[361] | 1 | // %flair:license{
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| 2 | // This file is part of the Flair framework distributed under the
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| 3 | // CECILL-C License, Version 1.0.
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| 4 | // %flair:license}
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| 5 | // created: 2020/05/26
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| 6 | // filename: Ball.cpp
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| 7 | //
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| 8 | // author: Guillaume Sanahuja
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| 9 | // Copyright Heudiasyc UMR UTC/CNRS 7253
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| 10 | //
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| 11 | // version: $Id: $
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| 12 | //
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| 13 | // purpose: classe chargeant une balle
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| 14 | //
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| 15 | /*********************************************************************/
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| 16 | #ifdef GL
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| 17 |
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| 18 | #include "Ball.h"
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| 19 | #include "Gui.h"
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| 20 | #include "Euler.h"
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| 21 | #include <ISceneManager.h>
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| 22 | #include <IMeshSceneNode.h>
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| 23 | #include <ITexture.h>
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| 24 | #include <Tab.h>
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| 25 | #include <DoubleSpinBox.h>
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| 26 | #include <Vector3DSpinBox.h>
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| 27 | #include <PushButton.h>
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| 28 | #include "FollowMeCamera.h"
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| 29 |
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| 30 | #define G (float)9.81 // gravity ( N/(m/s²) )
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| 31 |
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| 32 | using namespace irr;
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| 33 | using namespace irr::core;
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| 34 | using namespace irr::scene;
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| 35 | using namespace irr::video;
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| 36 | using namespace flair::core;
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| 37 | using namespace flair::gui;
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| 38 |
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| 39 | namespace flair {
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| 40 | namespace simulator {
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| 41 |
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| 42 | Ball::Ball(std::string name,uint32_t modelId) : Model(name,modelId) {
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| 43 |
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| 44 | node = getGui()->getSceneManager()->addSphereSceneNode(100,16,getSceneNode());
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| 45 |
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| 46 | ITexture *texture = getGui()->getTexture("ball.jpg");
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| 47 | node->setMaterialTexture(0, texture);
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| 48 | node->setMaterialFlag(video::EMF_LIGHTING, false);
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| 49 |
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| 50 | getFollowMeCamera()->setPositionOffset(vector3df(0, 0, 0));
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| 51 | getFollowMeCamera()->setTargetOffset(vector3df(0, 0, 0));
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| 52 |
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| 53 | setTriangleSelector(getGui()->getSceneManager()->createTriangleSelector(node->getMesh(),node));
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| 54 |
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| 55 | Tab *setup_tab = new Tab(GetTabWidget(), "model");
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| 56 | radius = new DoubleSpinBox(setup_tab->NewRow(), "radius :", "m",0, 1, 0.1,2,0.05);
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| 57 | weight = new DoubleSpinBox(setup_tab->NewRow(), "weight :", "Kg",0, 5, 0.1,2,0.5);
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| 58 | Km = new DoubleSpinBox(setup_tab->NewRow(), "Km :",0, 1, 0.1,2,0.05);
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| 59 |
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| 60 | Tab *throw_tab = new Tab(GetTabWidget(), "throw");
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| 61 | velInit = new Vector3DSpinBox(throw_tab->NewRow(), "initial velocity :", -15, 15, 0.1);
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| 62 | throwButton = new PushButton(throw_tab->NewRow(), "throw");
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| 63 | resetButton = new PushButton(throw_tab->NewRow(), "reset position");
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| 64 |
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| 65 | node->setScale(vector3df(radius->Value(), radius->Value(), radius->Value()));
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| 66 |
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| 67 | throwing=false;
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| 68 |
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| 69 | SetIsReady(true);
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| 70 | }
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| 71 |
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| 72 | Ball::~Ball() {}
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| 73 |
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| 74 | void Ball::CalcModel(void) {
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| 75 | if(throwButton->Clicked()) {
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| 76 | throwing=true;
