclude Include="util\quaternion.h" />
|
||||
<ClInclude Include="util\timer.h" />
|
||||
<ClInclude Include="util\util.h" />
|
||||
<ClInclude Include="util\vectorbase.h" />
|
||||
<ClInclude Include="MassPoint.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Text Include="..\readme.txt" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
8
Simulations/MassPoint.h
Normal file
8
Simulations/MassPoint.h
Normal file
@@ -0,0 +1,8 @@
|
||||
#pragma once
|
||||
#include "util/vectorbase.h"
|
||||
|
||||
struct MassPoint {
|
||||
GamePhysics::Vec3 position;
|
||||
GamePhysics::Vec3 velocity;
|
||||
bool isFixed;
|
||||
};
|
||||
318
Simulations/MassSpringSystemSimulator.cpp
Normal file
318
Simulations/MassSpringSystemSimulator.cpp
Normal file
@@ -0,0 +1,318 @@
|
||||
#include "MassSpringSystemSimulator.h"
|
||||
|
||||
MassSpringSystemSimulator::MassSpringSystemSimulator()
|
||||
{
|
||||
m_iTestCase = 0;
|
||||
m_fMass = 10;
|
||||
m_fStiffness = 40;
|
||||
int m_iIntegrater = 0;
|
||||
|
||||
auto first = addMassPoint(Vec3(0, 0, 0), Vec3(-1, 0, 0), true);
|
||||
auto second = addMassPoint(Vec3(0, 2, 0), Vec3(1, 0, 0), true);
|
||||
addSpring(first, second, 1.0);
|
||||
|
||||
}
|
||||
|
||||
const char* MassSpringSystemSimulator::getTestCasesStr()
|
||||
{
|
||||
//hier to change the choices
|
||||
return "Euler,LeapFrog,Midpoint";
|
||||
}
|
||||
|
||||
void MassSpringSystemSimulator::initUI(DrawingUtilitiesClass* DUC)
|
||||
{
|
||||
this->DUC = DUC;
|
||||
switch (m_iTestCase)
|
||||
{
|
||||
case 0:break;
|
||||
case 1:
|
||||
|
||||
break;
|
||||
case 2:
|
||||
break;
|
||||
default:break;
|
||||
}
|
||||
}
|
||||
|
||||
void MassSpringSystemSimulator::reset()
|
||||
{
|
||||
m_mouse.x = m_mouse.y = 0;
|
||||
m_trackmouse.x = m_trackmouse.y = 0;
|
||||
m_oldtrackmouse.x = m_oldtrackmouse.y = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void MassSpringSystemSimulator::drawFrame(ID3D11DeviceContext* pd3dImmediateContext)
|
||||
{
|
||||
|
||||
for (size_t i = 0; i < springs.size(); i++) {
|
||||
auto sp = springs.at(i);
|
||||
if (!sp.isValid())
|
||||
{
|
||||
springs.erase(springs.begin() + i);
|
||||
continue;
|
||||
}
|
||||
auto mp1 = sp.mp1.lock();
|
||||
auto mp2 = sp.mp2.lock();
|
||||
DUC->setUpLighting(Vec3(), 0.4 * Vec3(1, 1, 1), 100, 0.6 * Vec3(0.97, 0.86, 1));
|
||||
|
||||
DUC->drawSphere(mp1->position, Vec3(0.01));
|
||||
DUC->drawSphere(mp2->position, Vec3(0.01));
|
||||
|
||||
DUC->beginLine();
|
||||
DUC->drawLine(mp1->position, Vec3(1,0,0), mp2->position, Vec3(0,1,0));
|
||||
DUC->endLine();
|
||||
}
|
||||
}
|
||||
|
||||
void MassSpringSystemSimulator::notifyCaseChanged(int testCase)
|
||||
{
|
||||
m_iTestCase = testCase;
|
||||
switch (m_iTestCase)
|
||||
{
|
||||
case 0:
|
||||
cout << "Euler !\n";
|
||||
|
||||
//simulateTimestep(1);
|
||||
|
||||
break;
|
||||
case 1:
|
||||
break;
|
||||
case 2:
|
||||
cout << "Midpoint \n";
|
||||
//m_iNumSpheres = 100;
|
||||
//m_fSphereSize = 0.05f;
|
||||
break;
|
||||
|
||||
default:
|
||||
//cout << "Demo4 !\n";
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void MassSpringSystemSimulator::externalForcesCalculations(float timeElapsed)
|
||||
{
|
||||
Point2D mouseDiff;
|
||||
mouseDiff.x = m_trackmouse.x - m_oldtrackmouse.x;
|
||||
mouseDiff.y = m_trackmouse.y - m_oldtrackmouse.y;
|
||||
if (mouseDiff.x != 0 || mouseDiff.y != 0)
|
||||
{
|
||||
Mat4 worldViewInv = Mat4(DUC->g_camera.GetWorldMatrix() * DUC->g_camera.GetViewMatrix());
|
||||
worldViewInv = worldViewInv.inverse();
|
||||
Vec3 inputView = Vec3((float)mouseDiff.x, (float)-mouseDiff.y, 0);
|
||||
Vec3 inputWorld = worldViewInv.transformVectorNormal(inputView);
|
||||
// find a proper scale!
|
||||
float inputScale = 0.001f;
|
||||
inputWorld = inputWorld * inputScale;
|
||||
|
||||
//m_vfMovableObjectPos = m_vfMovableObjectFinalPos + inputWorld;
|
||||
}
|
||||
else {
|
||||
//m_vfMovableObjectFinalPos = m_vfMovableObjectPos;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void MassSpringSystemSimulator::simulateTimestep(float timeStep)
|
||||
{
|
||||
//update current setup for each frame
|
||||
switch (m_iTestCase) {
|
||||
case 0:
|
||||
//update the masspoint
|
||||
cout << "Euler \n";
|
||||
Euler(0, 1, 0, timeStep);
|
||||
|
||||
break;
|
||||
case 1:
|
||||
break;
|
||||
|
||||
case 2:cout << "midpoint \n";
|
||||
Midpoint(0, 1, timeStep);
|
||||
break;
|
||||
|
||||
default: break;
|
||||
}
|
||||
|
||||
//Euler(0, 1, 0, timeStep);
|
||||
}
|
||||
|
||||
void MassSpringSystemSimulator::onClick(int x, int y)
|
||||
{
|
||||
m_trackmouse.x = x;
|
||||
m_trackmouse.y = y;
|
||||
}
|
||||
|
||||
void MassSpringSystemSimulator::onMouse(int x, int y)
|
||||
{
|
||||
m_oldtrackmouse.x = x;
|
||||
m_oldtrackmouse.y = y;
|
||||
m_trackmouse.x = x;
|
||||
m_trackmouse.y = y;
|
||||
}
|
||||
|
||||
void MassSpringSystemSimulator::setMass(float mass)
|
||||
{
|
||||
m_fMass = mass;
|
||||
}
|
||||
|
||||
void MassSpringSystemSimulator::setStiffness(float stiffness)
|
||||
{
|
||||
m_fStiffness = stiffness;
|
||||
}
|
||||
|
||||
void MassSpringSystemSimulator::setDampingFactor(float damping)
|
||||
{
|
||||
m_fDamping = damping;
|
||||
}
|
||||
|
||||
int MassSpringSystemSimulator::addMassPoint(Vec3 position, Vec3 Velocity, bool isFixed)
|
||||
{
|
||||
MassPoint masspoint;
|
||||
masspoint.position = position;
|
||||
masspoint.velocity = Velocity;
|
||||
masspoint.isFixed = isFixed;
|
||||
masspoints.push_back(std::make_shared<MassPoint>(masspoint));
|
||||
|
||||
return masspoints.size() - 1;
|
||||
}
|
||||
|
||||
void MassSpringSystemSimulator::addSpring(int masspoint1, int masspoint2, float initialLength)
|
||||
{
|
||||
auto mp1 = masspoints.at(masspoint1);
|
||||
auto mp2 = masspoints.at(masspoint2);
|
||||
|
||||
Spring spring;
|
||||
spring.mp1 = mp1;
|
||||
spring.mp2 = mp2;
|
||||
spring.initialLength = initialLength;
|
||||
|
||||
springs.push_back(spring);
|
||||
}
|
||||
|
||||
int MassSpringSystemSimulator::getNumberOfMassPoints()
|
||||
{
|
||||
return masspoints.size();
|
||||
}
|
||||
|
||||
int MassSpringSystemSimulator::getNumberOfSprings()
|
||||
{
|
||||
return springs.size();
|
||||
}
|
||||
|
||||
Vec3 MassSpringSystemSimulator::getPositionOfMassPoint(int index)
|
||||
{
|
||||
auto mp = masspoints.at(index);
|
||||
return mp->position;
|
||||
}
|
||||
|
||||
Vec3 MassSpringSystemSimulator::getVelocityOfMassPoint(int index)
|
||||
{
|
||||
auto mp = masspoints.at(index);
|
||||
return mp->velocity;
|
||||
}
|
||||
|
||||
void MassSpringSystemSimulator::applyExternalForce(Vec3 force)
|
||||
{
|
||||
//eine Vorstellung: for all Masspoints, update force
|
||||
}
|
||||
|
||||
int MassSpringSystemSimulator::LengthCalculator(Vec3 position1, Vec3 position2) {
|
||||
|
||||
Vec3 PosVector = position1 - position2;
|
||||
//wurzel aus Vektor
|
||||
int length = sqrt(pow(PosVector.x, 2) + pow(PosVector.y, 2) + pow(PosVector.z, 2));
|
||||
|
||||
return length;
|
||||
}
|
||||
|
||||
|
||||
|
||||
Vec3 MassSpringSystemSimulator::calculatePositionTimestepEuler(Vec3 oldPosition, float timestep, Vec3 velocity)
|
||||
{
|
||||
return oldPosition + timestep * velocity;
|
||||
}
|
||||
|
||||
Vec3 MassSpringSystemSimulator::calculateVelocityTimestepEuler(Vec3 oldVelocity, float timestep, Vec3 acceleration)
