- 将 BufferBuilder 移至 systems.buffer 包并增强功能- 添加 BuiltBuffer 和 RenderState 内部类支持状态管理- 新增 BufferUploader 类处理缓冲区上传和状态应用 - 引入 RenderSystem 统一封装 OpenGL 调用 - Mesh2D 和 ModelRender 更新使用新的渲染系统接口- ModelGLPanel 适配新包结构并使用 RenderSystem 初始化 - 移除旧版 LightSource 构造函数- 整体提升渲染代码的模块化和可维护性 重要更新 - 重写渲染器 - 移除辉光,采用旧版着色器渲染,任何有关辉光的将在下一个版本彻底删除
684 lines
24 KiB
Java
684 lines
24 KiB
Java
package com.chuangzhou.vivid2D.test;
|
||
|
||
import com.chuangzhou.vivid2D.render.ModelRender;
|
||
import com.chuangzhou.vivid2D.render.model.Model2D;
|
||
import com.chuangzhou.vivid2D.render.model.ModelPart;
|
||
import com.chuangzhou.vivid2D.render.model.util.Mesh2D;
|
||
import com.chuangzhou.vivid2D.render.model.util.Texture;
|
||
import com.chuangzhou.vivid2D.render.model.util.PhysicsSystem;
|
||
import com.chuangzhou.vivid2D.render.systems.RenderSystem;
|
||
import org.joml.Vector2f;
|
||
import org.lwjgl.glfw.GLFW;
|
||
import org.lwjgl.glfw.GLFWErrorCallback;
|
||
import org.lwjgl.glfw.GLFWVidMode;
|
||
import org.lwjgl.opengl.GL;
|
||
import org.lwjgl.system.MemoryUtil;
|
||
|
||
import java.nio.ByteBuffer;
|
||
import java.util.ArrayList;
|
||
import java.util.List;
|
||
|
||
/**
|
||
* 物理系统使用实例 - 演示弹簧、重力和碰撞效果
|
||
* @author tzdwindows 7
|
||
*/
|
||
public class ModelTest2 {
|
||
|
||
private static final int WINDOW_WIDTH = 1000;
|
||
private static final int WINDOW_HEIGHT = 700;
|
||
private static final String WINDOW_TITLE = "Physics System Demo";
|
||
|
||
private long window;
|
||
private boolean running = true;
|
||
private Model2D physicsModel;
|
||
private PhysicsSystem physics;
|
||
|
||
// 测试用例控制
|
||
private int testCase = 5;
|
||
private boolean gravityEnabled = true;
|
||
private boolean springsEnabled = true;
|
||
|
||
// 存储部件引用,用于清理
|
||
private List<ModelPart> currentParts = new ArrayList<>();
|
||
|
||
// 所有测试基点(初始 xy = 0,0)
|
||
private final Vector2f initialOrigin = new Vector2f(0, 0);
|
||
|
||
public static void main(String[] args) {
|
||
new ModelTest2().run();
|
||
}
|
||
|
||
public void run() {
|
||
try {
|
||
init();
|
||
loop();
|
||
} catch (Throwable t) {
|
||
t.printStackTrace();
|
||
} finally {
|
||
cleanup();
|
||
}
|
||
}
|
||
|
||
private void init() {
|
||
GLFWErrorCallback.createPrint(System.err).set();
|
||
|
||
if (!GLFW.glfwInit()) {
|
||
throw new IllegalStateException("Unable to initialize GLFW");
|
||
}
|
||
|
||
GLFW.glfwDefaultWindowHints();
|
||
GLFW.glfwWindowHint(GLFW.GLFW_VISIBLE, GLFW.GLFW_FALSE);
|
||
GLFW.glfwWindowHint(GLFW.GLFW_RESIZABLE, GLFW.GLFW_TRUE);
|
||
GLFW.glfwWindowHint(GLFW.GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||
GLFW.glfwWindowHint(GLFW.GLFW_CONTEXT_VERSION_MINOR, 3);
|
||
GLFW.glfwWindowHint(GLFW.GLFW_OPENGL_PROFILE, GLFW.GLFW_OPENGL_CORE_PROFILE);
|
||
GLFW.glfwWindowHint(GLFW.GLFW_OPENGL_FORWARD_COMPAT, GLFW.GLFW_TRUE);
|
||
|
||
window = GLFW.glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE, MemoryUtil.NULL, MemoryUtil.NULL);
|
||
if (window == MemoryUtil.NULL) throw new RuntimeException("Failed to create GLFW window");
