physics-demo-controller.cpp
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/*
* Copyright (c) 2023 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <dali-toolkit/dali-toolkit.h>
#include <dali/dali.h>
#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
#include <dali/devel-api/adaptor-framework/key-devel.h>
#include <dali/devel-api/events/hit-test-algorithm.h>
#include <dali/integration-api/debug.h>
#include <iostream>
#include <string>
#include "generated/rendering-textured-shape-frag.h"
#include "generated/rendering-textured-shape-vert.h"
#include "physics-actor.h"
#include "physics-impl.h"
using namespace Dali;
#if defined(DEBUG_ENABLED)
Debug::Filter* gPhysicsDemo = Debug::Filter::New(Debug::Concise, false, "LOG_PHYSICS_EXAMPLE");
#endif
namespace KeyModifier
{
enum Key
{
CONTROL_L = DevelKey::DALI_KEY_CONTROL_LEFT,
CONTROL_R = DevelKey::DALI_KEY_CONTROL_RIGHT,
SHIFT_L = 50,
SHIFT_R = 62,
ALT_L = 64,
ALT_R = 108,
SUPER_L = 133,
SUPER_R = 134,
MENU = 135,
};
}
const std::string BRICK_WALL = DEMO_IMAGE_DIR "/brick-wall.jpg";
const std::string BALL_IMAGE = DEMO_IMAGE_DIR "/blocks-ball.png";
const std::string BRICK_URIS[4] = {
DEMO_IMAGE_DIR "/blocks-brick-1.png", DEMO_IMAGE_DIR "/blocks-brick-2.png", DEMO_IMAGE_DIR "/blocks-brick-3.png", DEMO_IMAGE_DIR "/blocks-brick-4.png"};
/**
* @brief The physics demo using Chipmunk2D APIs.
*/
class PhysicsDemoController : public ConnectionTracker
{
public:
PhysicsDemoController(Application& app)
: mApplication(app)
{
app.InitSignal().Connect(this, &PhysicsDemoController::OnInit);
app.TerminateSignal().Connect(this, &PhysicsDemoController::OnTerminate);
}
~PhysicsDemoController() override
{
}
void OnInit(Application& application)
{
mWindow = application.GetWindow();
mWindow.ResizeSignal().Connect(this, &PhysicsDemoController::OnWindowResize);
mWindow.KeyEventSignal().Connect(this, &PhysicsDemoController::OnKeyEv);
Stage::GetCurrent().KeepRendering(30);
mWindow.SetBackgroundColor(Color::DARK_SLATE_GRAY);
Window::WindowSize windowSize = mWindow.GetSize();
mPhysicsRoot = mPhysicsImpl.Initialize(mWindow);
mPhysicsRoot.TouchedSignal().Connect(this, &PhysicsDemoController::OnTouched);
mWindow.Add(mPhysicsRoot);
// Ball area = 2*PI*26^2 ~= 6.28*26*26 ~= 5400
// Fill quarter of the screen...
int numBalls = 10 + windowSize.GetWidth() * windowSize.GetHeight() / 20000;
for(int i = 0; i < numBalls; ++i)
{
CreateBall();
}
// For funky mouse drag
mMouseBody = mPhysicsImpl.AddMouseBody();
}
void CreateBall()
{
const float BALL_MASS = 10.0f;
const float BALL_RADIUS = 26.0f;
const float BALL_ELASTICITY = 0.5f;
const float BALL_FRICTION = 0.5f;
auto ball = Toolkit::ImageView::New(BALL_IMAGE);
auto& physicsBall = mPhysicsImpl.AddBall(ball, BALL_MASS, BALL_RADIUS, BALL_ELASTICITY, BALL_FRICTION);
Window::WindowSize windowSize = mWindow.GetSize();
const float s = BALL_RADIUS;
const float fw = windowSize.GetWidth() - BALL_RADIUS;
const float fh = windowSize.GetHeight() - BALL_RADIUS;
physicsBall.SetPhysicsPosition(Vector3(Random::Range(s, fw), Random::Range(s, fh), 0.0f));
physicsBall.SetPhysicsVelocity(Vector3(Random::Range(-100.0, 100.0), Random::Range(-100.0, 100.0), 0.0f));
}
void OnTerminate(Application& application)
{
UnparentAndReset(mPhysicsRoot);
}
void OnWindowResize(Window window, Window::WindowSize newSize)
{
mPhysicsImpl.CreateWorldBounds(newSize);
}
bool OnTouched(Dali::Actor actor, const Dali::TouchEvent& touch)
{
static enum {
None,
MoveCameraXZ,
MovePivot,
} state = None;
auto renderTask = mWindow.GetRenderTaskList().GetTask(0);
auto screenCoords = touch.GetScreenPosition(0);
Vector3 origin, direction;
Dali::HitTestAlgorithm::BuildPickingRay(renderTask, screenCoords, origin, direction);
switch(state)
{
case None:
{
if(touch.GetState(0) == Dali::PointState::STARTED)
{
if(mCtrlDown)
{
state = MoveCameraXZ;
// local to top left
//cameraY = touch.GetLocalPosition(0).y;
// Could move on fixed plane, e.g. y=0.
