#include <string>
#include <iostream>
#include <GL/gl.h>
#include <SDL2/SDL.h>
#include "geometry.h"
#include "scene.h"
#include "simulator.h"
#include "tool.h"
#include "loader.h"
#include "collider.h"
#include "generator.h"
#include "generatorradial.h"
class Main {
public:
bool sdl_initialized;
SDL_Window *mainWindow;
SDL_GLContext mainContext;
Scene *scene;
Main():
sdl_initialized(),
mainWindow(),
mainContext(),
scene()
{ }
~Main() { deinit(); }
bool init() {
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
std::cerr << "SDL_Init failed" << std::endl;
deinit();
return false;
}
sdl_initialized = true;
mainWindow = SDL_CreateWindow(
"simu",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
512,
512,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE );
if (!mainWindow)
{
std::cerr << "cannot create window" << std::endl;
std::cerr << SDL_GetError() << std::endl;
SDL_ClearError();
deinit();
return false;
}
mainContext = SDL_GL_CreateContext(mainWindow);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// vsync
SDL_GL_SetSwapInterval(1);
scene = new Scene();
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_POINT_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
glEnable(GL_NORMALIZE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_LIGHT0);
float light0[] = {1, 1, 1, 0};
glLightfv(GL_LIGHT0, GL_POSITION, light0);
glEnable(GL_LIGHT1);
float light1[] = {-1, -1, -1, 0};
float color[] = {1, 1, 1, 1};
glLightfv(GL_LIGHT1, GL_POSITION, light1);
glLightfv(GL_LIGHT1, GL_DIFFUSE, color);
glLightfv(GL_LIGHT1, GL_SPECULAR, color);
glEnable(GL_COLOR_MATERIAL);
resize(512, 512);
return true;
}
void deinit() {
if (scene) { delete scene; scene = 0; }
if (mainContext) { SDL_GL_DeleteContext(mainContext); mainContext = 0; }
if (mainWindow) { SDL_DestroyWindow(mainWindow); mainWindow = 0; }
if (sdl_initialized) { SDL_Quit(); sdl_initialized = false; }
}
void resize(int width, int height) {
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadMatrixd( Matrix4::perspective(90.0, (Real)width/height, 1, 1000).a );
glMatrixMode(GL_MODELVIEW);
}
void update_collider() {
if (scene->collider) {
Real l = scene->collider->distance_to_model(scene->tool_pos, scene->tool_dir);
if (!isinf(l))
scene->tool_pos = scene->tool_pos + scene->tool_dir*l;
}
}
void loop() {
update_collider();
bool quit = false;
Uint32 prev_time = SDL_GetTicks();
while(!quit) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT)
quit = true;
if (event.type == SDL_WINDOWEVENT) {
if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
resize(event.window.data1, event.window.data2);
}
}
if (event.type == SDL_KEYDOWN) {
switch (event.key.keysym.sym) {
case SDLK_ESCAPE:
quit = true;
break;
case SDLK_w:
scene->tool_pos.y += 0.5;
update_collider();
break;
case SDLK_s:
scene->tool_pos.y -= 0.5;
update_collider();
break;
case SDLK_a:
scene->tool_pos.x -= 0.5;
update_collider();
break;
case SDLK_d:
scene->tool_pos.x += 0.5;
update_collider();
break;
default:
break;
}
}
if (event.type == SDL_MOUSEMOTION) {
if (event.motion.state & SDL_BUTTON_LMASK) {
scene->angles.z += event.motion.xrel;
scene->angles.x += event.motion.yrel;
}
if (event.motion.state & SDL_BUTTON_RMASK) {
scene->offset.z *= pow(2, event.motion.yrel/100.0);
}
if (event.motion.state & SDL_BUTTON_MMASK) {
scene->offset.x += 0.1*event.motion.xrel;
scene->offset.y -= 0.1*event.motion.yrel;
}
}
}
Uint32 curr_time = SDL_GetTicks();
double dt = (curr_time - prev_time)/1000.0;
prev_time = curr_time;
scene->update(dt);
glClear(GL_COLOR_BUFFER_BIT);
scene->draw();
SDL_GL_SwapWindow(mainWindow);
}
}
};
int main(int argc, char **argv)
{
Main app;
if (!app.init()) return -1;
bool load_track = false;
bool load_model = false;
Model model;
SimulatorXYZA simulator_xyza(400, 360);
SimulatorXYZ simulator_xyz(400, 400);
FlatTool tool(1.5);// + 0.5);
//ConeTool tool(1.25, 10, 0.75);
Collider collider(model, tool);
Vector3 dir(1, 3, -3);
dir = dir*(1/dir.len());
if (argc > 1 && std::string(argv[1]) != ".") {
Loader::load(app.scene->track, argv[1]);
//app.scene->simulator = &simulator_xyza;
app.scene->simulator = &simulator_xyz;
app.scene->simulator->simulate(app.scene->track, tool);
load_track = true;
}
if (argc > 2 && std::string(argv[2]) != ".") {
Loader::load(model, argv[2]);
//Loader::save(app.scene->track, "output/tmp.tap");
app.scene->model = &model;
load_model = true;
}
if (argc > 3 && std::string(argv[3]) != ".") {
if (!load_track && load_model) {
if (0) {
GeneratorRowsZAX generator;
generator.max_z = 26;
generator.min_z = -10;
//generator.step_z = 2.0;
generator.step_z = 5.0;
//generator.step_z = 0;
//generator.step_a = 2*(tool.radius - 0.6);
generator.step_a = 0.75;
generator.step_x = 0.5;
generator.skip_middle_layers = true;
generator.feed_speed = 150;
generator.generate(collider, app.scene->track);
app.scene->simulator = &simulator_xyza;
} else {
GeneratorRadialXYZ generator;
generator.max_z = 26;
generator.min_z = 0;
//generator.min_r = 6.5 - tool.radius - 0.1;
generator.max_r = 17.45 + tool.radius - 0.1;
//generator.full_radius = true;
generator.step_z = 2.0;
generator.step_a = 2*tool.radius - 0.5;
generator.step_r = 0.1;
//generator.skip_middle_layers = true;
generator.feed_speed = 150;
generator.generate(collider, app.scene->track);
app.scene->simulator = &simulator_xyz;
}
app.scene->simulator->simulate(app.scene->track, tool);
Loader::save(app.scene->track, argv[3]);
}
}
app.scene->tool = &tool;
app.scene->tool_dir = dir;
app.scene->collider = &collider;
app.loop();
return 0;
}