95 lines
1.9 KiB
C++
95 lines
1.9 KiB
C++
#include <iostream>
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#include <sstream>
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#include <vector>
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#define OLC_PGE_APPLICATION
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#include "olcPixelGameEngine.h"
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const float GRAVITY = 5.81f;
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const float DRAG = 0.99f;
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struct Vec2f {
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float x, y;
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};
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struct MassPoint {
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Vec2f sPosition;
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bool bLocked = false; // If true, the point will not be able to move
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MassPoint(Vec2f sPos)
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: sPosition(sPos),
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sLastPosition(sPos) { }
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void step() {
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if (bLocked) return;
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// Inertia
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Vec2f sVelocity;
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sVelocity.x = sPosition.x - sLastPosition.x * DRAG;
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sVelocity.y = sPosition.y - sLastPosition.y * DRAG;
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sPosition.x += sVelocity.x;
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sPosition.y += sVelocity.y + GRAVITY;
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sLastPosition.x = sPosition.x;
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sLastPosition.y = sPosition.y;
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}
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private:
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Vec2f sLastPosition;
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};
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class VerletCloth : public olc::PixelGameEngine {
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public:
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std::vector<MassPoint> sPoints;
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VerletCloth() {
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sAppName = "Verlet Cloth Simulation";
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}
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bool OnUserCreate() override {
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sPoints.push_back({{ 1.0f, 1.0f }});
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return true;
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}
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bool OnUserUpdate(float fElapsedTime) override {
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m_fTimeCounter += fElapsedTime;
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if (m_fTimeCounter >= 0.016f) {
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Clear(olc::WHITE);
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m_fTimeCounter = 0.0f;
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for (auto& sPoint : sPoints){
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std::stringstream str;
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str << "Pos: X:" << sPoint.sPosition.x << ":Y:" << sPoint.sPosition.y;
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DrawString(0, 0, str.str(), olc::BLACK);
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sPoint.step();
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FillRect(sPoint.sPosition.x, sPoint.sPosition.y, 4, 4, olc::BLACK);
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}
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}
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if (GetKey(olc::ESCAPE).bPressed)
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exit(0);
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return true;
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}
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private:
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float m_fTimeCounter = 0.0f;
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};
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int main(int argc, char** argv) {
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VerletCloth app;
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app.Construct(1000, 600, 1, 1);
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app.Start();
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return 0;
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}
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