first step in refactoring/cleaning up demos
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@@ -20,17 +20,8 @@ Very basic raytracer, rendering into a texture.
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#include "SimdQuaternion.h"
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#include "SimdTransform.h"
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#include "GL_ShapeDrawer.h"
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#ifdef WIN32 //needed for glut.h
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#include <windows.h>
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#endif
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//think different
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#if defined(__APPLE__) && !defined (VMDMESA)
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#include <OpenGL/gl.h>
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#include <OpenGL/glu.h>
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#include <GLUT/glut.h>
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#else
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#include <GL/glut.h>
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#endif>
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#include "Raytracer.h"
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#include "GlutStuff.h"
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#include "NarrowPhaseCollision/VoronoiSimplexSolver.h"
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@@ -85,6 +76,17 @@ MinkowskiSumShape myMink(&myCylinder,&myBox);
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///
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///
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int main(int argc,char** argv)
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{
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Raytracer* raytraceDemo = new Raytracer();
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raytraceDemo->initPhysics();
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raytraceDemo->setCameraDistance(6.f);
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return glutmain(argc, argv,screenWidth,screenHeight,"Minkowski-Sum Raytracer Demo",raytraceDemo);
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}
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void Raytracer::initPhysics()
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{
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raytracePicture = new RenderTexture(screenWidth,screenHeight);
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@@ -110,38 +112,36 @@ int main(int argc,char** argv)
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};
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SimdScalar radi[NUM_SPHERES] = { 0.35f,0.35f,0.45f,0.40f,0.40f };
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MultiSphereShape multiSphereShape(inertiaHalfExtents,positions,radi,NUM_SPHERES);
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ConvexHullShape convexHullShape(positions,3);
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MultiSphereShape* multiSphereShape = new MultiSphereShape(inertiaHalfExtents,positions,radi,NUM_SPHERES);
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ConvexHullShape* convexHullShape = new ConvexHullShape(positions,3);
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//choose shape
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shapePtr[0] = &myCone;
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shapePtr[1] =&simplex;
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shapePtr[2] =&convexHullShape;
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shapePtr[3] =&myMink;//myBox;
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shapePtr[2] =convexHullShape;
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shapePtr[3] =&myMink;//myBox;//multiSphereShape
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simplex.SetMargin(0.3f);
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setCameraDistance(6.f);
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return glutmain(argc, argv,screenWidth,screenHeight,"Minkowski-Sum Raytracer Demo");
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}
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//to be implemented by the demo
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void clientMoveAndDisplay()
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void Raytracer::clientMoveAndDisplay()
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{
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clientDisplay();
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displayCallback();
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}
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int once = 1;
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extern float eye[3];
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void clientDisplay(void)
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void Raytracer::displayCallback()
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{
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updateCamera();
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for (int i=0;i<numObjects;i++)
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{
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transforms[i].setIdentity();
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@@ -194,8 +194,8 @@ void clientDisplay(void)
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float fov = 2.0 * atanf (tanFov);
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SimdVector3 rayFrom(eye[0],eye[1],eye[2]);
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SimdVector3 rayForward = -rayFrom;
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SimdVector3 rayFrom = getCameraPosition();
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SimdVector3 rayForward = getCameraTargetPosition()-getCameraPosition();
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rayForward.normalize();
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float farPlane = 600.f;
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rayForward*= farPlane;
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@@ -401,25 +401,3 @@ void clientDisplay(void)
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glutSwapBuffers();
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}
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void clientResetScene()
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{
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}
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void clientSpecialKeyboard(int key, int x, int y)
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{
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defaultSpecialKeyboard(key,x,y);
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}
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void clientKeyboard(unsigned char key, int x, int y)
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{
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defaultKeyboard(key, x, y);
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}
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void clientMouseFunc(int button, int state, int x, int y)
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{
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}
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void clientMotionFunc(int x,int y)
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{
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}
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