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path: root/3d/rigidbody/main.cpp
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#include "../../shared_cpp/Renderer3d.h"
#include "../../shared_cpp/RenderShared.h"
#include "../../shared_cpp/Camera3d.h"
#include "../../shared_cpp/types.h"
#include "../../shared_cpp/WebglContext.h"
#include "../../shared_cpp/mathlib.h"
#include "../../shared_cpp/MainLoop.h"
#include <cstdio>
#include <cmath>
#include <emscripten/html5.h>
#include <unistd.h>
#include <pthread.h>
#include <cmath>
#include <cfloat>

struct Impulse {
    Vector3 force = { 0, 0, 0 };
    Vector3 pointOfApplication = { 0, 0, 0 };
    float32 timeOfApplicationSeconds = 0.016f;
    float32 timeAppliedSeconds = 0.f;
    bool isDead = false;
};

const int32 MAX_IMPULSES = 4;

struct Rigidbody3d {
    int32 numImpulses = 0;
    Impulse activeImpulses[MAX_IMPULSES];
    Vector3 velocity;
    Vector3 position;
    float32 mass = 1.f;

    Vector3 rotationalVelocity;
    Quaternion rotation;
    float32 momentOfInertia = 1.f;

    void reset() {
        numImpulses = 0;
        velocity = { 0, 0, 0};
        rotationalVelocity = { 0, 0, 0 };
    }

    void applyImpulse(Impulse i) {
        if (numImpulses > MAX_IMPULSES) {
            printf("Unable to apply impulse. Buffer full.\n");
            return;
        }

        activeImpulses[numImpulses] = i;
        numImpulses++;
    }

    void update(float32 deltaTimeSeconds) {
        // Apply gravity
        //velocity += (Vector3 { 0.f, -9.8f, 0.f } * deltaTimeSeconds);

        Vector3 force = { 0.f, 0.f, 0.f };
        Vector3 torque = { 0.f, 0.f, 0.f };
        for (int32 idx = 0; idx < numImpulses; idx++) {
            Impulse& i = activeImpulses[idx];

            float32 nextTimeAppliedSeconds = i.timeAppliedSeconds + deltaTimeSeconds;
            if (nextTimeAppliedSeconds >= i.timeOfApplicationSeconds) {
                nextTimeAppliedSeconds = i.timeOfApplicationSeconds;
                i.isDead = true;
            }
            
            float32 impulseDtSeconds = nextTimeAppliedSeconds - i.timeAppliedSeconds;
            Vector3 forceToApply = i.force * (impulseDtSeconds / i.timeOfApplicationSeconds);
            force += forceToApply;

            force.printDebug("Force applied\n");

            torque += i.pointOfApplication.cross(force).dot(forceToApply);
            i.timeAppliedSeconds = nextTimeAppliedSeconds;
        }
        
        Vector3 acceleration = force / mass;
        velocity += (acceleration * deltaTimeSeconds);
        position += (velocity * deltaTimeSeconds);

	    Vector3 rotationalAcceleration = torque / momentOfInertia;
		rotationalVelocity += (rotationalAcceleration * deltaTimeSeconds);

        Quaternion rotationVelocityQuat = { 0, rotationalVelocity.x, rotationalVelocity.y, rotationalVelocity.z };
        Quaternion dqDt = (rotationVelocityQuat  * rotation) * 0.5f;
		rotation = rotation + (dqDt * deltaTimeSeconds);

        for (int32 idx = 0; idx < numImpulses; idx++) {
            if (activeImpulses[idx].isDead) {
                for (int j = idx + 1; j < numImpulses; j++) {
                    activeImpulses[j - 1] = activeImpulses[j];
                }

                idx = idx - 1;
                numImpulses--;
            }
        }
    }
};

struct Cube {
	Mesh3d mesh;
    Rigidbody3d body;
    float32 scale = 10.f;