|
||||
{
|
||||
return oldVelocity + acceleration * timestep;
|
||||
}
|
||||
|
||||
Vec3 MassSpringSystemSimulator::calculateAcceleration(Vec3 force, float mass)
|
||||
{
|
||||
return force / mass;
|
||||
}
|
||||
|
||||
void MassSpringSystemSimulator::Midpoint(int index1, int index2, float timestep) {
|
||||
//here some implementation about Midpoint
|
||||
auto massPoint1 = masspoints.at(index1);
|
||||
auto massPoint2 = masspoints.at(index2);
|
||||
//old position
|
||||
auto mp = massPoint1->position;
|
||||
auto mp2 = massPoint2 ->position;
|
||||
//old Velocity
|
||||
auto mOld_v = massPoint1->velocity;
|
||||
auto m2Old_v = massPoint1->velocity;
|
||||
|
||||
Vec3 PosVector = mp - mp2;
|
||||
//Abstand ausrechnen
|
||||
int d = LengthCalculator(mp, mp2);
|
||||
//normalize
|
||||
Vec3 PosNorm1 = PosVector / d;
|
||||
Vec3 PosNorm2 = -1 * PosNorm1;
|
||||
|
||||
Vec3 Force = -m_fStiffness * (d - springs.at(0).initialLength) * PosNorm1;
|
||||
Vec3 Force2 = -1 * Force;
|
||||
|
||||
Vec3 oldAcc = calculateAcceleration(Force,m_fMass);
|
||||
Vec3 oldAcc2 = calculateAcceleration(Force2, m_fMass);
|
||||
|
||||
//Midpoint calculator
|
||||
//Pos of Midstep
|
||||
Vec3 PosOfMidstep = mp + 0.5 * timestep * mOld_v;
|
||||
Vec3 PosOfMidstep2 = mp2 + 0.5 * timestep * m2Old_v;
|
||||
//Vel at Midstep
|
||||
Vec3 VelAtMidstep = mOld_v + 0.5 * timestep * oldAcc;
|
||||
Vec3 VelAtMidstep2 = m2Old_v + 0.5 * timestep * oldAcc2;
|
||||
|
||||
Vec3 NewPos = mp + timestep * VelAtMidstep;
|
||||
Vec3 NewPos2 = mp2 + timestep * VelAtMidstep2;
|
||||
|
||||
Vec3 NewVel = mOld_v + timestep * oldAcc;
|
||||
Vec3 NewVel2 = m2Old_v + timestep * oldAcc2;
|
||||
|
||||
cout << NewPos;
|
||||
cout << NewVel;
|
||||
massPoint1->position = NewPos;
|
||||
massPoint1->velocity = NewVel;
|
||||
massPoint2->position = NewPos2;
|
||||
massPoint2->velocity = NewVel2;
|
||||
}
|
||||
|
||||
void MassSpringSystemSimulator::Euler(int index1, int index2, int indexSpring, float timestep)
|
||||
{
|
||||
//take old position and send to calculatePositionTimestepEuler
|
||||
auto mp = masspoints.at(index1);
|
||||
auto mp2 = masspoints.at(index2);
|
||||
Vec3 PosVector = mp->position - mp2->position;
|
||||
auto lengthVector = sqrt(PosVector.x * PosVector.x + PosVector.y * PosVector.y + PosVector.z * PosVector.z);
|
||||
auto normalized = PosVector / lengthVector;
|
||||
|
||||
// Actual Calculation
|
||||
// Force of spring is -k * (l - L) * normalizedVector [for P2 we can take -F1)
|
||||
auto force = -m_fStiffness * (lengthVector - springs.at(0).initialLength) * normalized;
|
||||
auto foreP2 = -1 * force;
|
||||
auto veloc = calculateVelocityTimestepEuler(mp->velocity, timestep, calculateAcceleration(force, 10.));
|
||||
auto pos = calculatePositionTimestepEuler(mp->position, timestep, veloc);
|
||||
|
||||
auto veloc2 = calculateVelocityTimestepEuler(mp2->velocity, timestep, calculateAcceleration(foreP2, 10.));
|
||||
auto pos2 = calculatePositionTimestepEuler(mp2->position, timestep, veloc2);
|
||||
|
||||
// Update Positions and Velocity
|
||||
mp->position = pos;
|
||||
mp->velocity = veloc;
|
||||
mp2->position = pos2;
|
||||
mp2->velocity = veloc2;
|
||||
}
|
||||
@@ -1,6 +1,8 @@
|
||||
#ifndef MASSSPRINGSYSTEMSIMULATOR_h
|
||||
#define MASSSPRINGSYSTEMSIMULATOR_h
|
||||
#include "Simulator.h"
|
||||
#include "MassPoint.h"
|
||||
#include "Spring.h"
|
||||
|
||||
// Do Not Change
|
||||
#define EULER 0
|
||||
@@ -37,6 +39,16 @@ public:
|
||||
Vec3 getVelocityOfMassPoint(int index);
|
||||
void applyExternalForce(Vec3 force);
|
||||
|
||||
void Midpoint(Spring& spring, float timestep);
|
||||
int LengthCalculator(Vec3 position1, Vec3 position2);
|
||||
|
||||
Vec3 calculatePositionTimestepEuler(Vec3 oldPosition, float timestep, Vec3 veloctiy);
|
||||
Vec3 calculateVelocityTimestepEuler(Vec3 oldVelocity, float timestep, Vec3 acceleration);
|
||||
Vec3 calculateAcceleration(Vec3 acceleration, float mass);
|
||||
void Euler(Spring& spring, float timestep);
|
||||
|
||||
void printSpring(const Spring& spring);
|
||||
|
||||
// Do Not Change
|
||||
void setIntegrator(int integrator) {
|
||||
m_iIntegrator = integrator;
|
||||
@@ -54,5 +66,9 @@ private:
|
||||
Point2D m_mouse;
|
||||
Point2D m_trackmouse;
|
||||
Point2D m_oldtrackmouse;
|
||||
|
||||
//Mass points and springs
|
||||
std::vector<std::shared_ptr<MassPoint>> masspoints;
|
||||
std::vector<Spring> springs;
|
||||
};
|
||||
#endif
|
||||
@@ -1,46 +0,0 @@
|
||||
#ifndef RIGIDBODYSYSTEMSIMULATOR_h
|
||||
#define RIGIDBODYSYSTEMSIMULATOR_h
|
||||
#include "Simulator.h"
|
||||
//add your header for your rigid body system, for e.g.,
|
||||
//#include "rigidBodySystem.h"
|
||||
|
||||
#define TESTCASEUSEDTORUNTEST 2
|
||||
|
||||
class RigidBodySystemSimulator:public Simulator{
|
||||
public:
|
||||
// Construtors
|
||||
RigidBodySystemSimulator();
|
||||
|
||||
// Functions
|
||||
const char * getTestCasesStr();
|
||||
void initUI(DrawingUtilitiesClass * DUC);
|
||||
void reset();
|
||||
void drawFrame(ID3D11DeviceContext* pd3dImmediateContext);
|
||||
void notifyCaseChanged(int testCase);
|
||||
void externalForcesCalculations(float timeElapsed);
|
||||
void simulateTimestep(float timeStep);
|
||||
void onClick(int x, int y);
|
||||
void onMouse(int x, int y);
|
||||
|
||||
// ExtraFunctions
|
||||
int getNumberOfRigidBodies();
|
||||
Vec3 getPositionOfRigidBody(int i);
|
||||
Vec3 getLinearVelocityOfRigidBody(int i);
|
||||
Vec3 getAngularVelocityOfRigidBody(int i);
|
||||
void applyForceOnBody(int i, Vec3 loc, Vec3 force);
|
||||
void addRigidBody(Vec3 position, Vec3 size, int mass);
|
||||
void setOrientationOf(int i,Quat orientation);
|
||||
void setVelocityOf(int i, Vec3 velocity);
|
||||
|
||||
private:
|
||||
// Attributes
|
||||
// add your RigidBodySystem data members, for e.g.,
|
||||
// RigidBodySystem * m_pRigidBodySystem;
|
||||
Vec3 m_externalForce;
|
||||
|
||||
// UI Attributes
|
||||
Point2D m_mouse;
|
||||
Point2D m_trackmouse;
|
||||
Point2D m_oldtrackmouse;
|
||||
};
|
||||
#endif
|
||||
0
Simulations/Spring.cpp
Normal file
0
Simulations/Spring.cpp
Normal file
11
Simulations/Spring.h
Normal file
11
Simulations/Spring.h
Normal file
@@ -0,0 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
struct Spring
|
||||
{
|
||||
std::weak_ptr<MassPoint> mp1;
|
||||
std::weak_ptr<MassPoint> mp2;
|
||||
float initialLength;
|
||||
|
||||
bool isValid() { return !mp1.expired() && !mp2.expired(); }
|
||||
};
|
||||
|
||||
@@ -1,477 +0,0 @@
|
||||
// header file:
|
||||
#include <DirectXMath.h>
|
||||
#include <Vector>
|
||||
using namespace DirectX;
|
||||
|
||||
// the return structure, with these values, you should be able to calculate the impulse
|
||||
// the depth shouldn't be used in your impulse calculation, it is a redundant value
|
||||
// if the normalWorld == XMVectorZero(), no collision
|
||||
struct CollisionInfo{
|
||||
bool isValid; // whether there is a collision point, true for yes
|
||||
GamePhysics::Vec3 collisionPointWorld; // the position of the collision point in world space
|
||||
GamePhysics::Vec3 normalWorld; // the direction of the impulse to A, negative of the collision face of A
|
||||
float depth; // the distance of the collision point to the surface, not necessary.