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| 77 | state[-1].Vel = velInit->Value();
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| 78 | state[-2].Vel = velInit->Value();
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| 79 | }
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| 80 | if(resetButton->Clicked()) {
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| 81 | throwing=false;
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| 82 | }
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| 83 |
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| 84 | if(throwing) {
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| 85 | state[0].Pos = state[-1].Pos + dT() * state[-1].Vel + Vector3D<double>(0,0, weight->Value()*G*dT()*dT()/2);
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| 86 | state[0].Vel = state[-1].Vel + dT() * (state[-1].Vel * velInit->Value().GetNorm()+Vector3D<double>(-Km->Value(),-Km->Value(),-Km->Value()+weight->Value()*G) );
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| 87 | } else {
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| 88 | state[0].Pos=InitialPosition();
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| 89 | }
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| 90 | //Printf("pos %f %f %f\n",state[0].Pos.x,state[0].Pos.y,state[0].Pos.z);
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| 91 | //Printf("vel %f %f %f\n",state[0].Vel.x,state[0].Vel.y,state[0].Vel.z);
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| 92 | //From Julio:
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| 93 | /*
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| 94 | x(k+1) = x(k) + h*(vx(:,k));
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| 95 | y(k+1) = y(k) + h*(vy(:,k));
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| 96 | z(k+1) = z(k) + h*(vz(:,k)) - (g*h^2/2) ;
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| 97 |
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| 98 | vx(k+1) = vx(k) + h*(vx(k)*v*-Km);
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| 99 | vy(k+1) = vy(k) + h*(vy(k)*v*-Km);
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| 100 | vz(k+1) = vz(k) + h*(vz(k)*v*-Km-g);
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| 101 | */
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| 102 |
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| 103 | }
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| 104 |
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| 105 | void Ball::AnimateModel(void){
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| 106 | // adapt size
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| 107 | if (radius->ValueChanged() == true) {
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| 108 | node->setScale(vector3df(radius->Value(), radius->Value(), radius->Value()));
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| 109 | }
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| 110 | }
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| 111 |
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| 112 | size_t Ball::dbtSize(void) const { return 6 * sizeof(float); }
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| 113 |
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| 114 | void Ball::WritedbtBuf(char *dbtbuf) { /*
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| 115 | float *buf=(float*)dbtbuf;
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| 116 | vector3df vect=node->getPosition();
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| 117 | memcpy(buf,&vect.X,sizeof(float));
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| 118 | buf++;
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| 119 | memcpy(buf,&vect.Y,sizeof(float));
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| 120 | buf++;
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| 121 | memcpy(buf,&vect.Z,sizeof(float));
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| 122 | buf++;
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| 123 | vect=node->getRotation();
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| 124 | memcpy(buf,&vect.X,sizeof(float));
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| 125 | buf++;
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| 126 | memcpy(buf,&vect.Y,sizeof(float));
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| 127 | buf++;
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| 128 | memcpy(buf,&vect.Z,sizeof(float));
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| 129 | buf++;*/
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| 130 | }
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| 131 |
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| 132 | void Ball::ReaddbtBuf(char *dbtbuf) { /*
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| 133 | float *buf=(float*)dbtbuf;
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| 134 | vector3df vect;
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| 135 | memcpy(&vect.X,buf,sizeof(float));
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| 136 | buf++;
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| 137 | memcpy(&vect.Y,buf,sizeof(float));
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| 138 | buf++;
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| 139 | memcpy(&vect.Z,buf,sizeof(float));
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| 140 | buf++;
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| 141 | node->setPosition(vect);
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| 142 | memcpy(&vect.X,buf,sizeof(float));
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| 143 | buf++;
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| 144 | memcpy(&vect.Y,buf,sizeof(float));
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| 145 | buf++;
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| 146 | memcpy(&vect.Z,buf,sizeof(float));
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| 147 | buf++;
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| 148 | node->setRotation(vect);
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| 149 | node->setAnimationSpeed(2.f);*/
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| 150 | }
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| 151 |
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| 152 | } // end namespace simulator
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| 153 | } // end namespace flair
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| 154 | #endif // GL
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