代码大体与http://bbezxcy.iteye.com/blog/2204322相同,修改了部分不稳定的bug,增加了椭球碰撞以及旋转观察的实现
#ifndef GLUT_DISABLE_ATEXIT_HACK
#define GLUT_DISABLE_ATEXIT_HACK
#endif
#define GLEW_STATIC
#include
#include
#include
#include
#include
#include
#include //for matrices
#include
//undefine if u want to use the default bending constraint of pbd
#include
using namespace std;
//using namespace glm;
GLfloat rtx = 0.0f, rty = 0.0f, rtz = 0.0;
glm::vec3 Up=glm::vec3(0,1,0), Right, viewDir;
const int GRID_SIZE=10; //地板砖边长
GLdouble MV[16];
GLint viewport[4];
GLdouble PP[16];
bool isfix[1000];
int dist = -23;
//椭球参数
int iStacks = 30;
int iSlices = 30;
float fRadius = 1;
float radius = 1; //object space radius of ellipsoid
//float exp1 = 1e-3;
const int numX = 20, numY=20; //一行有numx+1个点
const int total_points = (numX+1)*(numY+1); //总点数
//布料顶点位置 速度
glm::vec3 Pos[total_points];
glm::vec3 Veloc[total_points];
glm::vec3 force[total_points];
glm::mat4 ellipsoid,invreseEllipsoid;
int size = 4;
float hsize = size/2.0f;
const float frameTime = 1.0f/60.0f;
const float mass = 1.0/total_points;
const float globalDamp = 0.98; //速度衰减参数
const glm::vec3 gvat = glm::vec3(0,-9.8,0); //重力加速度
const float Spring_K = 2.5; //弹性系数
const float len0 = 4.0/numX; //单边长度
const float tolera = 1.08; //弹性限度
float fuck;//球体运动
//视角问题
int oldX=0, oldY=0;
const int width = 1024, height = 1024;
GLdouble P[16];
int selected_index = -1;
int state =1 ;
float rX=15, rY=0;
void initGL()
{
//初始化顶点位置
memset(Pos,0,sizeof(Pos));
memset(Veloc,0,sizeof(Veloc));
memset(force,0,sizeof(force));
//fill in positions
int count1 = 0;
int u = numX + 1;
int v = numY + 1;
for(int j=0;j<=numY;j++) {
for(int i=0;i<=numX;i++) {
Pos[count1++] = glm::vec3( ((float(i)/(u-1)) *2-1)* hsize, size+1, ((float(j)/(v-1) )* size));
printf("(%.1lf ,%.1lf)",((float(i)/(u-1)) *2-1)* hsize,((float(j)/(v-1) )* size));
}printf("\n");
//悬挂点为X[0] 和 X[numX]
}
memset(isfix,0,sizeof(isfix));
isfix[0] = isfix[numX] = 1;
fuck = 0;
}
void DrawEllipsoid(){//画绿色椭球
//设置椭球
ellipsoid = glm::translate(glm::mat4(1),glm::vec3(0,fuck,0));
fuck += 0.01;
if(fuck>=4.0)fuck = -1;
ellipsoid = glm::rotate(ellipsoid, 45.0f ,glm::vec3(1,0,0));
ellipsoid = glm::scale(ellipsoid, glm::vec3(fRadius,fRadius,fRadius/2));
invreseEllipsoid = glm::inverse(ellipsoid);
fuck +=0.005;
//画出椭球
glColor3f(0,1,0);
glPushMatrix();
glMultMatrixf(glm::value_ptr(ellipsoid));
//半径,经线条数,维线条数
glutWireSphere(fRadius, iSlices, iStacks);
glPopMatrix();
}
void DrawGrid() //画地板
{
glBegin(GL_LINES);
glColor3f(0.5f, 0.5f, 0.5f);
for(int i=-GRID_SIZE;i<=GRID_SIZE;i++)
{
glVertex3f((float)i,0,(float)-GRID_SIZE);
glVertex3f((float)i,0,(float)GRID_SIZE);
glVertex3f((float)-GRID_SIZE,0,(float)i);
glVertex3f((float)GRID_SIZE,0,(float)i);
}
glEnd();
}
void drawTextile(){ //画布料
//draw polygons
int k = 0;
glBegin(GL_LINES);
glColor3f(1,1,1);
for(int i = 0;i <= numX;i ++){
for(int j = 0;j <= numY;j ++){
// cout<1){//上
force[k] += SpringForce(k, k - 2*numX - 2, 2);
}
if(j1){//左
force[k] += SpringForce(k, k - 2, 2);
}
k++;
}
}
//剪切弹簧
k = 0;
for(i = 0;i <= numY;i ++){
for(j = 0;j <= numX;j ++){
if(i>0&&j>0){ //左上
force[k] += SpringForce(k, k - numX - 2, 3);
}
if(i>0&&j0){ //坐下
force[k] += SpringForce(k, k + numX, 3);
}
k ++;
}
}
}
void EllipsoidCollision() { //检测与处理布料和椭球之间的碰撞
for(size_t i=0;iabs(valY))
glutSetCursor(GLUT_CURSOR_LEFT_RIGHT);
else
glutSetCursor(GLUT_CURSOR_UP_DOWN);
Veloc[selected_index] = glm::vec3(0);
Pos[selected_index].x += Right[0]*valX ;
float newValue = Pos[selected_index].y+Up[1]*valY;
if(newValue>0)
Pos[selected_index].y = newValue;
Pos[selected_index].z += Right[2]*valX + Up[2]*valY;
}
oldX = x;
oldY = y;
glutPostRedisplay();
}
int main(int argc, char * argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(1024, 1024);
glutCreateWindow("Mass-Spring Model");
initGL();
glutDisplayFunc(OnRender);
//指定窗口形状变化时的回调函数
glutReshapeFunc(OnReshape);
//指定程序空闲时调用函数
glutIdleFunc(StepPhysics);
glEnable(GL_DEPTH_TEST);
glutMouseFunc(OnMouseDown);
glutMotionFunc(OnMouseMove);
glutMainLoop();
return 0;
}