|
||||
};
|
||||
|
||||
// tool data structures/functions called by the collision detection method, you can ignore the details here
|
||||
namespace collisionTools{
|
||||
struct Projection{
|
||||
float min, max;
|
||||
};
|
||||
|
||||
|
||||
inline std::vector<XMVECTOR> discritizeObject(const XMMATRIX& obj2World)
|
||||
{
|
||||
const XMVECTOR centerWorld = XMVector3Transform(XMVectorZero(), obj2World);
|
||||
XMVECTOR edges[3];
|
||||
std::vector<XMVECTOR> results;
|
||||
for (int precession = 0.1; precession <= 0.5; precession += 0.1)
|
||||
{
|
||||
for (size_t i = 0; i < 3; ++i)
|
||||
edges[i] = XMVector3TransformNormal(XMVectorSetByIndex(XMVectorZero(), precession, i), obj2World);
|
||||
results.push_back(centerWorld - edges[0] - edges[1] - edges[2]);
|
||||
results.push_back(centerWorld + edges[0] - edges[1] - edges[2]);
|
||||
results.push_back(centerWorld - edges[0] + edges[1] - edges[2]);
|
||||
results.push_back(centerWorld + edges[0] + edges[1] - edges[2]);
|
||||
results.push_back(centerWorld - edges[0] - edges[1] + edges[2]);
|
||||
results.push_back(centerWorld + edges[0] - edges[1] + edges[2]);
|
||||
results.push_back(centerWorld - edges[0] + edges[1] + edges[2]);
|
||||
results.push_back(centerWorld + edges[0] + edges[1] + edges[2]);
|
||||
}
|
||||
}
|
||||
|
||||
inline XMVECTOR getVectorConnnectingCenters(const XMMATRIX& obj2World_A, const XMMATRIX& obj2World_B)
|
||||
{
|
||||
const XMVECTOR centerWorld_A = XMVector3Transform(XMVectorZero(), obj2World_A);
|
||||
const XMVECTOR centerWorld_B = XMVector3Transform(XMVectorZero(), obj2World_B);
|
||||
return centerWorld_B - centerWorld_A;
|
||||
|
||||
}
|
||||
|
||||
// Get Corners
|
||||
inline std::vector<XMVECTOR> getCorners(const XMMATRIX& obj2World)
|
||||
{
|
||||
const XMVECTOR centerWorld = XMVector3Transform(XMVectorZero(), obj2World);
|
||||
XMVECTOR edges[3];
|
||||
for (size_t i = 0; i < 3; ++i)
|
||||
edges[i] = XMVector3TransformNormal(XMVectorSetByIndex(XMVectorZero(), 0.5f, i), obj2World);
|
||||
std::vector<XMVECTOR> results;
|
||||
results.push_back(centerWorld - edges[0] - edges[1] - edges[2]);
|
||||
results.push_back(centerWorld + edges[0] - edges[1] - edges[2]);
|
||||
results.push_back(centerWorld - edges[0] + edges[1] - edges[2]);
|
||||
results.push_back(centerWorld + edges[0] + edges[1] - edges[2]); // this +,+,-
|
||||
results.push_back(centerWorld - edges[0] - edges[1] + edges[2]);
|
||||
results.push_back(centerWorld + edges[0] - edges[1] + edges[2]); //this +,-,+
|
||||
results.push_back(centerWorld - edges[0] + edges[1] + edges[2]); //this -,+,+
|
||||
results.push_back(centerWorld + edges[0] + edges[1] + edges[2]);//this +,+,+
|
||||
return results;
|
||||
}
|
||||
|
||||
// Get Rigid Box Size
|
||||
inline XMVECTOR getBoxSize(const XMMATRIX& obj2World)
|
||||
{
|
||||
XMVECTOR size = XMVectorZero();
|
||||
XMVECTOR edges[3];
|
||||
for (size_t i = 0; i < 3; ++i){
|
||||
edges[i] = XMVector3TransformNormal(XMVectorSetByIndex(XMVectorZero(), 0.5f, i), obj2World);
|
||||
XMVECTOR length = XMVector3Length(edges[i]);
|
||||
|
||||
size = XMVectorSetByIndex(size, 2.0f*XMVectorGetByIndex(length, 0), i);
|
||||
}
|
||||
return size;
|
||||
}
|
||||
|
||||
// Get important Edges
|
||||
inline std::vector<XMVECTOR> getImportantEdges(const XMMATRIX& obj2World)
|
||||
{
|
||||
XMVECTOR xaxis = XMVectorSet(1, 0, 0, 1);
|
||||
XMVECTOR yaxis = XMVectorSet(0, 1, 0, 1);
|
||||
XMVECTOR zaxis = XMVectorSet(0, 0, 1, 1);
|
||||
XMVECTOR edge1 = XMVector3TransformNormal(xaxis, obj2World);
|
||||
XMVECTOR edge2 = XMVector3TransformNormal(yaxis, obj2World);
|
||||
XMVECTOR edge3 = XMVector3TransformNormal(zaxis, obj2World);
|
||||
std::vector<XMVECTOR> results;
|
||||
results.push_back(edge1);
|
||||
results.push_back(edge2);
|
||||
results.push_back(edge3);
|
||||
return results;
|
||||
}
|
||||
|
||||
// Get the Normal to the faces
|
||||
inline std::vector<XMVECTOR> getAxisNormalToFaces(const XMMATRIX& obj2World)
|
||||
{
|
||||
std::vector<XMVECTOR> edges;
|
||||
XMVECTOR xaxis = XMVectorSet(1, 0, 0, 1);
|
||||
XMVECTOR yaxis = XMVectorSet(0, 1, 0, 1);
|
||||
XMVECTOR zaxis = XMVectorSet(0, 0, 1, 1);
|
||||
XMVECTOR edge1 = XMVector3Normalize(XMVector3TransformNormal(xaxis, obj2World));
|
||||
XMVECTOR edge2 = XMVector3Normalize(XMVector3TransformNormal(yaxis, obj2World));
|
||||
XMVECTOR edge3 = XMVector3Normalize(XMVector3TransformNormal(zaxis, obj2World));
|
||||
std::vector<XMVECTOR> results;
|
||||
edges.push_back(edge1);
|
||||
edges.push_back(edge2);
|
||||
edges.push_back(edge3);
|
||||
return edges;
|
||||
}
|
||||
|
||||
|
||||
// Get the pair of edges
|
||||
inline std::vector<XMVECTOR> getPairOfEdges(const XMMATRIX& obj2World_A, const XMMATRIX& obj2World_B)
|
||||
{
|
||||
std::vector<XMVECTOR> edges1 = getAxisNormalToFaces(obj2World_A);
|
||||
std::vector<XMVECTOR> edges2 = getAxisNormalToFaces(obj2World_B);
|
||||
|
||||
std::vector<XMVECTOR> results;
|
||||
for (int i = 0; i < edges1.size(); i++)
|
||||
{
|
||||
for (int j = 0; j<edges2.size(); j++)
|
||||
{
|
||||
XMVECTOR vector = XMVector3Cross(edges1[i], edges2[j]);
|
||||
if (XMVectorGetX(XMVector3Length(vector)) > 0)
|
||||
results.push_back(XMVector3Normalize(vector));
|
||||
}
|
||||
}
|
||||
return results;
|
||||
}
|
||||
|
||||
// project a shape on an axis
|
||||
inline Projection project(const XMMATRIX& obj2World, XMVECTOR axis)
|
||||
{
|
||||
// Get corners
|
||||
std::vector<XMVECTOR> cornersWorld = getCorners(obj2World);
|
||||
float min = XMVectorGetX(XMVector3Dot(cornersWorld[0], axis));
|
||||
float max = min;
|
||||
for (int i = 1; i < cornersWorld.size(); i++)
|
||||
{
|
||||
float p = XMVectorGetX(XMVector3Dot(cornersWorld[i], axis));
|
||||
if (p < min) {
|
||||
min = p;
|
||||
}
|
||||
else if (p > max) {
|
||||
max = p;
|
||||
}
|
||||
}
|
||||
Projection projection;
|
||||
projection.max = max;
|
||||
projection.min = min;
|
||||
return projection;
|
||||
}
|
||||
|
||||
inline bool overlap(Projection p1, Projection p2)
|
||||
{
|
||||
return !((p1.max > p2.max && p1.min > p2.max) || (p2.max > p1.max && p2.min > p1.max));
|
||||
}
|
||||
|
||||
inline float getOverlap(Projection p1, Projection p2)
|
||||
{
|
||||
return XMMin(p1.max, p2.max) - XMMax(p1.min, p2.min);
|
||||
}
|
||||
|
||||
static inline XMVECTOR contactPoint(
|
||||
const XMVECTOR &pOne,
|
||||
const XMVECTOR &dOne,
|
||||
float oneSize,
|
||||
const XMVECTOR &pTwo,
|
||||
const XMVECTOR &dTwo,
|
||||
float twoSize,
|
||||
|
||||
// If this is true, and the contact point is outside
|
||||
// the edge (in the case of an edge-face contact) then
|
||||
// we use one's midpoint, otherwise we use two's.
