www.pudn.com > T3D-3.rar > demoII3_2.cpp
// DEMOII3_2.CPP - full screen 256 color demo
// based on 2D collision response demo from Volume I
// system based on
// conservation of momentum and kinetic energy
// to compile make sure to include DDRAW.LIB, DSOUND.LIB,
// DINPUT.LIB, DINPUT8.LIB, WINMM.LIB, and of course the T3DLIB files
// INCLUDES ///////////////////////////////////////////////
#define INITGUID // make sure al the COM interfaces are available
// instead of this you can include the .LIB file
// DXGUID.LIB
#define WIN32_LEAN_AND_MEAN
#include // include important windows stuff
#include
#include
#include // include important C/C++ stuff
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include // directX includes
#include
#include
#include
#include
#include
#include
#include "T3DLIB1.h" // game library includes
#include "T3DLIB2.h"
#include "T3DLIB3.h"
// DEFINES ////////////////////////////////////////////////
// defines for windows interface
#define WINDOW_CLASS_NAME "WIN3DCLASS" // class name
#define WINDOW_TITLE "T3D Graphics Console Ver 2.0"
#define WINDOW_WIDTH 640 // size of window
#define WINDOW_HEIGHT 480
#define WINDOW_BPP 8 // bitdepth of window (8,16,24 etc.)
// note: if windowed and not
// fullscreen then bitdepth must
// be same as system bitdepth
// also if 8-bit the a pallete
// is created and attached
#define WINDOWED_APP 0 // 0 not windowed, 1 windowed
// physics demo defines
#define NUM_BALLS 10 // number of pool balls
#define BALL_RADIUS 12 // radius of ball
// extents of table
#define TABLE_MIN_X 100
#define TABLE_MAX_X 500
#define TABLE_MIN_Y 50
#define TABLE_MAX_Y 450
// variable lookup indices
#define INDEX_X 0
#define INDEX_Y 1
#define INDEX_XV 2
#define INDEX_YV 3
#define INDEX_MASS 4
// MACROS ///////////////////////////////////////////////
#define RAND_RANGE(x,y) ( (x) + (rand()%((y)-(x)+1)))
#define DOT_PRODUCT(ux,uy,vx,vy) ((ux)*(vx) + (uy)*(vy))
// PROTOTYPES /////////////////////////////////////////////
// game console
int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // save the window handle
HINSTANCE main_instance = NULL; // save the instance
char buffer[256]; // used to print text
BITMAP_IMAGE background_bmp; // holds the background
BOB balls[NUM_BALLS]; // the balls
int ball_ids[8]; // sound ids for balls
float cof_E = 1.0; // coefficient of restitution, < 1 makes them loose energy
// during the collision modeling friction, heat, deformation
// etc. > 1 is impossible, but makes them gain energy!
// FUNCTIONS //////////////////////////////////////////////
LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
return(0);
} break;
case WM_PAINT:
{
// start painting
hdc = BeginPaint(hwnd,&ps);
// end painting
EndPaint(hwnd,&ps);
return(0);
} break;
case WM_DESTROY:
{
// kill the application
PostQuitMessage(0);
return(0);
} break;
default:break;
} // end switch
// process any messages that we didn't take care of
return (DefWindowProc(hwnd, msg, wparam, lparam));
} // end WinProc
// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
// this is the winmain function
WNDCLASS winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // generic dc
PAINTSTRUCT ps; // generic paintstruct
// first fill in the window class stucture
winclass.style = CS_DBLCLKS | CS_OWNDC |
CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
// register the window class
if (!RegisterClass(&winclass))
return(0);
// create the window, note the test to see if WINDOWED_APP is
// true to select the appropriate window flags
if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
WINDOW_TITLE, // title
(WINDOWED_APP ? (WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION) : (WS_POPUP | WS_VISIBLE)),
0,0, // x,y
WINDOW_WIDTH, // width
WINDOW_HEIGHT, // height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance
NULL))) // creation parms
return(0);
// save the window handle and instance in a global
main_window_handle = hwnd;
main_instance = hinstance;
// resize the window so that client is really width x height
if (WINDOWED_APP)
{
// now resize the window, so the client area is the actual size requested
// since there may be borders and controls if this is going to be a windowed app
// if the app is not windowed then it won't matter
