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33 results

combustion_demo.cpp

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  • combustion_demo.cpp 9.29 KiB
    //------------------------------------------------------------------------------
    // Project Phoenix
    //
    // Copyright (c) 2017-2018 RWTH Aachen University, Germany,
    // Virtual Reality & Immersive Visualization Group.
    //------------------------------------------------------------------------------
    //                                 License
    //
    // Licensed under the 3-Clause BSD License (the "License");
    // you may not use this file except in compliance with the License.
    // See the file LICENSE for the full text.
    // You may obtain a copy of the License at
    //
    //     https://opensource.org/licenses/BSD-3-Clause
    //
    // 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 <chrono>
    #include <future>
    #include <iostream>
    #include <memory>
    #include <string>
    #include <utility>
    #include <vector>
    
    #include "desk_behavior.hpp"
    #include "desktop_navigation_behavior.hpp"
    #include "phx/core/runtime_component.hpp"
    #include "phx/display/display_system_openvr.hpp"
    #include "phx/display/display_system_window.hpp"
    #include "phx/input/device_system.hpp"
    #include "phx/input/input_system.hpp"
    #include "phx/rendering/auxiliary/splash_screen.hpp"
    #include "phx/rendering/components/mesh_handle.hpp"
    #include "phx/rendering/components/mesh_render_settings.hpp"
    #include "phx/resources/loaders/assimp_model_loader.hpp"
    #include "phx/resources/loaders/scene_loader.hpp"
    #include "phx/setup.hpp"
    #include "vr_controller_interaction_behavior.hpp"
    
    #if defined __clang__
    #pragma clang diagnostic ignored "-Wmissing-prototypes"
    #endif
    
    int main(int, char**) {
      std::unique_ptr<phx::Engine> engine = phx::Setup::CreateDefaultEngine(true);
      auto scene = engine->GetScene();
      auto rendering_system = engine->GetSystem<phx::RenderingSystem>();
      rendering_system->SetEnabled(false);
      auto openvr_system = engine->GetSystem<phx::DisplaySystemOpenVR>();
      auto device_system = engine->GetSystem<phx::DeviceSystem>();
    
      phx::SplashScreen* splash = engine->CreateSystem<phx::SplashScreen>(
          engine->GetSystem<phx::DisplaySystemWindow>()->GetWindow());
      engine->MoveSystemBefore(splash,
                               engine->GetSystem<phx::DisplaySystemWindow>());
    
      auto assimp_loader = static_cast<phx::AssimpModelLoader*>(
          phx::ResourceManager::instance().GetLoaderForType(".stl"));
    
      assimp_loader->SetProgressUpdateCallback(
          [splash](float progress) { splash->SetLoadProgress(progress); });
    
      phx::InputSystem* input_system = engine->GetSystem<phx::InputSystem>();
    
      input_system->AddKeyPressCallback([&engine](char key) {
        if (key == 'q') engine->Stop();
      });
    
      auto right_controller_entities = scene->GetEntitiesWithComponents<
          phx::RuntimeComponent<phx::RIGHT_CONTROLLER>>();
      VRControllerInteractionBehavior* right_interaction_behavior = nullptr;
      if (right_controller_entities.size() >= 1) {
        auto right_controller_entity = right_controller_entities[0];
        right_interaction_behavior =
            right_controller_entity->AddComponent<VRControllerInteractionBehavior>(
                device_system);
      }
    
      auto handle = std::async([&right_interaction_behavior, &scene,
                                rendering_system, splash, input_system,
                                openvr_system]() {
        auto model_surface_entity = phx::SceneLoader::InsertModelIntoScene(
            "models/combustion/mixture_surface_0.2_lower.stl", scene.get());
        auto surface_transform =
            model_surface_entity->GetFirstComponent<phx::Transform>();
        auto surface_material_handle =
            surface_transform->GetChild(0)
                ->GetEntity()
                ->GetFirstComponent<phx::MaterialHandle>();
        auto surface_material = surface_material_handle->GetMaterial();
        surface_material->SetAmbientColor(glm::vec3(0.1f));
        surface_material->SetDiffuseColor(glm::vec3(1.0f));
        surface_material->SetSpecularColor(glm::vec3(0.4f));
        surface_material->SetShininess(100.0);
    
        auto model_boundingbox = phx::SceneLoader::InsertModelIntoScene(
            "models/combustion/data_box.stl", scene.get());
        auto boundingbox_transform =
            model_boundingbox->GetFirstComponent<phx::Transform>();
        auto boundigbox_mesh_entity =
            boundingbox_transform->GetChild(0)->GetEntity();
        auto boundingbox_mesh_handle =
            boundigbox_mesh_entity->GetFirstComponent<phx::MeshHandle>();
        auto render_settings =
            boundigbox_mesh_entity->AddComponent<phx::MeshRenderSettings>();
        render_settings->SetWireframeMode(true);
    
        std::array<glm::vec3, 2> bbox =
            boundingbox_mesh_handle->GetMesh()->GetBoundingBox();
        glm::vec3 bbox_diff = bbox[1] - bbox[0];
        glm::vec3 center_vec = bbox_diff * 0.5f * 0.001f;
        surface_transform->SetLocalTranslation(-center_vec);
        boundingbox_transform->SetLocalTranslation(
            glm::vec3(-center_vec[0], center_vec[1], -center_vec[2]));
    