|
||||
bool useOne)
|
||||
{
|
||||
XMVECTOR toSt, cOne, cTwo;
|
||||
float dpStaOne, dpStaTwo, dpOneTwo, smOne, smTwo;
|
||||
float denom, mua, mub;
|
||||
|
||||
smOne = XMVectorGetX(XMVector3LengthSq(dOne));
|
||||
smTwo = XMVectorGetX(XMVector3LengthSq(dTwo));
|
||||
dpOneTwo = XMVectorGetX(XMVector3Dot(dTwo, dOne));
|
||||
|
||||
toSt = pOne - pTwo;
|
||||
dpStaOne = XMVectorGetX(XMVector3Dot(dOne, toSt));
|
||||
dpStaTwo = XMVectorGetX(XMVector3Dot(dTwo, toSt));
|
||||
|
||||
denom = smOne * smTwo - dpOneTwo * dpOneTwo;
|
||||
|
||||
// Zero denominator indicates parrallel lines
|
||||
if (abs(denom) < 0.0001f) {
|
||||
return useOne ? pOne : pTwo;
|
||||
}
|
||||
|
||||
mua = (dpOneTwo * dpStaTwo - smTwo * dpStaOne) / denom;
|
||||
mub = (smOne * dpStaTwo - dpOneTwo * dpStaOne) / denom;
|
||||
|
||||
// If either of the edges has the nearest point out
|
||||
// of bounds, then the edges aren't crossed, we have
|
||||
// an edge-face contact. Our point is on the edge, which
|
||||
// we know from the useOne parameter.
|
||||
if (mua > oneSize ||
|
||||
mua < -oneSize ||
|
||||
mub > twoSize ||
|
||||
mub < -twoSize)
|
||||
{
|
||||
return useOne ? pOne : pTwo;
|
||||
}
|
||||
else
|
||||
{
|
||||
cOne = pOne + dOne * mua;
|
||||
cTwo = pTwo + dTwo * mub;
|
||||
|
||||
return cOne * 0.5 + cTwo * 0.5;
|
||||
}
|
||||
}
|
||||
|
||||
inline XMVECTOR handleVertexToface(const XMMATRIX& obj2World, const XMVECTOR& toCenter)
|
||||
{
|
||||
std::vector<XMVECTOR> corners = getCorners(obj2World);
|
||||
float min = 1000;
|
||||
XMVECTOR vertex;
|
||||
for (int i = 0; i < corners.size(); i++)
|
||||
{
|
||||
float value = XMVectorGetX(XMVector3Dot(corners[i], toCenter));
|
||||
if (value < min)
|
||||
{
|
||||
vertex = corners[i];
|
||||
min = value;
|
||||
}
|
||||
}
|
||||
|
||||
return vertex;
|
||||
}
|
||||
|
||||
|
||||
inline CollisionInfo checkCollisionSATHelper(const XMMATRIX& obj2World_A, const XMMATRIX& obj2World_B, XMVECTOR size_A, XMVECTOR size_B)
|
||||
{
|
||||
CollisionInfo info;
|
||||
info.isValid = false;
|
||||
XMVECTOR collisionPoint = XMVectorZero();
|
||||
float smallOverlap = 10000.0f;
|
||||
XMVECTOR axis;
|
||||
int index;
|
||||
int fromWhere = -1;
|
||||
bool bestSingleAxis = false;
|
||||
XMVECTOR toCenter = getVectorConnnectingCenters(obj2World_A, obj2World_B);
|
||||
std::vector<XMVECTOR> axes1 = getAxisNormalToFaces(obj2World_A);
|
||||
std::vector<XMVECTOR> axes2 = getAxisNormalToFaces(obj2World_B);
|
||||
std::vector<XMVECTOR> axes3 = getPairOfEdges(obj2World_A, obj2World_B);
|
||||
// loop over the axes1
|
||||
for (int i = 0; i < axes1.size(); i++) {
|
||||
// project both shapes onto the axis
|
||||
Projection p1 = project(obj2World_A, axes1[i]);
|
||||
Projection p2 = project(obj2World_B, axes1[i]);
|
||||
// do the projections overlap?
|
||||
if (!overlap(p1, p2)) {
|
||||
// then we can guarantee that the shapes do not overlap
|
||||
return info;
|
||||
}
|
||||
else{
|
||||
// get the overlap
|
||||
float o = getOverlap(p1, p2);
|
||||
// check for minimum
|
||||
if (o < smallOverlap) {
|
||||
// then set this one as the smallest
|
||||
smallOverlap = o;
|
||||
axis = axes1[i];
|
||||
index = i;
|
||||
fromWhere = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
// loop over the axes2
|
||||
for (int i = 0; i < axes2.size(); i++) {
|
||||
// project both shapes onto the axis
|
||||
Projection p1 = project(obj2World_A, axes2[i]);
|
||||
Projection p2 = project(obj2World_B, axes2[i]);
|
||||
// do the projections overlap?
|
||||
if (!overlap(p1, p2)) {
|
||||
// then we can guarantee that the shapes do not overlap
|
||||
return info;
|
||||
}
|
||||
else{
|
||||
// get the overlap
|
||||
float o = getOverlap(p1, p2);
|
||||
// check for minimum
|
||||
if (o < smallOverlap) {
|
||||
// then set this one as the smallest
|
||||
smallOverlap = o;
|
||||
axis = axes2[i];
|
||||
index = i;
|
||||
fromWhere = 1;
|
||||
bestSingleAxis = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
int whichEdges = 0;
|
||||
// loop over the axes3
|
||||
for (int i = 0; i < axes3.size(); i++) {
|
||||
// project both shapes onto the axis
|
||||
Projection p1 = project(obj2World_A, axes3[i]);
|
||||
Projection p2 = project(obj2World_B, axes3[i]);
|
||||
// do the projections overlap?
|
||||
if (!overlap(p1, p2)) {
|
||||
// then we can guarantee that the shapes do not overlap
|
||||
return info;
|
||||
}
|
||||
else{
|
||||
// get the overlap
|
||||
float o = getOverlap(p1, p2);
|
||||
// check for minimum
|
||||
if (o < smallOverlap) {
|
||||
// then set this one as the smallest
|
||||
smallOverlap = o;
|
||||
axis = axes3[i];
|
||||
index = i;
|
||||
whichEdges = i;
|
||||
fromWhere = 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
// if we get here then we know that every axis had overlap on it
|
||||
// so we can guarantee an intersection
|
||||
XMVECTOR normal;
|
||||
switch (fromWhere){
|
||||
case 0:{
|
||||
normal = axis;
|
||||
if (XMVectorGetX(XMVector3Dot(axis, toCenter)) <= 0)
|
||||
{
|
||||
normal = normal * -1.0f;
|
||||
}
|
||||
collisionPoint = handleVertexToface(obj2World_B, toCenter);
|
||||
}break;
|
||||
case 1:{
|
||||
normal = axis;
|
||||
if (XMVectorGetX(XMVector3Dot(axis, toCenter)) <= 0)
|
||||
{
|
||||
normal = normal * -1.0f;
|
||||
}
|
||||
collisionPoint = handleVertexToface(obj2World_A, toCenter*-1);
|
||||
}break;
|
||||
case 2:{
|
||||
XMVECTOR axis = XMVector3Normalize(XMVector3Cross(axes1[whichEdges / 3], axes2[whichEdges % 3]));
|
||||
normal = axis;
|
||||
if (XMVectorGetX(XMVector3Dot(axis, toCenter)) <= 0)
|
||||
{
|
||||
normal = normal * -1.0f;
|
||||
}
|
||||
XMVECTOR ptOnOneEdge = XMVectorSet(0.5, 0.5, 0.5, 1);
|
||||
XMVECTOR ptOnTwoEdge = XMVectorSet(0.5, 0.5, 0.5, 1);
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
if (i == whichEdges / 3) ptOnOneEdge = XMVectorSetByIndex(ptOnOneEdge, 0, i);
|
||||
else if (XMVectorGetX(XMVector3Dot(axes1[i], normal)) < 0) ptOnOneEdge = XMVectorSetByIndex(ptOnOneEdge, -XMVectorGetByIndex(ptOnOneEdge, i), i);
|
||||
|
||||
if (i == whichEdges % 3) ptOnTwoEdge = XMVectorSetByIndex(ptOnTwoEdge, 0, i);
|
||||
else if (XMVectorGetX(XMVector3Dot(axes2[i], normal)) > 0) ptOnTwoEdge = XMVectorSetByIndex(ptOnTwoEdge, -XMVectorGetByIndex(ptOnTwoEdge, i), i);
|
||||
}
|
||||
ptOnOneEdge = XMVector3Transform(ptOnOneEdge, obj2World_A);
|
||||
ptOnTwoEdge = XMVector3Transform(ptOnTwoEdge, obj2World_B);