|
||
|
||
GLFWVidMode vidMode = GLFW.glfwGetVideoMode(GLFW.glfwGetPrimaryMonitor());
|
||
GLFW.glfwSetWindowPos(window,
|
||
(vidMode.width() - WINDOW_WIDTH) / 2,
|
||
(vidMode.height() - WINDOW_HEIGHT) / 2);
|
||
|
||
// 设置键盘回调
|
||
GLFW.glfwSetKeyCallback(window, (wnd, key, scancode, action, mods) -> {
|
||
if (key == GLFW.GLFW_KEY_ESCAPE && action == GLFW.GLFW_RELEASE) running = false;
|
||
if (key == GLFW.GLFW_KEY_SPACE && action == GLFW.GLFW_RELEASE) {
|
||
testCase = (testCase + 1) % 6; // 支持 0..5 共 6 个用例
|
||
setupTestCase();
|
||
}
|
||
if (key == GLFW.GLFW_KEY_G && action == GLFW.GLFW_RELEASE) {
|
||
gravityEnabled = !gravityEnabled;
|
||
physics.setGravity(gravityEnabled ? new Vector2f(0, -98.0f) : new Vector2f(0, 0));
|
||
System.out.println("Gravity " + (gravityEnabled ? "ENABLED" : "DISABLED"));
|
||
}
|
||
if (key == GLFW.GLFW_KEY_S && action == GLFW.GLFW_RELEASE) {
|
||
springsEnabled = !springsEnabled;
|
||
toggleSprings(springsEnabled);
|
||
System.out.println("Springs " + (springsEnabled ? "ENABLED" : "DISABLED"));
|
||
}
|
||
if (key == GLFW.GLFW_KEY_R && action == GLFW.GLFW_RELEASE) {
|
||
resetPhysics();
|
||
}
|
||
if (key == GLFW.GLFW_KEY_C && action == GLFW.GLFW_RELEASE) {
|
||
applyRandomForce();
|
||
}
|
||
});
|
||
|
||
GLFW.glfwSetWindowSizeCallback(window, (wnd, w, h) -> ModelRender.setViewport(w, h));
|
||
|
||
GLFW.glfwMakeContextCurrent(window);
|
||
GLFW.glfwSwapInterval(1);
|
||
GLFW.glfwShowWindow(window);
|
||
|
||
GL.createCapabilities();
|
||
|
||
createPhysicsModel();
|
||
ModelRender.initialize();
|
||
|
||
System.out.println("Physics System Demo Initialized");
|
||
printControls();
|
||
}
|
||
|
||
private void printControls() {
|
||
System.out.println("\n=== Controls ===");
|
||
System.out.println("ESC - Exit");
|
||
System.out.println("SPACE - Change test case");
|
||
System.out.println("G - Toggle gravity");
|
||
System.out.println("S - Toggle springs");
|
||
System.out.println("R - Reset physics");
|
||
System.out.println("C - Apply random force");
|
||
System.out.println("================\n");
|
||
}
|
||
|
||
/**
|
||
* 创建物理测试模型
|
||
*/
|
||
private void createPhysicsModel() {
|
||
physicsModel = new Model2D("PhysicsDemo");
|
||
physics = physicsModel.getPhysics();
|
||
|
||
// 配置物理系统
|
||
physics.setGravity(new Vector2f(0, -98.0f));
|
||
physics.setAirResistance(0.05f);
|
||
physics.setTimeScale(1.0f);
|
||
physics.setEnabled(true);
|
||
physics.initialize();
|
||
|
||
setupTestCase();
|
||
}
|
||
|
||
/**
|
||
* 设置不同的测试用例
|
||
*/
|
||
private void setupTestCase() {
|
||
// 清理之前的设置
|
||
clearCurrentParts();
|
||
physics.reset();
|
||
|
||
switch (testCase) {
|
||
case 0:
|
||
setupSpringChain();
|
||
break;
|
||
case 1:
|
||
setupClothSimulation();
|
||
break;
|
||
case 2:
|
||
setupPendulum();
|
||
break;
|
||
case 3:
|
||
setupSoftBody();
|
||
break;
|
||
case 4:
|
||
setupWindTest();
|
||
break;
|
||
case 5:
|
||
setupFreeFallTest();
|
||
break;
|
||
}
|
||
|
||
System.out.println("Test Case " + testCase + ": " + getTestCaseName(testCase));