RECT window_rect = {0,0,WINDOW_WIDTH-1,WINDOW_HEIGHT-1};
// make the call to adjust window_rect
AdjustWindowRectEx(&window_rect,
GetWindowStyle(main_window_handle),
GetMenu(main_window_handle) != NULL,
GetWindowExStyle(main_window_handle));
// save the global client offsets, they are needed in DDraw_Flip()
window_client_x0 = -window_rect.left;
window_client_y0 = -window_rect.top;
// now resize the window with a call to MoveWindow()
MoveWindow(main_window_handle,
0, // x position
0, // y position
window_rect.right - window_rect.left, // width
window_rect.bottom - window_rect.top, // height
FALSE);
// show the window, so there's no garbage on first render
ShowWindow(main_window_handle, SW_SHOW);
} // end if windowed
// perform all game console specific initialization
Game_Init();
// disable CTRL-ALT_DEL, ALT_TAB, comment this line out
// if it causes your system to crash
SystemParametersInfo(SPI_SCREENSAVERRUNNING, TRUE, NULL, 0);
// enter main event loop
while(1)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT)
break;
// translate any accelerator keys
TranslateMessage(&msg);
// send the message to the window proc
DispatchMessage(&msg);
} // end if
// main game processing goes here
Game_Main();
} // end while
// shutdown game and release all resources
Game_Shutdown();
// enable CTRL-ALT_DEL, ALT_TAB, comment this line out
// if it causes your system to crash
SystemParametersInfo(SPI_SCREENSAVERRUNNING, FALSE, NULL, 0);
// return to Windows like this
return(msg.wParam);
} // end WinMain
// T3D II GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms)
{
// this function is where you do all the initialization
// for your game
int index; // looping varsIable
char filename[80]; // used to build up filenames
// seed random number generate
srand(Start_Clock());
// start up DirectDraw (replace the parms as you desire)
DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP);
// load background image
Load_Bitmap_File(&bitmap8bit, "GREENGRID.BMP");
Create_Bitmap(&background_bmp,0,0,640,480);
Load_Image_Bitmap(&background_bmp, &bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS);
Set_Palette(bitmap8bit.palette);
Unload_Bitmap_File(&bitmap8bit);
// load the bitmaps
Load_Bitmap_File(&bitmap8bit, "BALLS8.BMP");
// create master ball
Create_BOB(&balls[0],0,0,24,24,6,BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY);
// load the imagery in
for (index=0; index < 6; index++)
Load_Frame_BOB(&balls[0], &bitmap8bit, index, index,0,BITMAP_EXTRACT_MODE_CELL);
// create all the clones
for (index=1; index < NUM_BALLS; index++)
Clone_BOB(&balls[0], &balls[index]);
// now set the initial conditions of all the balls
for (index=0; index < NUM_BALLS; index++)
{
// set position randomly
balls[index].varsF[INDEX_X] = RAND_RANGE(TABLE_MIN_X+20,TABLE_MAX_X-20);
balls[index].varsF[INDEX_Y] = RAND_RANGE(TABLE_MIN_Y+20,TABLE_MAX_Y-20);
// set initial velocity
balls[index].varsF[INDEX_XV] = RAND_RANGE(-100, 100)/15;
balls[index].varsF[INDEX_YV] = RAND_RANGE(-100, 100)/15;
// set mass of ball in virtual kgs :)
balls[index].varsF[INDEX_MASS] = 1; // 1 for now
// set ball color
balls[index].curr_frame = rand()%6;
} // end for index
// unload bitmap image
Unload_Bitmap_File(&bitmap8bit);
// hide the mouse
if (!WINDOWED_APP)
ShowCursor(FALSE);
// initialize directinput
DInput_Init();
// acquire the keyboard only
DInput_Init_Keyboard();
// initilize DirectSound
DSound_Init();
// load background sounds
ball_ids[0] = DSound_Load_WAV("PBALL.WAV");
// clone sounds
for (index=1; index<8; index++)
ball_ids[index] = DSound_Replicate_Sound(ball_ids[0]);
// set clipping rectangle to screen extents so objects dont
// mess up at edges
RECT screen_rect = {0,0,screen_width,screen_height};
lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect);
// set clipping region
min_clip_x = TABLE_MIN_X;
min_clip_y = TABLE_MIN_Y;
max_clip_x = TABLE_MAX_X;
max_clip_y = TABLE_MAX_Y;
// return success
return(1);
} // end Game_Init
///////////////////////////////////////////////////////////
int Game_Shutdown(void *parms)
{
// this function is where you shutdown your game and
// release all resources that you allocated
// shut everything down
// release all your resources created for the game here....
