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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