|
||
}
|
||
|
||
/**
|
||
* 清理当前部件
|
||
*/
|
||
private void clearCurrentParts() {
|
||
// 由于无法直接清除模型的parts列表,我们创建一个新模型
|
||
physicsModel = new Model2D("PhysicsDemo");
|
||
currentParts.clear();
|
||
|
||
// 重新配置物理系统
|
||
physics = physicsModel.getPhysics();
|
||
physics.setGravity(new Vector2f(0, -98.0f));
|
||
physics.setAirResistance(0.05f);
|
||
physics.setTimeScale(1.0f);
|
||
physics.setEnabled(true);
|
||
physics.initialize();
|
||
}
|
||
|
||
/**
|
||
* 测试用例1: 弹簧链
|
||
*/
|
||
private void setupSpringChain() {
|
||
// 创建5个连接的粒子,基于 initialOrigin(因此首个粒子是 (0,0))
|
||
for (int i = 0; i < 5; i++) {
|
||
Vector2f position = new Vector2f(initialOrigin.x + i * 60, initialOrigin.y + i * 20);
|
||
PhysicsSystem.PhysicsParticle particle = physics.addParticle("particle_" + i, position, 1.0f);
|
||
|
||
// 第一个粒子固定(位于 initialOrigin)
|
||
if (i == 0) {
|
||
particle.setMovable(false);
|
||
}
|
||
|
||
// 创建对应的模型部件
|
||
ModelPart part = physicsModel.createPart("part_" + i);
|
||
part.setPosition(position.x, position.y);
|
||
currentParts.add(part);
|
||
|
||
// 创建圆形网格
|
||
Mesh2D circleMesh = createCircleMesh("circle_" + i, 20, getColorForIndex(i));
|
||
part.addMesh(circleMesh);
|
||
physicsModel.addMesh(circleMesh);
|
||
|
||
// 将部件设置为粒子的用户数据,用于同步位置
|
||
particle.setUserData(part);
|
||
|
||
// 添加弹簧连接(除了第一个粒子)
|
||
if (i > 0) {
|
||
PhysicsSystem.PhysicsParticle prevParticle = physics.getParticle("particle_" + (i - 1));
|
||
physics.addSpring("spring_" + (i - 1), prevParticle, particle, 60.0f, 0.3f, 0.1f);
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 测试用例2: 布料模拟
|
||
*/
|
||
private void setupClothSimulation() {
|
||
int rows = 4;
|
||
int cols = 6;
|
||
float spacing = 40.0f;
|
||
|
||
// 创建布料网格,基于 initialOrigin
|
||
for (int y = 0; y < rows; y++) {
|
||
for (int x = 0; x < cols; x++) {
|
||
int index = y * cols + x;
|
||
Vector2f position = new Vector2f(initialOrigin.x + x * spacing, initialOrigin.y + y * spacing);
|
||
|
||
PhysicsSystem.PhysicsParticle particle = physics.addParticle("cloth_" + index, position, 0.8f);
|
||
|
||
// 固定顶部行的粒子(y==0)
|
||
if (y == 0) {
|
||
particle.setMovable(false);
|
||
}
|
||
|
||
ModelPart part = physicsModel.createPart("cloth_part_" + index);
|
||
part.setPosition(position.x, position.y);
|
||
currentParts.add(part);
|
||
|
||
Mesh2D squareMesh = createSquareMesh("square_" + index, 15, getColorForIndex(index));
|
||
part.addMesh(squareMesh);
|
||
physicsModel.addMesh(squareMesh);
|
||
|
||
// 将部件设置为粒子的用户数据
|
||
particle.setUserData(part);
|
||
|
||
// 添加水平弹簧连接
|
||
if (x > 0) {
|
||
PhysicsSystem.PhysicsParticle leftParticle = physics.getParticle("cloth_" + (index - 1));
|
||
physics.addSpring("h_spring_" + index, leftParticle, particle, spacing, 0.4f, 0.05f);
|
||
}
|
||
|
||
// 添加垂直弹簧连接
|
||
if (y > 0) {
|
||
PhysicsSystem.PhysicsParticle topParticle = physics.getParticle("cloth_" + (index - cols));
|
||
physics.addSpring("v_spring_" + index, topParticle, particle, spacing, 0.4f, 0.05f);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 测试用例3: 钟摆系统