// kill all the bobs
for (int index=0; indexb
float nabx = (balls[ball_b].varsF[INDEX_X] - balls[ball_a].varsF[INDEX_X] );
float naby = (balls[ball_b].varsF[INDEX_Y] - balls[ball_a].varsF[INDEX_Y] );
float length = sqrt(nabx*nabx + naby*naby);
// is there a collision?
if (length <= 2.0*(BALL_RADIUS*.75))
{
// the balls have made contact, compute response
// compute the response coordinate system axes
// normalize normal vector
nabx/=length;
naby/=length;
// compute the tangential vector perpendicular to normal, simply rotate vector 90
float tabx = -naby;
float taby = nabx;
// draw collision
DDraw_Lock_Primary_Surface();
// blue is normal
Draw_Clip_Line(balls[ball_a].varsF[INDEX_X]+0.5,
balls[ball_a].varsF[INDEX_Y]+0.5,
balls[ball_a].varsF[INDEX_X]+20*nabx+0.5,
balls[ball_a].varsF[INDEX_Y]+20*naby+0.5,
252, primary_buffer, primary_lpitch);
// yellow is tangential
Draw_Clip_Line(balls[ball_a].varsF[INDEX_X]+0.5,
balls[ball_a].varsF[INDEX_Y]+0.5,
balls[ball_a].varsF[INDEX_X]+20*tabx+0.5,
balls[ball_a].varsF[INDEX_Y]+20*taby+0.5,
251, primary_buffer, primary_lpitch);
DDraw_Unlock_Primary_Surface();
// tangential is also normalized since it's just a rotated normal vector
// step 2: compute all the initial velocities
// notation ball: (a,b) initial: i, final: f, n: normal direction, t: tangential direction
float vait = DOT_PRODUCT(balls[ball_a].varsF[INDEX_XV],
balls[ball_a].varsF[INDEX_YV],
tabx, taby);
float vain = DOT_PRODUCT(balls[ball_a].varsF[INDEX_XV],
balls[ball_a].varsF[INDEX_YV],
nabx, naby);
float vbit = DOT_PRODUCT(balls[ball_b].varsF[INDEX_XV],
balls[ball_b].varsF[INDEX_YV],
tabx, taby);
float vbin = DOT_PRODUCT(balls[ball_b].varsF[INDEX_XV],
balls[ball_b].varsF[INDEX_YV],
nabx, naby);
// now we have all the initial velocities in terms of the n and t axes
// step 3: compute final velocities after collision, from book we have
// note: all this code can be optimized, but I want you to see what's happening :)
float ma = balls[ball_a].varsF[INDEX_MASS];
float mb = balls[ball_b].varsF[INDEX_MASS];
float vafn = (mb*vbin*(cof_E+1) + vain*(ma - cof_E*mb)) / (ma + mb);
float vbfn = (ma*vain*(cof_E+1) - vbin*(ma - cof_E*mb)) / (ma + mb);
// now luckily the tangential components are the same before and after, so
float vaft = vait;
float vbft = vbit;
// and that's that baby!
// the velocity vectors are:
// object a (vafn, vaft)
// object b (vbfn, vbft)
// the only problem is that we are in the wrong coordinate system! we need to
// translate back to the original x,y coordinate system, basically we need to
// compute the sum of the x components relative to the n,t axes and the sum of
// the y components relative to the n,t axis, since n,t may both have x,y
// components in the original x,y coordinate system
float xfa = vafn*nabx + vaft*tabx;
float yfa = vafn*naby + vaft*taby;
float xfb = vbfn*nabx + vbft*tabx;
float yfb = vbfn*naby + vbft*taby;
// store results
balls[ball_a].varsF[INDEX_XV] = xfa;
balls[ball_a].varsF[INDEX_YV] = yfa;
balls[ball_b].varsF[INDEX_XV] = xfb;
balls[ball_b].varsF[INDEX_YV] = yfb;
// update position
balls[ball_a].varsF[INDEX_X]+=balls[ball_a].varsF[INDEX_XV];
balls[ball_a].varsF[INDEX_Y]+=balls[ball_a].varsF[INDEX_YV];
balls[ball_b].varsF[INDEX_X]+=balls[ball_b].varsF[INDEX_XV];
balls[ball_b].varsF[INDEX_Y]+=balls[ball_b].varsF[INDEX_YV];
} // end if
} // end for ball2
} // end for ball1
} // end Collision_Response
//////////////////////////////////////////////////////////
int Game_Main(void *parms)
{
// this is the workhorse of your game it will be called
// continuously in real-time this is like main() in C
// all the calls for you game go here!
