Compare commits

6 Commits

Author SHA1 Message Date
PfandBoss
741958d30b Mouse Input test stuff 2023-11-02 14:53:04 +01:00
047b913dfa Fix Repo + add basics 2023-10-31 00:37:29 +01:00
Felix Koehler
5348c6e002 Update build system for VS 2022 2023-10-30 07:47:16 +01:00
youxie
07934c01d5 Update quaternion.h
typo fix for quaternion multiplication
2022-11-09 16:19:52 +01:00
Brener
84e7c726c9 Including stdexcept in order to make retargeting to VS19 work 2021-10-22 09:38:59 +02:00
youxie
7170c0b8f0 Update readme.txt 2019-11-29 09:55:47 +01:00
26 changed files with 4745 additions and 7 deletions

47
.gitignore vendored Normal file
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@@ -0,0 +1,47 @@
# Prerequisites
*.d
# Compiled Object files
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*.lo
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# Precompiled Headers
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*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
*.smod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
.DS_STORE
Win32
*.vcxproj.user
.vs
SimulationsRunner/Debug
SimulationsRunner/Release
x64/
Win32/
Debug/
Release/

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@@ -0,0 +1,496 @@
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@@ -5748,8 +5748,13 @@ int ANT_CALL TwKeyTest(int _Key, int _Modifiers)
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
#if ((defined(_MSVC_LANG) && _MSVC_LANG >= 201402L) || __cplusplus >= 201402L)
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struct StructCompare : public function<bool(TwType, TwType)>
#else
struct StructCompare : public binary_function<TwType, TwType, bool> struct StructCompare : public binary_function<TwType, TwType, bool>
#endif
{ {
bool operator()(const TwType& _Left, const TwType& _Right) const bool operator()(const TwType& _Left, const TwType& _Right) const
{ {

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8
Simulations/MassPoint.h Normal file
View File

@@ -0,0 +1,8 @@
#pragma once
#include "util/vectorbase.h"
struct MassPoint {
GamePhysics::Vec3 position;
GamePhysics::Vec3 velocity;
bool isFixed;
};

View File

@@ -0,0 +1,127 @@
#include "MassSpringSystemSimulator.h"
MassSpringSystemSimulator::MassSpringSystemSimulator()
{
//Test only
//auto first = addMassPoint(Vec3(0, 0, 1), Vec3(0, 0, 0), true);
//auto second = addMassPoint(Vec3(0, 0, 0), Vec3(0, 0, 0), true);
//addSpring(first, second, 2.0);
}
const char* MassSpringSystemSimulator::getTestCasesStr()
{
return nullptr;
}
void MassSpringSystemSimulator::initUI(DrawingUtilitiesClass* DUC)
{
this->DUC = DUC;
}
void MassSpringSystemSimulator::reset()
{
}
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)
{
}
void MassSpringSystemSimulator::externalForcesCalculations(float timeElapsed)
{
}
void MassSpringSystemSimulator::simulateTimestep(float timeStep)
{
}
void MassSpringSystemSimulator::onClick(int x, int y)
{
}
void MassSpringSystemSimulator::onMouse(int x, int y)
{
}
void MassSpringSystemSimulator::setMass(float mass)
{
}
void MassSpringSystemSimulator::setStiffness(float stiffness)
{
}
void MassSpringSystemSimulator::setDampingFactor(float 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)
{
}

View File

@@ -1,6 +1,8 @@
#ifndef MASSSPRINGSYSTEMSIMULATOR_h #ifndef MASSSPRINGSYSTEMSIMULATOR_h
#define MASSSPRINGSYSTEMSIMULATOR_h #define MASSSPRINGSYSTEMSIMULATOR_h
#include "Simulator.h" #include "Simulator.h"
#include "MassPoint.h"
#include "Spring.h"
// Do Not Change // Do Not Change
#define EULER 0 #define EULER 0
@@ -54,5 +56,9 @@ private:
Point2D m_mouse; Point2D m_mouse;
Point2D m_trackmouse; Point2D m_trackmouse;
Point2D m_oldtrackmouse; Point2D m_oldtrackmouse;
//Mass points and springs
std::vector<std::shared_ptr<MassPoint>> masspoints;
std::vector<Spring> springs;
}; };
#endif #endif