|
||
*/
|
||
private void setupPendulum() {
|
||
// 创建钟摆锚点(位于 initialOrigin)
|
||
Vector2f anchorPos = new Vector2f(initialOrigin);
|
||
PhysicsSystem.PhysicsParticle anchor = physics.addParticle("anchor", anchorPos, 0.0f);
|
||
anchor.setMovable(false); // 固定锚点
|
||
|
||
// 创建钟摆摆锤(相对锚点水平分布)
|
||
for (int i = 0; i < 3; i++) {
|
||
Vector2f pendulumPos = new Vector2f(initialOrigin.x + (i - 1) * 120, initialOrigin.y + 200);
|
||
PhysicsSystem.PhysicsParticle particle = physics.addParticle("pendulum_" + i, pendulumPos, 2.0f);
|
||
|
||
// 检查粒子是否成功创建
|
||
if (particle == null) {
|
||
System.err.println("Failed to create pendulum particle: pendulum_" + i);
|
||
continue;
|
||
}
|
||
|
||
ModelPart part = physicsModel.createPart("pendulum_part_" + i);
|
||
part.setPosition(pendulumPos.x, pendulumPos.y);
|
||
currentParts.add(part);
|
||
|
||
Mesh2D ballMesh = createCircleMesh("ball_" + i, 25, getColorForIndex(i));
|
||
part.addMesh(ballMesh);
|
||
physicsModel.addMesh(ballMesh);
|
||
|
||
// 将部件设置为粒子的用户数据
|
||
particle.setUserData(part);
|
||
|
||
// 连接到锚点 - 确保anchor和particle都不为null
|
||
if (anchor != null && particle != null) {
|
||
float length = 200 + i * 50;
|
||
physics.addSpring("pendulum_spring_" + i, anchor, particle, length, 0.1f, 0.02f);
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 测试用例4: 软体模拟
|
||
*/
|
||
private void setupSoftBody() {
|
||
// 创建软体圆形,中心在 initialOrigin
|
||
int points = 8;
|
||
float radius = 60.0f;
|
||
Vector2f center = new Vector2f(initialOrigin);
|
||
|
||
// 第一步:先创建所有粒子
|
||
List<PhysicsSystem.PhysicsParticle> particlesList = new ArrayList<>();
|
||
for (int i = 0; i < points; i++) {
|
||
float angle = (float) (i * 2 * Math.PI / points);
|
||
Vector2f position = new Vector2f(
|
||
center.x + radius * (float) Math.cos(angle),
|
||
center.y + radius * (float) Math.sin(angle)
|
||
);
|
||
|
||
PhysicsSystem.PhysicsParticle particle = physics.addParticle("soft_" + i, position, 0.5f);
|
||
particlesList.add(particle);
|
||
|
||
ModelPart part = physicsModel.createPart("soft_part_" + i);
|
||
part.setPosition(position.x, position.y);
|
||
currentParts.add(part);
|
||
|
||
Mesh2D pointMesh = createCircleMesh("point_" + i, 12, 0xFF00FFFF);
|
||
part.addMesh(pointMesh);
|
||
physicsModel.addMesh(pointMesh);
|
||
|
||
// 将部件设置为粒子的用户数据
|
||
particle.setUserData(part);
|
||
}
|
||
|
||
// 第二步:再创建所有弹簧连接
|
||
for (int i = 0; i < points; i++) {
|
||
PhysicsSystem.PhysicsParticle particle = particlesList.get(i);
|
||
|
||
// 连接到相邻点
|
||
int next = (i + 1) % points;
|
||
PhysicsSystem.PhysicsParticle nextParticle = particlesList.get(next);
|
||
physics.addSpring("soft_spring_" + i, particle, nextParticle,
|
||
radius * 2 * (float) Math.sin(Math.PI / points), 0.5f, 0.1f);
|
||
|
||
// 连接到对面的点(增加稳定性)
|
||
if (i < points / 2) {
|
||
int opposite = (i + points / 2) % points;
|
||
PhysicsSystem.PhysicsParticle oppositeParticle = particlesList.get(opposite);
|
||
physics.addSpring("cross_spring_" + i, particle, oppositeParticle,
|
||
radius * 2, 0.2f, 0.05f);