|
||||
collisionPoint = contactPoint(ptOnOneEdge,
|
||||
axes1[whichEdges / 3],
|
||||
(float)XMVectorGetByIndex(size_A, (whichEdges / 3)),
|
||||
ptOnTwoEdge,
|
||||
axes2[whichEdges % 3],
|
||||
XMVectorGetByIndex(size_B, (whichEdges % 3)),
|
||||
bestSingleAxis);
|
||||
}break;
|
||||
}
|
||||
|
||||
|
||||
info.isValid = true;
|
||||
info.collisionPointWorld = collisionPoint;
|
||||
info.depth = smallOverlap;
|
||||
info.normalWorld = normal*-1;
|
||||
return info;
|
||||
}
|
||||
}
|
||||
|
||||
/* params:
|
||||
obj2World_A, the transfer matrix from object space of A to the world space
|
||||
obj2World_B, the transfer matrix from object space of B to the world space
|
||||
*/
|
||||
inline CollisionInfo checkCollisionSAT(GamePhysics::Mat4& obj2World_A, GamePhysics::Mat4& obj2World_B) {
|
||||
using namespace collisionTools;
|
||||
XMMATRIX MatA = obj2World_A.toDirectXMatrix(), MatB = obj2World_B.toDirectXMatrix();
|
||||
XMVECTOR calSizeA = getBoxSize(MatA);
|
||||
XMVECTOR calSizeB = getBoxSize(MatB);
|
||||
|
||||
return checkCollisionSATHelper(MatA, MatB, calSizeA, calSizeB);
|
||||
}
|
||||
|
||||
// example of using the checkCollisionSAT function
|
||||
inline void testCheckCollision(int caseid){
|
||||
|
||||
if (caseid == 1){// simple examples, suppose that boxes A and B are cubes and have no rotation
|
||||
GamePhysics::Mat4 AM; AM.initTranslation(1.0, 1.0, 1.0);// box A at (1.0,1.0,1.0)
|
||||
GamePhysics::Mat4 BM; BM.initTranslation(2.0, 2.0, 2.0); //box B at (2.0,2.0,2.0)
|
||||
|
||||
// check for collision
|
||||
CollisionInfo simpletest = checkCollisionSAT(AM, BM);// should find out a collision here
|
||||
if (!simpletest.isValid)
|
||||
std::printf("No Collision\n");
|
||||
else {
|
||||
std::printf("collision detected at normal: %f, %f, %f\n", simpletest.normalWorld.x, simpletest.normalWorld.y, simpletest.normalWorld.z);
|
||||
std::printf("collision point : %f, %f, %f\n", (simpletest.collisionPointWorld).x, (simpletest.collisionPointWorld).y, simpletest.collisionPointWorld.z);
|
||||
}
|
||||
// case 1 result:
|
||||
// collision detected at normal: -1.000000, -0.000000, -0.000000
|
||||
// collision point : 1.500000, 1.500000, 1.500000
|
||||
// Box A should be pushed to the left
|
||||
}
|
||||
else if (caseid == 2){// case 2, collide at a corner of Box B:
|
||||
GamePhysics::Mat4 AM, BM;
|
||||
AM.initTranslation(0.2f, 5.0f, 1.0f); // box A moves(0.2f, 5.0f, 1.0f) from origin
|
||||
BM.initRotationZ(45); // box B rotates 45 degree around axis z
|
||||
// box A size(9,2,3), box B size(5.656854f, 5.656854f, 2.0f)
|
||||
GamePhysics::Mat4 SizeMat;
|
||||
SizeMat.initScaling(9.0f, 2.0f, 3.0f);
|
||||
AM = SizeMat * AM;
|
||||
SizeMat.initScaling(5.656854f, 5.656854f, 2.0f);
|
||||
BM = SizeMat * BM;
|
||||
// check for collision
|
||||
CollisionInfo simpletest = checkCollisionSAT(AM, BM);// should find out a collision here
|
||||
|
||||
if (!simpletest.isValid)
|
||||
std::printf("No Collision\n");
|
||||
else {
|
||||
std::printf("collision detected at normal: %f, %f, %f\n", simpletest.normalWorld.x, simpletest.normalWorld.y, simpletest.normalWorld.z);
|
||||
std::printf("collision point : %f, %f, %f\n", (simpletest.collisionPointWorld).x, (simpletest.collisionPointWorld).y, simpletest.collisionPointWorld.z);
|
||||
}
|
||||
// case 2 result:
|
||||
// collision detected at normal : 0.000000, 1.000000, 0.000000
|
||||
// collision point : 0.000000, 4.000000, 1.000000
|
||||
}
|
||||
else if (caseid == 3){// case 3, collide at a corner of Box A:
|
||||
// box A first rotates 45 degree around axis z
|
||||
// box A moves(-2.0f, 0.0f, 1.0f) from origin,(-2.0f,0.0f,1.0f) is the centre position of A in world space
|
||||
// box A size(2.829f, 2.829f, 2.0f)
|
||||
GamePhysics::Mat4 AM_rot; AM_rot.initRotationZ(45);
|
||||
GamePhysics::Mat4 AM_tra; AM_tra.initTranslation(-2.0f, 0.0f, 1.0f);
|
||||
GamePhysics::Mat4 AM_sca; AM_sca.initScaling(2.829f, 2.829f, 2.0f);
|
||||
// get the object 2 world matrix of A
|
||||
GamePhysics::Mat4 AM = AM_sca * AM_rot * AM_tra; // pay attention to the order!
|
||||
// order, since we are working with the DirectX, we use left-handed matrixes!
|
||||
|
||||
// box B first rotates 90 degree around axis z
|
||||
// box B then moves (1.0f,0.5f,0.0f) from origin, (1.0f,0.5f,0.0f) is also the centre position of B in world space
|
||||
// box B size(9.0f, 2.0f, 4.0f)
|
||||
GamePhysics::Mat4 BM_rot; BM_rot.initRotationZ(90);
|
||||
GamePhysics::Mat4 BM_tra; BM_tra.initTranslation(1.0f, 0.5f, 0.0f);
|
||||
GamePhysics::Mat4 BM_sca; BM_sca.initScaling(9.0f, 2.0f, 4.0f);
|
||||
GamePhysics::Mat4 BM = BM_sca * BM_rot * BM_tra; // pay attention to the order!
|
||||
|
||||
// check for collision
|
||||
CollisionInfo simpletest = checkCollisionSAT(AM, BM);// should find out a collision here
|
||||
|
||||
if (!simpletest.isValid)
|
||||
std::printf("No Collision\n");
|
||||
else {
|
||||
std::printf("collision detected at normal: %f, %f, %f\n", simpletest.normalWorld.x, simpletest.normalWorld.y, simpletest.normalWorld.z);
|
||||
std::printf("collision point : %f, %f, %f\n", (simpletest.collisionPointWorld).x, (simpletest.collisionPointWorld).y, simpletest.collisionPointWorld.z);
|
||||
}
|
||||
// case 3 result:
|
||||
// collision detected at normal: -1.000000, 0.000000, -0.000000
|
||||
// collision point : 0.000405, 0.000000, 0.000000
|
||||
}
|
||||
}
|
||||
@@ -20,8 +20,8 @@ using namespace GamePhysics;
|
||||
|
||||
//#define ADAPTIVESTEP
|
||||
|
||||
#define TEMPLATE_DEMO
|
||||
//#define MASS_SPRING_SYSTEM
|
||||
//#define TEMPLATE_DEMO
|
||||
#define MASS_SPRING_SYSTEM
|
||||
//#define RIGID_BODY_SYSTEM
|
||||
//#define SPH_SYSTEM
|
||||
|
||||
@@ -53,9 +53,14 @@ bool firstTime = true;
|
||||
FFmpeg* g_pFFmpegVideoRecorder = nullptr;
|
||||
|
||||
|
||||
// Input Stuff
|
||||
float lastX;
|
||||
float lastY;
|
||||
|
||||
|
||||
void initTweakBar(){
|
||||
g_pDUC->g_pTweakBar = TwNewBar("TweakBar");
|
||||
TwDefine(" TweakBar color='0 128 128' alpha=128 ");
|
||||
TwDefine(" TweakBar color='128 128 128' alpha=128 ");
|
||||
TwType TW_TYPE_TESTCASE = TwDefineEnumFromString("Test Scene", g_pSimulator->getTestCasesStr());
|
||||
TwAddVarRW(g_pDUC->g_pTweakBar, "Test Scene", TW_TYPE_TESTCASE, &g_iTestCase, "");
|
||||
// HINT: For buttons you can directly pass the callback function as a lambda expression.
