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test.cc
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test.cc
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#include "Sphere.hh"
#include "Plane.hh"
#include "Gravity.hh"
#include "Conversions.hh"
#include "Magnet.hh"
#include "Random.hh"
#include "Renderable.hh"
#include "Scene.hh"
#include <iostream>
#include <fstream>
using namespace std;
const int STEP_RATE = 100000;
const int SLOWDOWN = 1;
const int LENGTH = 60;
const int FRAME_RATE = 30;
const double STEP_LENGTH = 1.0L / STEP_RATE;
const double FRAME_LENGTH = 1.0L / FRAME_RATE / SLOWDOWN;
class MyMagnet:
public Magnet<double>,
public Renderable<double>,
public Sphere<double>
{
public:
MyMagnet()
: Magnet<double>(0.07),
Sphere<double>(100000, 1, .8, 0.0001)
{
SetSize(.0005, 0.0025);
}
void Render(std::ostream& out)
{
out << "object { Magnet" << endl;
OutputPosition(out);
out << "}" << endl;
}
};
class MyPlane:
public Renderable<double>,
public Plane<double>
{
public:
MyPlane(bool invisible = false)
: Plane<double>(100000, 1, .8, .001),
mInvisible(invisible)
{
Object<double>::mImmobile = true;
SetSize(0, 0.01);
}
void Render(std::ostream& out)
{
if (mInvisible) {
return;
}
out << "object { Plane" << endl;
OutputPosition(out);
out << "}" << endl;
}
private:
bool mInvisible;
};
template<class F>
void output(Scene<F>& scene, int frame)
{
char filename[30];
sprintf(filename, "magnets-%05d.pov", frame);
ofstream out(filename);
out << "#include \"scene.inc\"" << endl;
scene.Render(out);
}
int main(int argc, char* argv[])
{
ZenMatrix<double, 3, 1> negcenter;
negcenter(1, 0) = -0.005;
Scene<double> scene;
std::variate_generator<std::mt19937, std::uniform_real<> >& generator = Random::GetGenerator();
// small cube
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
for (int k = 0; k < 3; k++) {
MyMagnet* m = new MyMagnet();
m->mLocation(0, 0) = i * m->mRadius * 2;
m->mLocation(1, 0) = j * m->mRadius * 2;
m->mLocation(2, 0) = k * m->mRadius * 2;
m->mRotation = Quaternion<double>(generator(), generator(), generator(), generator()).Normalize();
// cout << m->mRotation << endl;
// m->mVelocity(0, 0) = -(i * 2 - 1) * m->mRadius * 50;
// ZenMatrix<double, 3, 1> rotation;
// rotation(1, 0) = .1 * i;
// rotation(2, 0) = 1;
// rotation = Normalize(rotation);
// m->mRotation = Quaternion<double>(rotation, asin(1) * 1.5);
// m->mRotation = rotations[i];
scene.AddObject(m);
}
}
}
ZenMatrix<double, 3, 1> y;
y(1, 0) = 1;
ZenMatrix<double, 3, 1> z;
z(2, 0) = 1;
MyPlane* p = new MyPlane();
p->mRotation = Quaternion<double>(z, asin(1));
p->mLocation(1, 0) = -0.01;
scene.AddObject(p);
p = new MyPlane(true);
p->mLocation(0, 0) = -0.15;
scene.AddObject(p);
p = new MyPlane(true);
p->mRotation = Quaternion<double>(z, 2*asin(1));
p->mLocation(0, 0) = .16;
scene.AddObject(p);
p = new MyPlane(true);
p->mRotation = Quaternion<double>(y, asin(1));
p->mLocation(2, 0) = 0.15;
scene.AddObject(p);
p = new MyPlane(true);
p->mRotation = Quaternion<double>(y, -asin(1));
p->mLocation(2, 0) = -.16;
scene.AddObject(p);
Gravity<double>* g = new Gravity<double>(10);
g->mRotation = Quaternion<double>(z, -asin(1));
scene.AddObject(g);
double frameTime = 0;
int frame = 0;
output(scene, frame++);
while (frame < LENGTH * FRAME_RATE) {
if (frameTime > FRAME_LENGTH) {
output(scene, frame++);
frameTime = 0;
}
scene.Step(STEP_LENGTH);
frameTime += STEP_LENGTH;
}
}