        auto vis_root = scene->CreateEntity();
        auto vis_root_transform = vis_root->AddComponent<phx::Transform>();
        surface_transform->SetParent(vis_root_transform, false);
        boundingbox_transform->SetParent(vis_root_transform, false);
        vis_root_transform->SetLocalScale(glm::vec3(0.001f, 0.001f, 0.001f));
        vis_root_transform->SetLocalTranslation(glm::vec3(-0.4f, 0.02f, -0.25f));
    
        auto floor_entity = phx::SceneLoader::InsertModelIntoScene(
            "models/cube/cube.obj", scene.get());
        auto floor_transform = floor_entity->GetFirstComponent<phx::Transform>();
        floor_transform->SetLocalScale(glm::vec3(1000.0f, 0.05f, 1000.0f));
        auto floor_material = floor_transform->GetChild(0)
                                  ->GetEntity()
                                  ->GetFirstComponent<phx::MaterialHandle>();
        floor_material->GetMaterial()->SetDiffuseColor(glm::vec3(0.5f, 0.5f, 0.5f));
        floor_material->GetMaterial()->SetSpecularColor(
            glm::vec3(1.0f, 1.0f, 1.0f));
        floor_material->GetMaterial()->SetAmbientColor(glm::vec3(0.1f, 0.1f, 0.1f));
    
        if (right_interaction_behavior)
          right_interaction_behavior->SetTarget(vis_root_transform);
    
        auto desk_entity = phx::SceneLoader::InsertModelIntoScene(
            "models/cube/cube2.obj", scene.get());
        auto desk_transform = desk_entity->GetFirstComponent<phx::Transform>();
        desk_transform->SetLocalScale(glm::vec3(2.0f, 0.03f, 1.0f));
        auto desk_material = desk_transform->GetChild(0)
                                 ->GetEntity()
                                 ->GetFirstComponent<phx::MaterialHandle>();
        desk_material->GetMaterial()->SetDiffuseColor(glm::vec3(0.5f, 1.0f, 0.5f));
        desk_material->GetMaterial()->SetSpecularColor(glm::vec3(1.0f, 1.0f, 1.0f));
        desk_material->GetMaterial()->SetAmbientColor(glm::vec3(0.1f, 0.2f, 0.1f));
    
        auto desk_root = scene->CreateEntity();
        auto desk_root_transform = desk_root->AddComponent<phx::Transform>();
        desk_root_transform->SetLocalTranslation(glm::vec3(0.0f, 0.8f, 0.0f));
        desk_transform->SetParent(desk_root_transform, false);
        vis_root_transform->SetParent(desk_root_transform, false);
        desk_root->AddComponent<DeskBehavior>(openvr_system);
    
        rendering_system->SetEnabled(true);
        splash->SetEnabled(false);
      });
    
      std::vector<glm::quat> light_dirs{
          glm::quat(glm::angleAxis(-0.25f * glm::pi<float>(), glm::vec3(1, 0, 0))),
          glm::quat(glm::angleAxis(0.25f * glm::pi<float>(), glm::vec3(0, 1, 0))),
          glm::quat(glm::angleAxis(-0.25f * glm::pi<float>(), glm::vec3(0, 1, 0))),
          glm::quat(glm::angleAxis(0.75f * glm::pi<float>(), glm::vec3(1, 0, 0)))};
      std::vector<glm::vec3> light_colors{
          glm::vec3(1.0, 1.0, 1.0), glm::vec3(1.0, 1.0, 1.0),
          glm::vec3(1.0, 1.0, 1.0), glm::vec3(1.0, 1.0, 1.0)};
      std::vector<float> light_intensities{1.0f, 0.9f, 0.8f, 0.7f};
    
      for (std::size_t i = 0; i < light_dirs.size(); i++) {
        phx::Entity* light_entity = scene->CreateEntity();
        phx::Transform* light_transform =
            light_entity->AddComponent<phx::Transform>();
        light_transform->SetLocalRotation(light_dirs[i]);
        phx::Light* light = light_entity->AddComponent<phx::Light>();
        light->SetType(phx::Light::Type::kDirectional);
        light->SetColor(light_colors[i]);
        light->SetIntensity(light_intensities[i]);
      }
    
      auto virtual_platform_transform =
          scene
              ->GetEntitiesWithComponents<
                  phx::RuntimeComponent<phx::USER_PLATFORM>>()[0]
              ->GetFirstComponent<phx::Transform>();
    
      virtual_platform_transform->SetLocalTranslation(glm::vec3(.0f, .0f, .0f));
    
      phx::Entity* camera =
          scene->GetEntitiesWithComponents<phx::RenderTarget>()[0];
      if (camera->GetFirstComponent<phx::RuntimeComponent<phx::LEFT_EYE>>() ==
              nullptr &&
          camera->GetFirstComponent<phx::RuntimeComponent<phx::RIGHT_EYE>>() ==
              nullptr) {
        auto camera_projection = camera->GetFirstComponent<phx::Projection>();
        camera_projection->SetPerspective(glm::radians(68.0f), 4.0f / 3.0f, 0.01f,
                                          1000.0f);
      }
    
      if (!openvr_system) {
        camera->AddComponent<DesktopNavigationBehavior>(input_system);
        camera->GetFirstComponent<phx::Transform>()->Translate(
            glm::vec3(0.0f, 1.0f, 1.0f));
      }
    
      engine->Run();
    
      return EXIT_SUCCESS;
    }