|
||||
@@ -202,10 +207,23 @@ void CALLBACK OnMouse( bool bLeftButtonDown, bool bRightButtonDown, bool bMiddle
|
||||
if (bLeftButtonDown)
|
||||
{
|
||||
g_pSimulator->onClick(xPos,yPos);
|
||||
|
||||
int x = xPos;
|
||||
int y = yPos;
|
||||
}
|
||||
else
|
||||
{
|
||||
g_pSimulator->onMouse(xPos, yPos);
|
||||
|
||||
float deltaX = lastX - xPos;
|
||||
float deltaY = lastY - yPos;
|
||||
|
||||
lastX = xPos;
|
||||
lastY = yPos;
|
||||
|
||||
/*printf("X Delta: %f \n", deltaX);
|
||||
printf("Y Delta: %f \n", deltaY);*/
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -646,8 +646,8 @@ matrix4x4<Scalar>::initRotationX(Scalar rot)
|
||||
|
||||
this->initId();
|
||||
value[1][1] = (Scalar) cos(drot);
|
||||
value[1][2] = (Scalar) sin(drot);
|
||||
value[2][1] = (Scalar)(-sin(drot));
|
||||
value[2][1] = (Scalar) sin(drot);
|
||||
value[1][2] = (Scalar)(-sin(drot));
|
||||
value[2][2] = (Scalar) cos(drot);
|
||||
}
|
||||
template<class Scalar>
|
||||
@@ -659,8 +659,8 @@ matrix4x4<Scalar>::initRotationY(Scalar rot)
|
||||
|
||||
this->initId();
|
||||
value[0][0] = (Scalar) cos(drot);
|
||||
value[0][2] = (Scalar)(-sin(drot));
|
||||
value[2][0] = (Scalar) sin(drot);
|
||||
value[2][0] = (Scalar)(-sin(drot));
|
||||
value[0][2] = (Scalar) sin(drot);
|
||||
value[2][2] = (Scalar) cos(drot);
|
||||
}
|
||||
template<class Scalar>
|
||||
@@ -672,8 +672,8 @@ matrix4x4<Scalar>::initRotationZ(Scalar rot)
|
||||
|
||||
this->initId();
|
||||
value[0][0] = (Scalar) cos(drot);
|
||||
value[0][1] = (Scalar) sin(drot);
|
||||
value[1][0] = (Scalar)(-sin(drot));
|
||||
value[1][0] = (Scalar) sin(drot);
|
||||
value[0][1] = (Scalar)(-sin(drot));
|
||||
value[1][1] = (Scalar) cos(drot);
|
||||
}
|
||||
template<class Scalar>
|
||||
|
||||
239
SimulationsRunner/SimulationsRunner_2022.vcxproj
Normal file
239
SimulationsRunner/SimulationsRunner_2022.vcxproj
Normal file
@@ -0,0 +1,239 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>SimulationsRunner</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;NOMINMAX;_CONSOLE;_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)DirectXTK/Inc;$(SolutionDir)DXUT11/Core;$(SolutionDir)DXUT11/Optional;$(SolutionDir)Effects11/inc;$(SolutionDir)AntTweakBar/include</AdditionalIncludeDirectories>
|
||||
<PrecompiledHeaderFile />
|
||||
<PrecompiledHeaderOutputFile />
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>D3DCompiler.lib;Mf.lib;mfuuid.lib;Mfplat.lib;Mfreadwrite.lib;comctl32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<FxCompile>
|
||||
<EntryPointName />
|
||||
</FxCompile>
|
||||
<FxCompile>
|
||||
<ShaderType>Effect</ShaderType>
|
||||
</FxCompile>
|
||||
<FxCompile>
|
||||
<ShaderModel>5.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile>
|
||||
<ObjectFileOutput>$(OutDir)%(Filename).fxo</ObjectFileOutput>
|
||||
</FxCompile>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;NOMINMAX;_CONSOLE;_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Simulations;$(SolutionDir)DirectXTK/Inc;$(SolutionDir)DXUT11/Core;$(SolutionDir)DXUT11/Optional;$(SolutionDir)Effects11/inc;$(SolutionDir)AntTweakBar/include</AdditionalIncludeDirectories>
|
||||
<PrecompiledHeaderFile>
|
||||
</PrecompiledHeaderFile>
|
||||
<PrecompiledHeaderOutputFile>
|
||||
</PrecompiledHeaderOutputFile>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>D3DCompiler.lib;Mf.lib;mfuuid.lib;Mfplat.lib;Mfreadwrite.lib;comctl32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<FxCompile>
|
||||
<EntryPointName>
|
||||
</EntryPointName>
|
||||
</FxCompile>
|
||||
<FxCompile>
|
||||
<ShaderType>Effect</ShaderType>
|
||||
</FxCompile>
|
||||
<FxCompile>
|
||||
<ShaderModel>5.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile>
|
||||
<ObjectFileOutput>$(OutDir)%(Filename).fxo</ObjectFileOutput>
|
||||
</FxCompile>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)DirectXTK/Inc;$(SolutionDir)DXUT11/Core;$(SolutionDir)DXUT11/Optional;$(SolutionDir)Effects11/inc;$(SolutionDir)AntTweakBar/include</AdditionalIncludeDirectories>
|
||||
<PrecompiledHeaderFile />
|
||||
<PrecompiledHeaderOutputFile />
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>comctl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<FxCompile>
|
||||
<EntryPointName />
|
||||
</FxCompile>
|
||||
<FxCompile>
|
||||
<ShaderType>Effect</ShaderType>
|
||||
</FxCompile>
|
||||
<FxCompile>
|
||||
<ShaderModel>5.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile>
|
||||
<ObjectFileOutput>$(OutDir)%(Filename).fxo</ObjectFileOutput>
|
||||
</FxCompile>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)DirectXTK/Inc;$(SolutionDir)DXUT11/Core;$(SolutionDir)DXUT11/Optional;$(SolutionDir)Effects11/inc;$(SolutionDir)AntTweakBar/include</AdditionalIncludeDirectories>
|
||||
<PrecompiledHeaderFile>
|
||||
</PrecompiledHeaderFile>
|
||||
<PrecompiledHeaderOutputFile>
|
||||
</PrecompiledHeaderOutputFile>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>false</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>comctl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<FxCompile>
|
||||
<EntryPointName>
|
||||
</EntryPointName>
|
||||
</FxCompile>
|
||||
<FxCompile>
|
||||
<ShaderType>Effect</ShaderType>
|
||||
</FxCompile>
|
||||
<FxCompile>
|
||||
<ShaderModel>5.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile>
|
||||
<ObjectFileOutput>$(OutDir)%(Filename).fxo</ObjectFileOutput>
|
||||
</FxCompile>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\Simulations\main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\AntTweakBar\src\AntTweakBar_2022.vcxproj">
|
||||
<Project>{b99e1fa1-c30a-45f2-9d57-9e9c21b2df42}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\DirectXTK\DirectXTK_Desktop_2022.vcxproj">
|
||||
<Project>{e0b52ae7-e160-4d32-bf3f-910b785e5a8e}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\DXUT11\Core\DXUT_DirectXTK_2022.vcxproj">
|
||||
<Project>{85344b7f-5aa0-4e12-a065-d1333d11f6ca}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\DXUT11\Optional\DXUTOpt_DirectXTK_2022.vcxproj">
|
||||
<Project>{61b333c2-c4f7-4cc1-a9bf-83f6d95588eb}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\Effects11\Effects11_2022.vcxproj">
|
||||
<Project>{df460eab-570d-4b50-9089-2e2fc801bf38}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\Simulations\Demo_2022.vcxproj">
|
||||
<Project>{3cabed2c-12f1-4408-aaae-e2185a426f35}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\SimulatorTester\SimulatorTester.vcxproj" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
@@ -1,105 +0,0 @@
|
||||
#include "CppUnitTest.h"
|
||||
#include "RigidBodySystemSimulator.h"
|
||||
|
||||
using namespace Microsoft::VisualStudio::CppUnitTestFramework;
|
||||
|
||||
namespace SimulatorTester
|
||||
{
|
||||
TEST_CLASS(PublicRigidBodiesTests)
|
||||
{
|
||||
public:
|
||||
void setupBaseTest(RigidBodySystemSimulator * rbss) {
|
||||
rbss->m_iTestCase = TESTCASEUSEDTORUNTEST;
|
||||
rbss->addRigidBody(Vec3(-0.1f, -0.2f, 0.1f), Vec3(0.4f, 0.2f, 0.2f), 100.0f);
|
||||
|
||||
rbss->addRigidBody(Vec3(0.0f, 0.2f, 0.0f), Vec3(0.4f, 0.2f, 0.2f), 100.0);
|
||||
rbss->setOrientationOf(1, Quat(Vec3(0.0f, 0.0f, 1.0f), (float)(M_PI)*0.25f));
|
||||
rbss->setVelocityOf(1,Vec3(0.0f, -0.1f, 0.05f));
|
||||
}
|
||||
|
||||
TEST_METHOD(TestRigidBodiesInitialization)
|
||||
{
|
||||
RigidBodySystemSimulator * rbss = new RigidBodySystemSimulator();
|
||||
setupBaseTest(rbss);
|
||||
Assert::AreEqual(2,(int)rbss->getNumberOfRigidBodies(),0.0001f,L"Number of Rigid bodies is not right",LINE_INFO());
|
||||
Vec3 pos = rbss->getPositionOfRigidBody(0);
|
||||
Assert::AreEqual(-0.1f,(float)pos.x,0.0001f,L"X coordinate of body 0 is not right",LINE_INFO());
|
||||
Assert::AreEqual(-0.2f,(float)pos.y,0.0001f,L"Y coordinate of body 0 is not right",LINE_INFO());
|
||||
Assert::AreEqual(0.1f,(float)pos.z,0.0001f,L"Z coordinate of body 0 is not right",LINE_INFO());
|
||||
Vec3 vel = rbss->getLinearVelocityOfRigidBody(0);
|
||||
Assert::AreEqual(0.0f,(float)vel.x,0.0001f,L"X componnent of body 0 is not right",LINE_INFO());
|
||||
Assert::AreEqual(0.0f,(float)vel.y,0.0001f,L"Y componnent of body 0 is not right",LINE_INFO());
|
||||
Assert::AreEqual(0.0f,(float)vel.z,0.0001f,L"Z componnent of body 0 is not right",LINE_INFO());
|
||||
Vec3 angvel = rbss->getAngularVelocityOfRigidBody(0);
|
||||
Assert::AreEqual(0.0f,(float)angvel.x,0.0001f,L"X componnent of body 0 is not right",LINE_INFO());
|
||||
Assert::AreEqual(0.0f,(float)angvel.y,0.0001f,L"Y componnent of body 0 is not right",LINE_INFO());
|
||||