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 测试用例5: 自由落体测试
|
||
*/
|
||
private void setupFreeFallTest() {
|
||
// 创建地面(位于 initialOrigin)
|
||
Vector2f groundPos = new Vector2f(initialOrigin);
|
||
PhysicsSystem.PhysicsParticle ground = physics.addParticle("ground", groundPos, 0.0f);
|
||
ground.setMovable(false);
|
||
|
||
// 创建多个不同质量的物体从不同高度掉落(相对于 initialOrigin)
|
||
for (int i = 0; i < 5; i++) {
|
||
Vector2f position = new Vector2f(initialOrigin.x + 300 + i * 100, initialOrigin.y + 600 - i * 50);
|
||
float mass = 1.0f + i * 0.5f; // 不同质量
|
||
|
||
PhysicsSystem.PhysicsParticle particle = physics.addParticle("fall_" + i, position, mass);
|
||
|
||
ModelPart part = physicsModel.createPart("fall_part_" + i);
|
||
part.setPosition(position.x, position.y);
|
||
currentParts.add(part);
|
||
|
||
Mesh2D ballMesh = createCircleMesh("fall_ball_" + i, 15 + i * 3, getColorForIndex(i));
|
||
part.addMesh(ballMesh);
|
||
physicsModel.addMesh(ballMesh);
|
||
|
||
particle.setUserData(part);
|
||
}
|
||
|
||
// 添加地面碰撞体(基于 initialOrigin)
|
||
physics.addRectangleCollider("ground_collider", groundPos, 800, 20);
|
||
}
|
||
|
||
/**
|
||
* 测试用例6: 风力测试
|
||
*/
|
||
private void setupWindTest() {
|
||
// 创建布料用于测试风力,基于 initialOrigin
|
||
int rows = 6;
|
||
int cols = 8;
|
||
float spacing = 35.0f;
|
||
|
||
for (int y = 0; y < rows; y++) {
|
||
for (int x = 0; x < cols; x++) {
|
||
int index = y * cols + x;
|
||
// 布料放在 initialOrigin.x + ..., initialOrigin.y - y*spacing + 500 以方便显示
|
||
Vector2f position = new Vector2f(initialOrigin.x + x * spacing, initialOrigin.y - y * spacing + 500);
|
||
|
||
PhysicsSystem.PhysicsParticle particle = physics.addParticle("wind_cloth_" + index, position, 0.6f);
|
||
|
||
// 固定顶部行的粒子(y==0)
|
||
if (y == 0) {
|
||
particle.setMovable(false);
|
||
}
|
||
|
||
ModelPart part = physicsModel.createPart("wind_part_" + index);
|
||
part.setPosition(position.x, position.y);
|
||
currentParts.add(part);
|
||
|
||
Mesh2D squareMesh = createSquareMesh("wind_square_" + index, 12, getColorForIndex(index));
|
||
part.addMesh(squareMesh);
|
||
physicsModel.addMesh(squareMesh);
|
||
|
||
particle.setUserData(part);
|
||
|
||
// 添加水平弹簧连接
|
||
if (x > 0) {
|
||
PhysicsSystem.PhysicsParticle leftParticle = physics.getParticle("wind_cloth_" + (index - 1));
|
||
physics.addSpring("wind_h_spring_" + index, leftParticle, particle, spacing, 0.3f, 0.05f);
|
||
}
|
||
|
||
// 添加垂直弹簧连接
|
||
if (y > 0) {
|
||
PhysicsSystem.PhysicsParticle topParticle = physics.getParticle("wind_cloth_" + (index - cols));
|
||
physics.addSpring("wind_v_spring_" + index, topParticle, particle, spacing, 0.3f, 0.05f);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 应用风力效果
|
||
*/
|
||
private void applyWindEffect() {
|
||
// 随机风力方向
|
||
float windStrength = 50.0f;
|
||
float windDirection = (float) (Math.random() * 2 * Math.PI); // 随机方向
|
||
|
||
Vector2f windForce = new Vector2f(
|
||
(float) Math.cos(windDirection) * windStrength,
|
||
(float) Math.sin(windDirection) * windStrength
|
||
