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#include "arap.h"
#include "graphics/meshloader.h"
#include <iostream>
#include <set>
#include <map>
#include <vector>
#include <Eigen/Core>
#include <Eigen/Sparse>
#include <Eigen/SVD>
#include "ocean/ocean.h"
using namespace std;
using namespace Eigen;
ARAP::ARAP() {}
void ARAP::init
(
Eigen::Vector3f &coeffMin,
Eigen::Vector3f &coeffMax
)
{
m_num_iterations = 1000;
m_mesh_path = "meshes/bunny.obj";
vector<Vector3f> vertices;
vector<Vector3i> triangles;
// If this doesn't work for you, remember to change your working directory
// if (MeshLoader::loadTriMesh(m_mesh_path, vertices, triangles)) {
// m_shape.init(vertices, triangles);
// }
vertices = m_ocean.get_vertices();
triangles = m_ocean.get_faces();
m_shape.init(vertices, triangles);
m_shape.setColor(0.27f, .803f, .96f);
// Students, please don't touch this code: get min and max for viewport stuff
MatrixX3f all_vertices = MatrixX3f(vertices.size(), 3);
int i = 0;
for (unsigned long i = 0; i < vertices.size(); ++i) {
all_vertices.row(i) = vertices[i];
}
coeffMin = all_vertices.colwise().minCoeff();
coeffMax = all_vertices.colwise().maxCoeff();
}
void ARAP::update(double seconds)
{
// STUDENTS: This method should contain all the time-stepping logic for your simulation.
// Specifically, the code you write here should compute new, updated vertex positions for your
// simulation mesh, and it should then call m_shape.setVertices to update the display with those
// newly-updated vertices.
// STUDENTS: As currently written, the program will just continually compute simulation timesteps as long
// as the program is running (see View::tick in view.cpp) . You might want to e.g. add a hotkey for pausing
// the simulation, and perhaps start the simulation out in a paused state.
// Note that the "seconds" parameter represents the amount of time that has passed since
// the last update
m_ocean.updateVertexAmplitudes(m_time);
m_shape.setVertices(m_ocean.get_vertices());
m_time += m_timestep;
// std::cout << m_time << std::endl;
}
// Move an anchored vertex, defined by its index, to targetPosition
void ARAP::move
(
int vertex,
Vector3f targetPosition
)
{
std::cout << "moving vertex: " << vertex << std::endl;
// Here are some helpful controls for the application
//
// - You start in first-person camera mode
// - WASD to move, left-click and drag to rotate
// - R and F to move vertically up and down
//
// - C to change to orbit camera mode
//
// - Right-click (and, optionally, drag) to anchor/unanchor points
// - Left-click an anchored point to move it around
//
// - Minus and equal keys (click repeatedly) to change the size of the vertices
}
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