Properly separate sliders for each body
parent
d01417e8c9
commit
10b59578e1
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@ -43,31 +43,17 @@ void simulator_init() {
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sWorld.mStaticShapes.push_back(sGroundShape);
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sWorld.mStaticShapes.push_back(sGroundShape);
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double restitution = 0.3;
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double restitution = 0.8;
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int num_bodies = 10;
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int num_spheres = 7;
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for (int i = 0; i < num_bodies; i++) {
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for (int i = 0; i < num_spheres; i++) {
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SimBody body;
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SimBody sphere_body = CreateSphereBody(
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bool create_sphere = i %2;
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if (!create_sphere) {
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body = CreateBoxBody(
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1.,
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Vector3d(2., 1., 1.),
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restitution,
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Vector3d::Random() * 5.,
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Vector3d::Zero());
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} else {
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body = CreateSphereBody(
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1.,
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1.,
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1.,
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1.,
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restitution,
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restitution,
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Vector3d::Random() * 5.,
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Vector3d::Random() * 5.,
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Vector3d::Zero());
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Vector3d::Zero());
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}
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sWorld.mBodies.push_back(sphere_body);
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sWorld.mBodies.push_back(body);
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}
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}
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for (int i = 0; i < sWorld.mBodies.size(); i++) {
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for (int i = 0; i < sWorld.mBodies.size(); i++) {
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@ -164,6 +150,7 @@ void simulator_update(double dt) {
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ImGui::Text("Bodies");
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ImGui::Text("Bodies");
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for (int i = 0; i < sWorld.mBodies.size(); i++) {
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for (int i = 0; i < sWorld.mBodies.size(); i++) {
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ImGui::PushID(i);
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SimBody& body = sWorld.mBodies[i];
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SimBody& body = sWorld.mBodies[i];
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Vector3f body_pos = body.q.block(0, 0, 3, 1);
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Vector3f body_pos = body.q.block(0, 0, 3, 1);
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ImGui::DragFloat3("Pos", body_pos.data(), 0.01f, -5.0f, 5.0f);
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ImGui::DragFloat3("Pos", body_pos.data(), 0.01f, -5.0f, 5.0f);
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@ -176,6 +163,7 @@ void simulator_update(double dt) {
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Vector4f body_rot = body.mModel.GetQuaternion(2, body.q);
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Vector4f body_rot = body.mModel.GetQuaternion(2, body.q);
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ImGui::DragFloat4("Rot", body_rot.data(), 0.01f, -20.0f, 20.0f);
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ImGui::DragFloat4("Rot", body_rot.data(), 0.01f, -20.0f, 20.0f);
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ImGui::PopID();
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body.updateCollisionShapes();
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body.updateCollisionShapes();
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}
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}
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