int index; // looping var
// start the timing clock
Start_Clock();
// lock back buffer and copy background into it
DDraw_Lock_Back_Surface();
// draw background
Draw_Bitmap(&background_bmp, back_buffer, back_lpitch,0);
// draw table
HLine(TABLE_MIN_X, TABLE_MAX_X, TABLE_MIN_Y, 250, back_buffer, back_lpitch);
HLine(TABLE_MIN_X, TABLE_MAX_X, TABLE_MAX_Y, 250, back_buffer, back_lpitch);
VLine(TABLE_MIN_Y, TABLE_MAX_Y, TABLE_MIN_X, 250, back_buffer, back_lpitch);
VLine(TABLE_MIN_Y, TABLE_MAX_Y, TABLE_MAX_X, 250, back_buffer, back_lpitch);
// unlock back surface
DDraw_Unlock_Back_Surface();
// read keyboard
DInput_Read_Keyboard();
// check for change of e
if (keyboard_state[DIK_RIGHT])
cof_E+=.01;
else
if (keyboard_state[DIK_LEFT])
cof_E-=.01;
float total_ke_x = 0, total_ke_y = 0;
// move all the balls and compute system momentum
for (index=0; index < NUM_BALLS; index++)
{
// move the ball
balls[index].varsF[INDEX_X]+=balls[index].varsF[INDEX_XV];
balls[index].varsF[INDEX_Y]+=balls[index].varsF[INDEX_YV];
// add x,y contributions to kinetic energy
total_ke_x+=(balls[index].varsF[INDEX_XV]*balls[index].varsF[INDEX_XV]*balls[index].varsF[INDEX_MASS]);
total_ke_y+=(balls[index].varsF[INDEX_YV]*balls[index].varsF[INDEX_YV]*balls[index].varsF[INDEX_MASS]);
} // end fof
// test for boundary collision with virtual table edge, no need for collision
// response here, I know what's going to happen :)
for (index=0; index < NUM_BALLS; index++)
{
if ((balls[index].varsF[INDEX_X] >= TABLE_MAX_X-BALL_RADIUS) ||
(balls[index].varsF[INDEX_X] <= TABLE_MIN_X+BALL_RADIUS))
{
// invert velocity
balls[index].varsF[INDEX_XV] = -balls[index].varsF[INDEX_XV];
balls[index].varsF[INDEX_X]+=balls[index].varsF[INDEX_XV];
balls[index].varsF[INDEX_Y]+=balls[index].varsF[INDEX_YV];
// start a hit sound
Ball_Sound();
} // end if
if ((balls[index].varsF[INDEX_Y] >= TABLE_MAX_Y-BALL_RADIUS) ||
(balls[index].varsF[INDEX_Y] <= TABLE_MIN_Y+BALL_RADIUS))
{
// invert velocity
balls[index].varsF[INDEX_YV] =-balls[index].varsF[INDEX_YV];
balls[index].varsF[INDEX_X]+=balls[index].varsF[INDEX_XV];
balls[index].varsF[INDEX_Y]+=balls[index].varsF[INDEX_YV];
// play sound
Ball_Sound();
} // end if
} // end for index
// draw the balls
for (index=0; index < NUM_BALLS; index++)
{
balls[index].x = balls[index].varsF[INDEX_X]+0.5-BALL_RADIUS;
balls[index].y = balls[index].varsF[INDEX_Y]+0.5-BALL_RADIUS;
Draw_BOB(&balls[index], lpddsback);
} // end for
// draw the velocity vectors
DDraw_Lock_Back_Surface();
for (index=0; index < NUM_BALLS; index++)
{
Draw_Clip_Line(balls[index].varsF[INDEX_X]+0.5,
balls[index].varsF[INDEX_Y]+0.5,
balls[index].varsF[INDEX_X]+2*balls[index].varsF[INDEX_XV]+0.5,
balls[index].varsF[INDEX_Y]+2*balls[index].varsF[INDEX_YV]+0.5,
246, back_buffer, back_lpitch);
} // end for
DDraw_Unlock_Back_Surface();
// draw the title
Draw_Text_GDI("ELASTIC Object-Object Collision Response DEMO, Press to Exit.",10, 10,RGB(255,255,255), lpddsback);
// draw the title
sprintf(buffer,"Coefficient of Restitution e=%f, use , arrow to change.", cof_E);
Draw_Text_GDI(buffer,10, 30,RGB(255,255,255), lpddsback);
sprintf(buffer,"Total System Kinetic Energy Sum(1/2MiVi^2)=%f ",0.5*sqrt(total_ke_x*total_ke_x+total_ke_y*total_ke_y));
Draw_Text_GDI(buffer,10, 465, RGB(255,255,255), lpddsback);
// flip the surfaces
DDraw_Flip();
// run collision response algorithm here
Collision_Response();
// sync to 30 fps = 1/30sec = 33 ms
Wait_Clock(33);
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
{
PostMessage(main_window_handle, WM_DESTROY,0,0);
// stop all sounds
DSound_Stop_All_Sounds();
// do a screen transition
// Screen_Transitions(SCREEN_GREENNESS,NULL,0);
} // end if
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////