0
Simulations/Spring.cpp Normal file
View File

11
Simulations/Spring.h Normal file
View 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(); }
};

View File

@@ -20,8 +20,8 @@ using namespace GamePhysics;
//#define ADAPTIVESTEP //#define ADAPTIVESTEP
#define TEMPLATE_DEMO //#define TEMPLATE_DEMO
//#define MASS_SPRING_SYSTEM #define MASS_SPRING_SYSTEM
//#define RIGID_BODY_SYSTEM //#define RIGID_BODY_SYSTEM
//#define SPH_SYSTEM //#define SPH_SYSTEM
@@ -53,9 +53,14 @@ bool firstTime = true;
FFmpeg* g_pFFmpegVideoRecorder = nullptr; FFmpeg* g_pFFmpegVideoRecorder = nullptr;
// Input Stuff
float lastX;
float lastY;
void initTweakBar(){ void initTweakBar(){
g_pDUC->g_pTweakBar = TwNewBar("TweakBar"); 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()); TwType TW_TYPE_TESTCASE = TwDefineEnumFromString("Test Scene", g_pSimulator->getTestCasesStr());
TwAddVarRW(g_pDUC->g_pTweakBar, "Test Scene", TW_TYPE_TESTCASE, &g_iTestCase, ""); 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. // 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) if (bLeftButtonDown)
{ {
g_pSimulator->onClick(xPos,yPos); g_pSimulator->onClick(xPos,yPos);
int x = xPos;
int y = yPos;
} }
else else
{ {
g_pSimulator->onMouse(xPos, yPos); 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);*/
} }
} }

View File

@@ -83,7 +83,7 @@ public:
inline const Quaternion operator*=(const Quaternion &q) inline const Quaternion operator*=(const Quaternion &q)
{ {
vector3Dim<Scalar> v1(x,y,z), v2(q.x,q.y,q.z); vector3Dim<Scalar> v1(x,y,z), v2(q.x,q.y,q.z);
vector3Dim<Scalar> nv = v1*q.w + v2*w + cross(v2,v1); vector3Dim<Scalar> nv = v1*q.w + v2*w + cross(v1,v2);
Scalar nw = w*q.w - (v1.x*v2.x+v1.y*v2.y+v1.z*v2.z); Scalar nw = w*q.w - (v1.x*v2.x+v1.y*v2.y+v1.z*v2.z);
x = nv.x; x = nv.x;
y = nv.y; y = nv.y;
@@ -106,7 +106,7 @@ public:
inline const Quaternion operator*(const Quaternion &q) const inline const Quaternion operator*(const Quaternion &q) const
{ {
vector3Dim<Scalar> v1(x,y,z), v2(q.x,q.y,q.z); vector3Dim<Scalar> v1(x,y,z), v2(q.x,q.y,q.z);
vector3Dim<Scalar> nv = v1*q.w + v2*w + cross(v2,v1); vector3Dim<Scalar> nv = v1*q.w + v2*w + cross(v1,v2);
Scalar nw = w*q.w - (v1.x*v2.x+v1.y*v2.y+v1.z*v2.z); Scalar nw = w*q.w - (v1.x*v2.x+v1.y*v2.y+v1.z*v2.z);
return Quaternion(nv.x,nv.y,nv.z,nw); return Quaternion(nv.x,nv.y,nv.z,nw);

View File

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View File

@@ -1,11 +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 ------------------------------------- --- Marc Treib, Florian Ferstl, Sept 2013 -------------------------------------
--- Updated: Florian Ferstl, Sept 2014 ---------------------------------------- --- Updated: Florian Ferstl, Sept 2014 ----------------------------------------
--- Updated: Mina Saad Aziz, May 2016 ----------------------------------------- --- Updated: Mina Saad Aziz, May 2016 -----------------------------------------
--- Updated: Mengyu Chu, Nov 2017 ------------------------------------------ --- 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: This solution contains the following components:
- AntTweakBar 1.16 - AntTweakBar 1.16
@@ -45,4 +52,4 @@ Further Note:
DXUT are both based on the new DirectXMath API for linear algebra that comes DXUT are both based on the new DirectXMath API for linear algebra that comes
with the Windows 8.* SDKs (replacing the old D3DXMath). You can use it for with the Windows 8.* SDKs (replacing the old D3DXMath). You can use it for
all of your linear algebra tasks. all of your linear algebra tasks.
Documentation: https://msdn.microsoft.com/en-us/library/windows/desktop/hh437833(v=vs.85).aspx Documentation: https://msdn.microsoft.com/en-us/library/windows/desktop/hh437833(v=vs.85).aspx