Assert::AreEqual(0.0f,(float)angvel.z,0.0001f,L"Z componnent of body 0 is not right",LINE_INFO());
|
||||
pos = rbss->getPositionOfRigidBody(1);
|
||||
Assert::AreEqual(0.0f,(float)pos.x,0.0001f,L"X coordinate of body 1 is not right",LINE_INFO());
|
||||
Assert::AreEqual(0.2f,(float)pos.y,0.0001f,L"Y coordinate of body 1 is not right",LINE_INFO());
|
||||
Assert::AreEqual(0.0f,(float)pos.z,0.0001f,L"Z coordinate of body 1 is not right",LINE_INFO());
|
||||
vel = rbss->getLinearVelocityOfRigidBody(1);
|
||||
Assert::AreEqual(0.0f,(float)vel.x,0.0001f,L"X componnent of body 1 is not right",LINE_INFO());
|
||||
Assert::AreEqual(-0.1f,(float)vel.y,0.0001f,L"Y componnent of body 1 is not right",LINE_INFO());
|
||||
Assert::AreEqual(0.05f,(float)vel.z,0.0001f,L"Z componnent of body 1 is not right",LINE_INFO());
|
||||
angvel = rbss->getAngularVelocityOfRigidBody(1);
|
||||
Assert::AreEqual(0.0f,(float)angvel.x,0.0001f,L"X componnent of body 0 is not right",LINE_INFO());
|
||||
Assert::AreEqual(0.0f,(float)angvel.y,0.0001f,L"Y componnent of body 0 is not right",LINE_INFO());
|
||||
Assert::AreEqual(0.0f,(float)angvel.z,0.0001f,L"Z componnent of body 0 is not right",LINE_INFO());
|
||||
delete rbss;
|
||||
}
|
||||
|
||||
TEST_METHOD(TestRigidBodiesAfterForceApplication)
|
||||
{
|
||||
RigidBodySystemSimulator * rbss = new RigidBodySystemSimulator();
|
||||
setupBaseTest(rbss);
|
||||
rbss->applyForceOnBody(0,Vec3(0.0,0.0f,0.0),Vec3(0,0,200));
|
||||
for(int i =0; i < 4;i++)
|
||||
rbss->simulateTimestep(0.1);
|
||||
Vec3 pos = rbss->getPositionOfRigidBody(0);
|
||||
Assert::AreEqual(-0.1f,(float)pos.x,0.0001f,L"X coordinate of body 0 is not right",LINE_INFO());
|
||||
Assert::AreEqual(-0.2f,(float)pos.y,0.0001f,L"Y coordinate of body 0 is not right",LINE_INFO());
|
||||
Assert::AreEqual(0.16f,(float)pos.z,0.0001f,L"Z coordinate of body 0 is not right",LINE_INFO());
|
||||
Vec3 vel = rbss->getLinearVelocityOfRigidBody(0);
|
||||
Assert::AreEqual(0.0f,(float)vel.x,0.0001f,L"X componnent of body 0 is not right",LINE_INFO());
|
||||
Assert::AreEqual(0.0f,(float)vel.y,0.0001f,L"Y componnent of body 0 is not right",LINE_INFO());
|
||||
Assert::AreEqual(0.2f,(float)vel.z,0.0001f,L"Z componnent of body 0 is not right",LINE_INFO());
|
||||
Vec3 angvel = rbss->getAngularVelocityOfRigidBody(0);
|
||||
Assert::AreEqual(5.8590f,(float)angvel.x,0.0001f,L"X componnent of body 0 is not right",LINE_INFO());
|
||||
Assert::AreEqual(-2.1106f,(float)angvel.y,0.0001f,L"Y componnent of body 0 is not right",LINE_INFO());
|
||||
Assert::AreEqual(-1.1391f,(float)angvel.z,0.0001f,L"Z componnent of body 0 is not right",LINE_INFO());
|
||||
delete rbss;
|
||||
}
|
||||
|
||||
TEST_METHOD(TestRigidBodiesOneStepGivenTableTest)
|
||||
{
|
||||
RigidBodySystemSimulator * rbss = new RigidBodySystemSimulator();
|
||||
|
||||
rbss->m_iTestCase = TESTCASEUSEDTORUNTEST;
|
||||
rbss->addRigidBody(Vec3(0.0f, 0.0f, 0.0f), Vec3(1.0f, 0.6f, 0.5f), 2.0f);
|
||||
rbss->setOrientationOf(0, Quat(Vec3(0.0f, 0.0f, 1.0f), (float)(M_PI)* 0.5f));
|
||||
rbss->applyForceOnBody(0, Vec3(0.3f, 0.5f, 0.25f), Vec3(1.0f, 1.0f, 0.0f));
|
||||
rbss->simulateTimestep(2.0);
|
||||
|
||||
Vec3 pos = rbss->getPositionOfRigidBody(0);
|
||||
Assert::AreEqual(0.0000f, (float)pos.x, 0.0001f, L"X coordinate of position of body 0 is not right", LINE_INFO());
|
||||
Assert::AreEqual(0.0000f, (float)pos.y, 0.0001f, L"Y coordinate of position of body 0 is not right", LINE_INFO());
|
||||
Assert::AreEqual(0.0000f, (float)pos.z, 0.0001f, L"Z coordinate of position of body 0 is not right", LINE_INFO());
|
||||
Vec3 vel = rbss->getLinearVelocityOfRigidBody(0);
|
||||
Assert::AreEqual(1.0000f, (float)vel.x, 0.0001f, L"X componnent of velocity of body 0 is not right", LINE_INFO());
|
||||
Assert::AreEqual(1.0000f, (float)vel.y, 0.0001f, L"Y componnent of velocity of body 0 is not right", LINE_INFO());
|
||||
Assert::AreEqual(0.0000f, (float)vel.z, 0.0001f, L"Z componnent of velocity of body 0 is not right", LINE_INFO());
|
||||
Vec3 angvel = rbss->getAngularVelocityOfRigidBody(0);
|
||||
Assert::AreEqual(-2.4000f, (float)angvel.x, 0.0001f, L"X componnent of angular velocity of body 0 is not right", LINE_INFO());
|
||||
Assert::AreEqual(4.9180f, (float)angvel.y, 0.0001f, L"Y componnent of angular velocity of body 0 is not right", LINE_INFO());
|
||||
Assert::AreEqual(-1.7647f, (float)angvel.z, 0.0001f, L"Z componnent of angular velocity of body 0 is not right", LINE_INFO());
|
||||
|
||||
Vec3 xa_world = Vec3(-0.3f, -0.5f, -0.25f) - pos;
|
||||
Vec3 velocityA = vel + cross(angvel, xa_world);
|
||||
Assert::AreEqual(-1.11186f, (float)velocityA.x, 0.0001f, L"X componnent of the velocity at the given point is not right", LINE_INFO());
|
||||
Assert::AreEqual(0.929412f, (float)velocityA.y, 0.0001f, L"Y componnent of the velocity at the given point is not right", LINE_INFO());
|
||||
Assert::AreEqual(2.67541f, (float)velocityA.z, 0.0001f, L"Z componnent of the velocity at the given point is not right", LINE_INFO());
|
||||
delete rbss;
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -163,7 +163,6 @@
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="PublicMassSpringSystemTests.cpp" />
|
||||
<ClCompile Include="PublicRigidBodiesTests.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\AntTweakBar\src\AntTweakBar_2013.vcxproj">
|
||||
|
||||
@@ -163,7 +163,6 @@
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="PublicMassSpringSystemTests.cpp" />
|
||||
<ClCompile Include="PublicRigidBodiesTests.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\AntTweakBar\src\AntTweakBar_2015.vcxproj">
|
||||
|
||||
@@ -164,7 +164,6 @@
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="PublicMassSpringSystemTests.cpp" />
|
||||
<ClCompile Include="PublicRigidBodiesTests.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\AntTweakBar\src\AntTweakBar_2017.vcxproj">
|
||||
|
||||
191
SimulatorTester/SimulatorTester_2022.vcxproj
Normal file
191
SimulatorTester/SimulatorTester_2022.vcxproj
Normal file
@@ -0,0 +1,191 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{13342092-1CC5-4994-A03C-3963197E8016}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>SimulationsTester</RootNamespace>
|
||||
<ProjectName>SimulationsTester</ProjectName>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<UseOfMfc>false</UseOfMfc>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<UseOfMfc>false</UseOfMfc>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<UseOfMfc>false</UseOfMfc>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<UseOfMfc>false</UseOfMfc>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
<OutDir>$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(Platform)\$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
<OutDir>$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(Platform)\$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(VCInstallDir)UnitTest\include;$(SolutionDir)Simulations;$(SolutionDir)DirectXTK/Inc;$(SolutionDir)DXUT11/Core;$(SolutionDir)DXUT11/Optional;$(SolutionDir)Effects11/inc;$(SolutionDir)AntTweakBar/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;NOMINMAX;_CONSOLE;_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<UseFullPaths>true</UseFullPaths>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(VCInstallDir)UnitTest\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>D3DCompiler.lib;Mf.lib;mfuuid.lib;Mfplat.lib;Mfreadwrite.lib;comctl32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(VCInstallDir)UnitTest\include;$(SolutionDir)Simulations;$(SolutionDir)DirectXTK/Inc;$(SolutionDir)DXUT11/Core;$(SolutionDir)DXUT11/Optional;$(SolutionDir)Effects11/inc;$(SolutionDir)AntTweakBar/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;NOMINMAX;_CONSOLE;_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<UseFullPaths>true</UseFullPaths>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(VCInstallDir)UnitTest\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>D3DCompiler.lib;Mf.lib;mfuuid.lib;Mfplat.lib;Mfreadwrite.lib;comctl32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
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||||
<AdditionalIncludeDirectories>$(VCInstallDir)UnitTest\include;$(SolutionDir)Simulations;$(SolutionDir)DirectXTK/Inc;$(SolutionDir)DXUT11/Core;$(SolutionDir)DXUT11/Optional;$(SolutionDir)Effects11/inc;$(SolutionDir)AntTweakBar/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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||||
