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107 lines
2.9 KiB
C++
107 lines
2.9 KiB
C++
//
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// Field.cpp
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// interface
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//
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// Created by Philip Rosedale on 8/23/12.
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// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
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//
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// A vector-valued field over an array of elements arranged as a 3D lattice
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#include "Field.h"
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int Field::value(float *value, float *pos) {
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int index = (int)(pos[0] / _worldSize * 10.0) +
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(int)(pos[1] / _worldSize * 10.0) * 10 +
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(int)(pos[2] / _worldSize * 10.0) * 100;
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if ((index >= 0) && (index < FIELD_ELEMENTS))
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{
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value[0] = _field[index].val.x;
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value[1] = _field[index].val.y;
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value[2] = _field[index].val.z;
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return 1;
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}
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else {
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return 0;
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}
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}
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Field::Field(float worldSize, float coupling) {
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_worldSize = worldSize;
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_coupling = coupling;
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//float fx, fy, fz;
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for (int i = 0; i < FIELD_ELEMENTS; i++)
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{
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const float FIELD_INITIAL_MAG = 0.0f;
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_field[i].val = randVector() * FIELD_INITIAL_MAG * _worldSize;
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_field[i].center.x = ((float)(i % 10) + 0.5f);
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_field[i].center.y = ((float)(i % 100 / 10) + 0.5f);
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_field[i].center.z = ((float)(i / 100) + 0.5f);
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_field[i].center *= _worldSize / 10.f;
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}
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}
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void Field::add(float* add, float *pos) {
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int index = (int)(pos[0] / _worldSize * 10.0) +
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(int)(pos[1] / _worldSize * 10.0) * 10 +
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(int)(pos[2] / _worldSize * 10.0) * 100;
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if ((index >= 0) && (index < FIELD_ELEMENTS))
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{
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_field[index].val.x += add[0];
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_field[index].val.y += add[1];
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_field[index].val.z += add[2];
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}
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}
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void Field::interact(float deltaTime, const glm::vec3& pos, glm::vec3& vel) {
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int index = (int)(pos.x / _worldSize * 10.0) +
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(int)(pos.y / _worldSize*10.0) * 10 +
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(int)(pos.z / _worldSize*10.0) * 100;
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if ((index >= 0) && (index < FIELD_ELEMENTS)) {
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vel += _field[index].val * deltaTime; // Particle influenced by field
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_field[index].val += vel * deltaTime * _coupling; // Field influenced by particle
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}
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}
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void Field::simulate(float deltaTime) {
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glm::vec3 neighbors, add, diff;
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for (int i = 0; i < FIELD_ELEMENTS; i++)
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{
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const float CONSTANT_DAMPING = 0.5f;
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_field[i].val *= (1.f - CONSTANT_DAMPING * deltaTime);
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}
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}
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void Field::render() {
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int i;
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float scale_view = 0.05f * _worldSize;
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glDisable(GL_LIGHTING);
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glBegin(GL_LINES);
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for (i = 0; i < FIELD_ELEMENTS; i++)
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{
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glColor3f(0, 1, 0);
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glVertex3fv(&_field[i].center.x);
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glVertex3f(_field[i].center.x + _field[i].val.x * scale_view,
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_field[i].center.y + _field[i].val.y * scale_view,
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_field[i].center.z + _field[i].val.z * scale_view);
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}
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glEnd();
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glColor3f(0, 1, 0);
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glPointSize(4.0);
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glEnable(GL_POINT_SMOOTH);
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glBegin(GL_POINTS);
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for (i = 0; i < FIELD_ELEMENTS; i++)
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{
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glVertex3fv(&_field[i].center.x);
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}
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glEnd();
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}
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