	void load(Renderer3d* renderer) {
	    Vertex3d cubeVertices[] = {
			{
				Vector3 { 1.f, 1.f, 1.f },
				Vector3(),
                colorFromHex(255.f, 0.f, 0.f, 255.f)
			},
			{
				Vector3 { -1.f, 1.f, 1.f },
				Vector3(),
                colorFromHex(0.f, 255.f, 0.f, 255.f)
			},
			{
				Vector3 { -1.f, 1.f, -1.f },
				Vector3(),
                colorFromHex(0.f, 0.f, 255.f, 255.f)
			},
			{
				Vector3 { 1.f, 1.f, -1.f },
				Vector3(),
                colorFromHex(255.f, 0.f, 255.f, 255.f)
			},
			{
				Vector3 { 1.f, -1.f, 1.f },
				Vector3(),
                colorFromHex(255.f, 255.f, 0.f, 255.f)
			},
			{
				Vector3 { -1.f, -1.f, 1.f },
				Vector3(),
                colorFromHex(255.f, 0.f, 0.f, 255.f)
			},
			{
				Vector3 { -1.f, -1.f, -1.f },
				Vector3(),
                colorFromHex(0.f, 0.f, 255.f, 255.f)
			},
			{
				Vector3 { 1.f, -1.f, -1.f },
				Vector3(),
                colorFromHex(255.f, 255.f, 0.f, 255.f)
			}
		};

		
	    uint32 cubeIndices[] = {
		    0, 1, 3, //top 1
            3, 1, 2, //top 2
            2, 6, 7, //front 1
            7, 3, 2, //front 2
            7, 6, 5, //bottom 1
            5, 4, 7, //bottom 2
            5, 1, 4, //back 1
            4, 1, 0, //back 2
            4, 3, 7, //right 1
            3, 4, 0, //right 2
            5, 6, 2, //left 1
            5, 1, 2  //left 2
		};


		mesh.load(&cubeVertices[0], 8, cubeIndices, 36, renderer);

        body.position = Vector3 { 0.f, 0.f, 0.f };
        body.velocity = Vector3 { 0.f, 0.f, 0.f };
        mesh.model = Mat4x4().scale(scale);

        float32 singleFaceArea = scale * scale;
        body.momentOfInertia = (body.mass * singleFaceArea) / 6.f;
	}

	void update(float32 dtSeconds) {
        body.update(dtSeconds);
		mesh.model = mesh.model.translate(body.position) * body.rotation.toMatrix();
	}

	void render(Renderer3d* renderer) {
		mesh.render(renderer);
	}

	void unload() {
		mesh.unload();
	}
};

EM_BOOL onPlayClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData);
EM_BOOL onStopClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData);
EM_BOOL onForceApplicationRequested(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData);

void load();
void update(float32 time, void* userData);
void unload();

WebglContext context;
Renderer3d renderer;
Camera3d camera;
MainLoop mainLoop;
bool isIntersectingPointer = false;
Cube cube;

int main() {
	context.init("#gl_canvas");
    emscripten_set_click_callback("#gl_canvas_play", NULL, false, onPlayClicked);
    emscripten_set_click_callback("#gl_canvas_stop", NULL, false, onStopClicked);
    emscripten_set_click_callback("#force_apply", NULL, false, onForceApplicationRequested);
    return 0;
}

void load() {
    renderer.load(&context);
    cube.scale = 12.f;
    cube.body.mass = 100.f;
	cube.load(&renderer);
	camera.projection  = Mat4x4().getPerspectiveProjection(0.1f, 10000.f, DEG_TO_RAD(60.f), 800.f / 600.f);
	camera.view = Mat4x4().translate({ 0, 0, -250 });
    mainLoop.run(update);
}

void update(float32 deltaTimeSeconds, void* userData) {
	cube.update(deltaTimeSeconds);
	
	// Renderer
	renderer.render(&camera);
	cube.render(&renderer);
}

void unload() {
    mainLoop.stop();
    renderer.unload();
	cube.unload();
}

//
// Interactions with DOM handled below
//
EM_BOOL onPlayClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) {
    printf("Play clicked\n");
    
    load();
    return true;
}

EM_BOOL onStopClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) {
    printf("Stop clicked\n");
    unload();
    return true;
}

EM_BOOL onForceApplicationRequested(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) {
    printf("Force applied\n");
    Impulse base;
    base.force = { 0, 1000, 0 };
    base.pointOfApplication = { 0, 1, 0 };
    cube.body.applyImpulse(base);
    return true;
}