<PreprocessorDefinitions>WIN32;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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||||
<UseFullPaths>true</UseFullPaths>
|
||||
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|
||||
<Link>
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||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
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||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(VCInstallDir)UnitTest\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>D3DCompiler.lib;Mf.lib;mfuuid.lib;Mfplat.lib;Mfreadwrite.lib;comctl32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(VCInstallDir)UnitTest\include;$(SolutionDir)Simulations;$(SolutionDir)DirectXTK/Inc;$(SolutionDir)DXUT11/Core;$(SolutionDir)DXUT11/Optional;$(SolutionDir)Effects11/inc;$(SolutionDir)AntTweakBar/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<UseFullPaths>true</UseFullPaths>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(VCInstallDir)UnitTest\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>D3DCompiler.lib;Mf.lib;mfuuid.lib;Mfplat.lib;Mfreadwrite.lib;comctl32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="PublicMassSpringSystemTests.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\AntTweakBar\src\AntTweakBar_2022.vcxproj">
|
||||
<Project>{b99e1fa1-c30a-45f2-9d57-9e9c21b2df42}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\DirectXTK\DirectXTK_Desktop_2022.vcxproj">
|
||||
<Project>{e0b52ae7-e160-4d32-bf3f-910b785e5a8e}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\DXUT11\Core\DXUT_DirectXTK_2022.vcxproj">
|
||||
<Project>{85344b7f-5aa0-4e12-a065-d1333d11f6ca}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\DXUT11\Optional\DXUTOpt_DirectXTK_2022.vcxproj">
|
||||
<Project>{61b333c2-c4f7-4cc1-a9bf-83f6d95588eb}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\Effects11\Effects11_2022.vcxproj">
|
||||
<Project>{df460eab-570d-4b50-9089-2e2fc801bf38}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\Simulations\Demo_2022.vcxproj">
|
||||
<Project>{3cabed2c-12f1-4408-aaae-e2185a426f35}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
98
Template_2022.sln
Normal file
98
Template_2022.sln
Normal file
@@ -0,0 +1,98 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.7.34031.279
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SimulationsRunner_2022", "SimulationsRunner\SimulationsRunner_2022.vcxproj", "{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Simulations", "Simulations\Demo_2022.vcxproj", "{3CABED2C-12F1-4408-AAAE-E2185A426F35}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Effects11", "Effects11\Effects11_2022.vcxproj", "{DF460EAB-570D-4B50-9089-2E2FC801BF38}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUT", "DXUT11\Core\DXUT_DirectXTK_2022.vcxproj", "{85344B7F-5AA0-4E12-A065-D1333D11F6CA}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUTOpt", "DXUT11\Optional\DXUTOpt_DirectXTK_2022.vcxproj", "{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "AntTweakBar", "AntTweakBar\src\AntTweakBar_2022.vcxproj", "{B99E1FA1-C30A-45F2-9D57-9E9C21B2DF42}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DirectXTK_Desktop_2022", "DirectXTK\DirectXTK_Desktop_2022.vcxproj", "{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SimulationsTester", "SimulatorTester\SimulatorTester_2022.vcxproj", "{13342092-1CC5-4994-A03C-3963197E8016}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Win32 = Debug|Win32
|
||||
Debug|x64 = Debug|x64
|
||||
Release|Win32 = Release|Win32
|
||||
Release|x64 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Debug|x64.Build.0 = Debug|x64
|
||||
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Release|Win32.Build.0 = Release|Win32
|
||||
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Release|x64.ActiveCfg = Release|x64
|
||||
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Release|x64.Build.0 = Release|x64
|
||||
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Debug|x64.Build.0 = Debug|x64
|
||||
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Release|Win32.Build.0 = Release|Win32
|
||||
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Release|x64.ActiveCfg = Release|x64
|
||||
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Release|x64.Build.0 = Release|x64
|
||||
{DF460EAB-570D-4B50-9089-2E2FC801BF38}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{DF460EAB-570D-4B50-9089-2E2FC801BF38}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{DF460EAB-570D-4B50-9089-2E2FC801BF38}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{DF460EAB-570D-4B50-9089-2E2FC801BF38}.Debug|x64.Build.0 = Debug|x64
|
||||
{DF460EAB-570D-4B50-9089-2E2FC801BF38}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{DF460EAB-570D-4B50-9089-2E2FC801BF38}.Release|Win32.Build.0 = Release|Win32
|
||||
{DF460EAB-570D-4B50-9089-2E2FC801BF38}.Release|x64.ActiveCfg = Release|x64
|
||||
{DF460EAB-570D-4B50-9089-2E2FC801BF38}.Release|x64.Build.0 = Release|x64
|
||||
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Debug|x64.Build.0 = Debug|x64
|
||||
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|Win32.Build.0 = Release|Win32
|
||||
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.ActiveCfg = Release|x64
|
||||
{85344B7F-5AA0-4E12-A065-D1333D11F6CA}.Release|x64.Build.0 = Release|x64
|
||||
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Debug|x64.Build.0 = Debug|x64
|
||||
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|Win32.Build.0 = Release|Win32
|
||||
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.ActiveCfg = Release|x64
|
||||
{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}.Release|x64.Build.0 = Release|x64
|
||||
{B99E1FA1-C30A-45F2-9D57-9E9C21B2DF42}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{B99E1FA1-C30A-45F2-9D57-9E9C21B2DF42}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{B99E1FA1-C30A-45F2-9D57-9E9C21B2DF42}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{B99E1FA1-C30A-45F2-9D57-9E9C21B2DF42}.Debug|x64.Build.0 = Debug|x64
|
||||
{B99E1FA1-C30A-45F2-9D57-9E9C21B2DF42}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{B99E1FA1-C30A-45F2-9D57-9E9C21B2DF42}.Release|Win32.Build.0 = Release|Win32
|
||||
{B99E1FA1-C30A-45F2-9D57-9E9C21B2DF42}.Release|x64.ActiveCfg = Release|x64
|
||||
{B99E1FA1-C30A-45F2-9D57-9E9C21B2DF42}.Release|x64.Build.0 = Release|x64
|
||||
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|x64.Build.0 = Debug|x64
|
||||
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|Win32.Build.0 = Release|Win32
|
||||
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|x64.ActiveCfg = Release|x64
|
||||
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Release|x64.Build.0 = Release|x64
|
||||
{13342092-1CC5-4994-A03C-3963197E8016}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{13342092-1CC5-4994-A03C-3963197E8016}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{13342092-1CC5-4994-A03C-3963197E8016}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{13342092-1CC5-4994-A03C-3963197E8016}.Debug|x64.Build.0 = Debug|x64
|
||||
{13342092-1CC5-4994-A03C-3963197E8016}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{13342092-1CC5-4994-A03C-3963197E8016}.Release|Win32.Build.0 = Release|Win32
|
||||
{13342092-1CC5-4994-A03C-3963197E8016}.Release|x64.ActiveCfg = Release|x64
|
||||
{13342092-1CC5-4994-A03C-3963197E8016}.Release|x64.Build.0 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
@@ -1,12 +1,18 @@
|
||||
-------------------------------------------------------------------------------
|
||||
--- Visual Studio 2013/15/17 Template Project for C++/DirectX11 Application ---
|
||||
--- Visual Studio 2013/15/17/22 Template Project for C++/DirectX11 Application
|
||||
--- Marc Treib, Florian Ferstl, Sept 2013 -------------------------------------
|
||||
--- Updated: Florian Ferstl, Sept 2014 ----------------------------------------
|
||||
--- Updated: Mina Saad Aziz, May 2016 -----------------------------------------
|
||||
--- Updated: Mengyu Chu, Nov 2017 ------------------------------------------
|
||||
--- Updated: You Xie, Nov 2019 ---------------------------------------------
|
||||
--- Updated: Rene Winchenbach, Felix Koehler, Oct 2023 ---------------------
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
!Important:
|
||||
|
||||
We recommend using the `Template_2022.sln` solution file together with Visual
|
||||
Studio 2022 Community Edition.
|
||||
|
||||
This solution contains the following components:
|
||||
|
||||
- AntTweakBar 1.16
|
||||
|
||||
Reference in New Issue
Block a user