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authorunknown <paulx161@umn.edu>2021-02-17 13:53:18 -0600
committerunknown <paulx161@umn.edu>2021-02-17 13:53:18 -0600
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parentAdded example projects from lecture (diff)
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Added Assignment 3 worksheet and code
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+/** CSci-4611 Assignment 3: Earthquake
+ */
+
+#include "quake_app.h"
+#include "config.h"
+
+#include <iostream>
+#include <sstream>
+
+// Number of seconds in 1 year (approx.)
+const int PLAYBACK_WINDOW = 12 * 28 * 24 * 60 * 60;
+
+using namespace std;
+
+QuakeApp::QuakeApp() : GraphicsApp(1280,720, "Earthquake"),
+ playback_scale_(15000000.0), debug_mode_(false)
+{
+ // Define a search path for finding data files (images and earthquake db)
+ search_path_.push_back(".");
+ search_path_.push_back("./data");
+ search_path_.push_back(DATA_DIR_INSTALL);
+ search_path_.push_back(DATA_DIR_BUILD);
+
+ quake_db_ = EarthquakeDatabase(Platform::FindFile("earthquakes.txt", search_path_));
+ current_time_ = quake_db_.earthquake(quake_db_.min_index()).date().ToSeconds();
+
+ }
+
+
+QuakeApp::~QuakeApp() {
+}
+
+
+void QuakeApp::InitNanoGUI() {
+ // Setup the GUI window
+ nanogui::Window *window = new nanogui::Window(screen(), "Earthquake Controls");
+ window->setPosition(Eigen::Vector2i(10, 10));
+ window->setSize(Eigen::Vector2i(400,200));
+ window->setLayout(new nanogui::GroupLayout());
+
+ date_label_ = new nanogui::Label(window, "Current Date: MM/DD/YYYY", "sans-bold");
+
+ globe_btn_ = new nanogui::Button(window, "Globe");
+ globe_btn_->setCallback(std::bind(&QuakeApp::OnGlobeBtnPressed, this));
+ globe_btn_->setTooltip("Toggle between map and globe.");
+
+ new nanogui::Label(window, "Playback Speed", "sans-bold");
+
+ nanogui::Widget *panel = new nanogui::Widget(window);
+ panel->setLayout(new nanogui::BoxLayout(nanogui::Orientation::Horizontal,
+ nanogui::Alignment::Middle, 0, 20));
+
+ nanogui::Slider *slider = new nanogui::Slider(panel);
+ slider->setValue(0.5f);
+ slider->setFixedWidth(120);
+
+ speed_box_ = new nanogui::TextBox(panel);
+ speed_box_->setFixedSize(Eigen::Vector2i(60, 25));
+ speed_box_->setValue("50");
+ speed_box_->setUnits("%");
+ slider->setCallback(std::bind(&QuakeApp::OnSliderUpdate, this, std::placeholders::_1));
+ speed_box_->setFixedSize(Eigen::Vector2i(60,25));
+ speed_box_->setFontSize(20);
+ speed_box_->setAlignment(nanogui::TextBox::Alignment::Right);
+
+ nanogui::Button* debug_btn = new nanogui::Button(window, "Toggle Debug Mode");
+ debug_btn->setCallback(std::bind(&QuakeApp::OnDebugBtnPressed, this));
+ debug_btn->setTooltip("Toggle displaying mesh triangles and normals (can be slow)");
+
+ screen()->performLayout();
+}
+
+void QuakeApp::OnLeftMouseDrag(const Point2 &pos, const Vector2 &delta) {
+ // Optional: In our demo, we adjust the tilt of the globe here when the
+ // mouse is dragged up/down on the screen.
+}
+
+
+void QuakeApp::OnGlobeBtnPressed() {
+ // TODO: This is where you can switch between flat earth mode and globe mode
+}
+
+void QuakeApp::OnDebugBtnPressed() {
+ debug_mode_ = !debug_mode_;
+}
+
+void QuakeApp::OnSliderUpdate(float value) {
+ speed_box_->setValue(std::to_string((int) (value * 100)));
+ playback_scale_ = 30000000.0*value;
+}
+
+
+void QuakeApp::UpdateSimulation(double dt) {
+ // Advance the current time and loop back to the start if time is past the last earthquake
+ current_time_ += playback_scale_ * dt;
+ if (current_time_ > quake_db_.earthquake(quake_db_.max_index()).date().ToSeconds()) {
+ current_time_ = quake_db_.earthquake(quake_db_.min_index()).date().ToSeconds();
+ }
+ if (current_time_ < quake_db_.earthquake(quake_db_.min_index()).date().ToSeconds()) {
+ current_time_ = quake_db_.earthquake(quake_db_.max_index()).date().ToSeconds();
+ }
+
+ Date d(current_time_);
+ stringstream s;
+ s << "Current date: " << d.month()
+ << "/" << d.day()
+ << "/" << d.year();
+ date_label_->setCaption(s.str());
+
+ // TODO: Any animation, morphing, rotation of the earth, or other things that should
+ // be updated once each frame would go here.
+}
+
+
+void QuakeApp::InitOpenGL() {
+ // Set up the camera in a good position to see the entire earth in either mode
+ proj_matrix_ = Matrix4::Perspective(60.0f, aspect_ratio(), 0.1f, 50.0f);
+ view_matrix_ = Matrix4::LookAt(Point3(0,0,3.5), Point3(0,0,0), Vector3(0,1,0));
+ glClearColor(0.0, 0.0, 0.0, 1);
+
+ // Initialize the earth object
+ earth_.Init(search_path_);
+
+ // Initialize the texture used for the background image
+ stars_tex_.InitFromFile(Platform::FindFile("iss006e40544.png", search_path_));
+}
+
+
+void QuakeApp::DrawUsingOpenGL() {
+ quick_shapes_.DrawFullscreenTexture(Color(1,1,1), stars_tex_);
+
+ // You can leave this as the identity matrix and we will have a fine view of
+ // the earth. If you want to add any rotation or other animation of the
+ // earth, the model_matrix is where you would apply that.
+ Matrix4 model_matrix;
+
+ // Draw the earth
+ earth_.Draw(model_matrix, view_matrix_, proj_matrix_);
+ if (debug_mode_) {
+ earth_.DrawDebugInfo(model_matrix, view_matrix_, proj_matrix_);
+ }
+
+ // TODO: You'll also need to draw the earthquakes. It's up to you exactly
+ // how you wish to do that.
+
+}
+
+
+
+