// position.Y corresponds to a z value depending on perspective
// position.X scales to an x value depending on perspective
}
else
{
state = MovePivot;
Dali::Mutex::ScopedLock lock(mPhysicsImpl.mMutex);
Vector3 localPivot;
float pickingDistance;
auto body = mPhysicsImpl.HitTest(screenCoords, origin, direction, localPivot, pickingDistance);
if(body)
{
mPickedBody = body;
mPhysicsImpl.HighlightBody(mPickedBody, true);
mPickedSavedState = mPhysicsImpl.ActivateBody(mPickedBody);
mPickedConstraint = mPhysicsImpl.AddPivotJoint(mPickedBody, mMouseBody, localPivot);
}
}
}
break;
}
case MovePivot:
{
if(touch.GetState(0) == Dali::PointState::MOTION)
{
if(mPickedBody && mPickedConstraint)
{
if(!mShiftDown)
{
// Move point in XY plane, projected into scene
Dali::Mutex::ScopedLock lock(mPhysicsImpl.mMutex);
Vector3 position = mPhysicsImpl.TranslateToPhysicsSpace(Vector3(screenCoords));
mPhysicsImpl.MoveMouseBody(mMouseBody, position);
}
else
{
// Move point in XZ plane
// Above vanishing pt, it's on top plane of frustum; below vanishing pt it's on bottom plane.
// Kind of want to project onto the plane using initial touch xy, rather than top/bottom.
// Whole new projection code needed.
// Cheat!
}
}
}
else if(touch.GetState(0) == Dali::PointState::FINISHED ||
touch.GetState(0) == Dali::PointState::INTERRUPTED)
{
if(mPickedConstraint)
{
mPhysicsImpl.HighlightBody(mPickedBody, false);
Dali::Mutex::ScopedLock lock(mPhysicsImpl.mMutex);
mPhysicsImpl.RestoreBodyState(mPickedBody, mPickedSavedState);
mPhysicsImpl.ReleaseConstraint(mPickedConstraint);
mPickedConstraint = nullptr;
mPickedBody = nullptr;
}
state = None;
}
break;
}
case MoveCameraXZ:
{
if(touch.GetState(0) == Dali::PointState::MOTION)
{
// Move camera in XZ plane
//float y = cameraY; // touch point in Y. Move camera in an XZ plane on this point.
}
else if(touch.GetState(0) == Dali::PointState::FINISHED ||
touch.GetState(0) == Dali::PointState::INTERRUPTED)
{
state = None;
}
break;
}
}
//std::cout<<"Touch State: "<<state<<std::endl;
Stage::GetCurrent().KeepRendering(30.0f);
return true;
}
void OnKeyEv(const Dali::KeyEvent& event)
{
if(event.GetState() == KeyEvent::DOWN)
{
switch(event.GetKeyCode())
{
case KeyModifier::CONTROL_L:
case KeyModifier::CONTROL_R:
{
mCtrlDown = true;
break;
}
case KeyModifier::ALT_L:
case KeyModifier::ALT_R:
{
mAltDown = true;
break;
}
case KeyModifier::SHIFT_L:
case KeyModifier::SHIFT_R:
{
mShiftDown = true;
break;
}
default:
{
if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
{
mApplication.Quit();
}
else if(!event.GetKeyString().compare(" "))
{
mPhysicsImpl.ToggleIntegrateState();
}
else if(!event.GetKeyString().compare("m"))
{
mPhysicsImpl.ToggleDebugState();
}
break;
}
}
}
else if(event.GetState() == KeyEvent::UP)
{
switch(event.GetKeyCode())
{
case KeyModifier::CONTROL_L:
case KeyModifier::CONTROL_R:
{
mCtrlDown = false;
break;
}
case KeyModifier::ALT_L:
case KeyModifier::ALT_R:
{
mAltDown = false;
break;
}
case KeyModifier::SHIFT_L:
case KeyModifier::SHIFT_R:
{
mShiftDown = false;
break;
}
}
}
}
private:
Application& mApplication;
Window mWindow;
PhysicsImpl mPhysicsImpl;
Actor mPhysicsRoot;
cpBody* mMouseBody{nullptr};
cpBody* mPickedBody{nullptr};
cpConstraint* mPickedConstraint{nullptr};
int mPickedSavedState = -1; /// 0 : Active, 1 : Sleeping
bool mCtrlDown{false};
bool mAltDown{false};
bool mShiftDown{false};
};
int DALI_EXPORT_API main(int argc, char** argv)
{
Application application = Application::New(&argc, &argv);
PhysicsDemoController controller(application);
application.MainLoop();
return 0;
}