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1 #include <stdio.h>
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2 #include <stdlib.h>
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3 #include <assert.h>
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4 #include <GL/glew.h>
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5 #ifdef __APPLE__
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6 #include <GLUT/glut.h>
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7 #else
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8 #include <GL/glut.h>
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9 #endif
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10 #include "object.h"
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11 #include "cloth.h"
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12
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13 bool init();
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14 void cleanup();
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15 void display();
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16 void idle();
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17 void reshape(int x, int y);
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18 void keyboard(unsigned char key, int x, int y);
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19 void mouse(int bn, int st, int x, int y);
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20 void motion(int x, int y);
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21
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22 float cam_theta, cam_phi = 25, cam_dist = 10;
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23
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24 Cloth cloth;
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25
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26 int main(int argc, char **argv)
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27 {
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28 glutInit(&argc, argv);
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29 glutInitWindowSize(800, 600);
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30 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
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31 glutCreateWindow("foo");
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32
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33 glutDisplayFunc(display);
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34 glutIdleFunc(idle);
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35 glutReshapeFunc(reshape);
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36 glutKeyboardFunc(keyboard);
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37 glutMouseFunc(mouse);
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38 glutMotionFunc(motion);
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39
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40 if(!init()) {
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41 return 1;
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42 }
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43 atexit(cleanup);
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44
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45 glutMainLoop();
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46 }
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47
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48
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49 bool init()
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50 {
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51 glewInit();
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52
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53 glEnable(GL_DEPTH_TEST);
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54 glEnable(GL_CULL_FACE);
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55 //glEnable(GL_LIGHTING);
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56 glEnable(GL_LIGHT0);
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57
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58 cloth.create_rect(4, 4, 10, 10);
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59
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60 Matrix4x4 xform = Matrix4x4(1, 0, 0, 0,
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61 0, 1, 0, 0,
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62 0, 0, 1, 0,
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63 0, 1, 1, 1);
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64 cloth.transform(xform);
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65 cloth.set_mass(0.1);
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66 cloth.set_spring_constant(0.1);
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67 cloth.set_gravity(Vector3(0, -0.1, 0));
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68 cloth.set_damping(0.1);
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69
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70
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71 return true;
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72 }
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73
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74 void cleanup()
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75 {
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76 }
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77
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78 void display()
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79 {
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80 static unsigned int prev_upd;
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81 unsigned int msec = glutGet(GLUT_ELAPSED_TIME);
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82
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83 if(!prev_upd) prev_upd = msec;
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84 float dt = (msec - prev_upd) / 1000.0f;
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85
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86 cloth.step(dt);
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87
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88 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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89
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90 glMatrixMode(GL_MODELVIEW);
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91 glLoadIdentity();
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92 glTranslatef(0, 0, -cam_dist);
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93 glRotatef(cam_phi, 1, 0, 0);
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94 glRotatef(cam_theta, 0, 1, 0);
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95
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96 cloth.draw();
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97
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98 glutSwapBuffers();
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99 assert(glGetError() == GL_NO_ERROR);
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100 }
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101
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102 void idle()
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103 {
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104 glutPostRedisplay();
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105 }
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106
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107 void reshape(int x, int y)
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108 {
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109 glViewport(0, 0, x, y);
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110
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111 glMatrixMode(GL_PROJECTION);
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112 glLoadIdentity();
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113 gluPerspective(50.0, (float)x / (float)y, 0.5, 500.0);
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114 }
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115
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116 void keyboard(unsigned char key, int x, int y)
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117 {
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118 switch(key) {
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119 case 27:
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120 exit(0);
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121 }
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122 }
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123
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124 static bool bnstate[16];
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125 static int prev_x, prev_y;
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126
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127 void mouse(int bn, int st, int x, int y)
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128 {
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129 prev_x = x;
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130 prev_y = y;
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131 bnstate[bn - GLUT_LEFT_BUTTON] = st == GLUT_DOWN;
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132 }
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133
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134 void motion(int x, int y)
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135 {
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136 int dx = x - prev_x;
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137 int dy = y - prev_y;
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138 prev_x = x;
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139 prev_y = y;
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140
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141 if(!dx && !dy) return;
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142
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143 if(bnstate[0]) {
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144 cam_theta += dx * 0.5;
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145 cam_phi += dy * 0.5;
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146
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147 if(cam_phi < -90) cam_phi = -90;
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148 if(cam_phi > 90) cam_phi = 90;
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149 }
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150 if(bnstate[2]) {
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151 cam_dist += dy * 0.1;
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152 if(cam_dist < 0.0) cam_dist = 0.0;
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153 }
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154 }
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