);
|
||
|
||
// 对所有可移动粒子应用风力
|
||
for (PhysicsSystem.PhysicsParticle particle : physics.getParticles().values()) {
|
||
if (particle.isMovable()) {
|
||
// 风力随粒子高度变化(模拟真实风)
|
||
float heightFactor = particle.getPosition().y / 500.0f;
|
||
Vector2f adjustedWind = new Vector2f(windForce).mul(heightFactor);
|
||
particle.addForce(adjustedWind);
|
||
}
|
||
}
|
||
|
||
System.out.println("Wind applied: " + windForce);
|
||
}
|
||
|
||
/**
|
||
* 应用持续风力(周期性)
|
||
*/
|
||
private void applyContinuousWind(float deltaTime) {
|
||
// 模拟周期性风力
|
||
float time = System.nanoTime() * 0.000000001f;
|
||
float windStrength = 30.0f + (float) Math.sin(time * 2) * 20.0f; // 周期性变化
|
||
|
||
Vector2f windForce = new Vector2f(windStrength, 0); // 主要水平方向
|
||
|
||
for (PhysicsSystem.PhysicsParticle particle : physics.getParticles().values()) {
|
||
if (particle.isMovable()) {
|
||
particle.addForce(new Vector2f(windForce));
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 创建圆形网格 - 修正版本
|
||
*/
|
||
private Mesh2D createCircleMesh(String name, float radius, int color) {
|
||
int segments = 16;
|
||
int vertexCount = segments + 1; // 中心点 + 圆周点
|
||
float[] vertices = new float[vertexCount * 2];
|
||
float[] uvs = new float[vertexCount * 2];
|
||
int[] indices = new int[segments * 3];
|
||
|
||
// 中心点 (索引0)
|
||
vertices[0] = 0;
|
||
vertices[1] = 0;
|
||
uvs[0] = 0.5f;
|
||
uvs[1] = 0.5f;
|
||
|
||
// 圆周点 (索引1到segments)
|
||
for (int i = 0; i < segments; i++) {
|
||
float angle = (float) (i * 2 * Math.PI / segments);
|
||
int vertexIndex = (i + 1) * 2;
|
||
vertices[vertexIndex] = radius * (float) Math.cos(angle);
|
||
vertices[vertexIndex + 1] = radius * (float) Math.sin(angle);
|
||
uvs[vertexIndex] = (float) Math.cos(angle) * 0.5f + 0.5f;
|
||
uvs[vertexIndex + 1] = (float) Math.sin(angle) * 0.5f + 0.5f;
|
||
}
|
||
|
||
// 三角形索引 - 每个三角形连接中心点和两个相邻的圆周点
|
||
for (int i = 0; i < segments; i++) {
|
||
int triangleIndex = i * 3;
|
||
indices[triangleIndex] = 0; // 中心点
|
||
indices[triangleIndex + 1] = i + 1; // 当前圆周点
|
||
indices[triangleIndex + 2] = (i + 1) % segments + 1; // 下一个圆周点
|
||
}
|
||
|
||
Mesh2D mesh = new Mesh2D(name, vertices, uvs, indices);
|
||
mesh.setTexture(createSolidColorTexture(name + "_tex", color));
|
||
return mesh;
|
||
}
|
||
|
||
/**
|
||
* 创建方形网格
|
||
*/
|
||
private Mesh2D createSquareMesh(String name, float size, int color) {
|
||
float halfSize = size / 2;
|
||
float[] vertices = {
|
||
-halfSize, -halfSize,
|
||
halfSize, -halfSize,
|
||
halfSize, halfSize,
|
||
-halfSize, halfSize
|
||
};
|
||
float[] uvs = {
|
||
0, 0,
|
||
1, 0,
|
||
1, 1,
|
||
0, 1
|
||
};
|
||
int[] indices = {0, 1, 2, 0, 2, 3};
|
||
|
||
Mesh2D mesh = new Mesh2D(name, vertices, uvs, indices);
|
||
mesh.setTexture(createSolidColorTexture(name + "_tex", color));
|
||
return mesh;
|
||
}
|
||
|
||
/**
|
||
* 创建纯色纹理
|
||
*/
|
||
private Texture createSolidColorTexture(String name, int color) {
|
||
int width = 64, height = 64;
|
||
ByteBuffer buf = MemoryUtil.memAlloc(width * height * 4);
|
||
|
||
byte r = (byte) ((color >> 16) & 0xFF);
|
||
byte g = (byte) ((color >> 8) & 0xFF);
|
||
byte b = (byte) (color & 0xFF);
|
||
|
||
for (int i = 0; i < width * height; i++) {
|
||
buf.put(r).put(g).put(b).put((byte) 255);
|
||
}
|
||
|
||
buf.flip();
|
||
Texture texture = new Texture(name, width, height, Texture.TextureFormat.RGBA, buf);
|
||
MemoryUtil.memFree(buf);
|
||
return texture;
|
||
}
|
||
|
||
/**
|
||
* 根据索引获取不同颜色
|
||
*/
|
||
private int getColorForIndex(int index) {
|
||
int[] colors = {
|
||
0xFF00FF00, // 绿色
|
||
0xFFFF0000, // 红色
|
||
0xFF0000FF, // 蓝色
|
||
0xFFFFFF00, // 黄色
|
||
0xFFFF00FF, // 紫色
|
||
0xFF00FFFF // 青色
|
||
};
|
||
return colors[index % colors.length];
|
||
}
|
||
|
||
/**
|
||
* 获取测试用例名称
|
||
*/
|
||
private String getTestCaseName(int testCase) {
|
||
switch (testCase) {
|
||
case 0: return "Spring Chain";
|
||
case 1: return "Cloth Simulation";
|
||
case 2: return "Pendulum System";
|
||
case 3: return "Soft Body";
|
||
case 4: return "Wind Test";
|
||
case 5: return "Free Fall Test";
|
||
default: return "Unknown";
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 切换弹簧状态
|
||
*/
|
||
private void toggleSprings(boolean enabled) {
|
||
for (PhysicsSystem.PhysicsSpring spring : physics.getSprings()) {
|
||
spring.setEnabled(enabled);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 重置物理系统
|
||
*/
|
||
private void resetPhysics() {
|
||
setupTestCase();
|
||
System.out.println("Physics reset");
|
||
}
|
||
|
||
/**
|
||
* 施加随机力
|
||
*/
|
||
private void applyRandomForce() {
|
||
for (PhysicsSystem.PhysicsParticle particle : physics.getParticles().values()) {
|
||
if (particle.isMovable()) {
|
||
float forceX = (float) (Math.random() - 0.5) * 200f;
|
||
float forceY = (float) (Math.random() - 0.5) * 200f;
|
||
particle.addForce(new Vector2f(forceX, forceY));
|
||
}
|
||
}
|
||
System.out.println("Random forces applied");
|
||
}
|
||
|
||
private void loop() {
|
||
long last = System.nanoTime();
|
||
double nsPerUpdate = 1_000_000_000.0 / 60.0;
|
||
double accumulator = 0.0;
|
||
|
||
while (running && !GLFW.glfwWindowShouldClose(window)) {
|
||
long now = System.nanoTime();
|
||
accumulator += (now - last) / nsPerUpdate;
|
||
last = now;
|
||
|
||
while (accumulator >= 1.0) {
|
||
update(1.0f / 60.0f);
|
||
accumulator -= 1.0;
|
||
}
|
||
|
||
render(last);
|
||
|
||
GLFW.glfwSwapBuffers(window);
|
||
GLFW.glfwPollEvents();
|
||
}
|
||
}
|
||
|
||
private void update(float dt) {
|
||
// 更新物理系统 - 会自动同步到模型部件
|
||
physicsModel.update(dt);
|
||
}
|
||
|
||
private void render(long last) {
|
||
RenderSystem.setClearColor(0.1f, 0.1f, 0.15f, 1.0f);
|
||
ModelRender.render(last, physicsModel);
|
||
}
|
||
|
||
private void cleanup() {
|
||
System.out.println("Cleaning up physics demo resources...");
|
||
ModelRender.cleanup();
|
||
Texture.cleanupAll();
|
||
if (window != MemoryUtil.NULL) GLFW.glfwDestroyWindow(window);
|
||
GLFW.glfwTerminate();
|
||
GLFW.glfwSetErrorCallback(null).free();
|
||
System.out.println("Physics demo finished");
|
||
}
|
||
}
|