Difference between revisions of "Project1W16"

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(Created page with "=Homework Assignment 1: Wrecking Ball= For this assignment you can obtain 100 points, plus up to 10 points of extra credit. The goal of this assignment is to create an appli...")
 
(Homework Assignment 1: Wrecking Ball)
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=Homework Assignment 1: Wrecking Ball=
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=Homework Assignment 1: Tornado=
  
 
For this assignment you can obtain 100 points, plus up to 10 points of extra credit.
 
For this assignment you can obtain 100 points, plus up to 10 points of extra credit.
  
The goal of this assignment is to create an application which uses the physics engine to simulate a ball hitting a brick wall.
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The goal of this assignment is to create an application which uses the physics engine to simulate a tornado hitting a brick wall.
  
 
This assignment is due on '''Friday, January 15th at 2:00pm'''.  
 
This assignment is due on '''Friday, January 15th at 2:00pm'''.  
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==The Project (100 Points)==
 
==The Project (100 Points)==
  
Create an interactive application, in which the user can drop a ball against a brick wall. You will get points for the following things:
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Create an interactive application, in which the user can control a tornado with the mouse and destroy a brick wall with it. You will get points for the following things:
  
 
* A ground plane nothing can fall through. (10 points)
 
* A ground plane nothing can fall through. (10 points)
* A wall of bricks, which can be composited of simple [https://www.opengl.org/documentation/specs/glut/spec3/node82.html glutSolidCube]s or rectangles. Use as many bricks as your computer can render at 30 frames per second (you can manually tweak this number). In Bullet, the cubes can be simulated as [http://bulletphysics.org/Bullet/BulletFull/classbtBoxShape.html btBoxShape]. (15 points)
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* A wall of bricks, which can be composited of simple [https://www.opengl.org/documentation/specs/glut/spec3/node82.html glutSolidCube]s or boxes. Use as many bricks as your computer can render at 30 frames per second (you can manually tweak this number). In Bullet, the cubes can be simulated as [http://bulletphysics.org/Bullet/BulletFull/classbtBoxShape.html btBoxShape]. (15 points)
* A string, hanging from a point above and in front of the wall, at about half the height of the wall. The attachment point does not need to have geometry. (15 points)
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* A tornado: you can model it as a vertical cylinder, but are free to use a different shape such as a cone. Initially the tornado should be far enough from the wall to not affect it. (15 points)
* A ball, attached to the bottom end of the string: it can be rendered as a simple [https://www.opengl.org/resources/libraries/glut/spec3/node81.html glutSolidSphere] and simulated as a [http://bulletphysics.org/Bullet/BulletFull/classbtSphereShape.html btSphereShape]. (10 points)
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* Add the ability to control the tornado to move it around with the mouse. Allow the user to click on a place on the ground plane and then move the tornado to this point slowly. (15 points)
* The camera should initially look at the scene from about the height of the ball, with the ball in the center of the window. Support the WASD keys to trackball-style pivot the scene about the initial location of the ball - or you can use the mouse for this, just make sure you can still grab the ball with it also. (10 points)
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* When the tornado hits a brick it should either move it tangentially to the tornado's cylinder surface, or make it stick to the tornado. Optionally, you can have the brick move towards the center of the tornado and up to resemble a real tornado more. (30 points)
* Initially, the ball should hang still on the string. The user should be able to grab the ball with the mouse, lift it up and pull it away from the wall. When the mouse is moved to move the ball, it should move in a plane parallel to that of the monitor. (10 points)
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* When the mouse button is released after moving the ball, the ball should swing towards the wall and destroy it with the bricks flying all over the place, calculated by the physics engine. (25 points)
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* The simulation should run until the space bar is pressed, at which point it should get reset to the initial state with an intact wall. (5 points)
 
* The simulation should run until the space bar is pressed, at which point it should get reset to the initial state with an intact wall. (5 points)
  
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==Extra Credit (10 Points)==
 
==Extra Credit (10 Points)==
 
Add functionality to allow the user to click on the bricks with the mouse and move them, allowing to rebuild the wall manually, or pushing other bricks around with them, as calculated by the physics engine.
 

Revision as of 16:49, 6 January 2016

Contents

Homework Assignment 1: Tornado

For this assignment you can obtain 100 points, plus up to 10 points of extra credit.

The goal of this assignment is to create an application which uses the physics engine to simulate a tornado hitting a brick wall.

This assignment is due on Friday, January 15th at 2:00pm.

The assignment is to be done in teams of two.

We are offering a homework discussion in WLH 2204 on 'Monday, January 11th at 6pm.

You can choose to do this project in C++ with OpenGL and optionally OpenSceneGraph, or Unity 3D.

C++

To add physics effects, you should use the Bullet Physics Library. This library allows assigning physical properties such as weight and softness to geometrical objects. Then the physics engine will calculate the objects' motion, applying the laws of physics.

Here is an excellent tutorial on the Bullet Engine.

Unity 3D

Unity 3D comes with a built-in physics engine, it's called PhysX.

The Project (100 Points)

Create an interactive application, in which the user can control a tornado with the mouse and destroy a brick wall with it. You will get points for the following things:

  • A ground plane nothing can fall through. (10 points)
  • A wall of bricks, which can be composited of simple glutSolidCubes or boxes. Use as many bricks as your computer can render at 30 frames per second (you can manually tweak this number). In Bullet, the cubes can be simulated as btBoxShape. (15 points)
  • A tornado: you can model it as a vertical cylinder, but are free to use a different shape such as a cone. Initially the tornado should be far enough from the wall to not affect it. (15 points)
  • Add the ability to control the tornado to move it around with the mouse. Allow the user to click on a place on the ground plane and then move the tornado to this point slowly. (15 points)
  • When the tornado hits a brick it should either move it tangentially to the tornado's cylinder surface, or make it stick to the tornado. Optionally, you can have the brick move towards the center of the tornado and up to resemble a real tornado more. (30 points)
  • The simulation should run until the space bar is pressed, at which point it should get reset to the initial state with an intact wall. (5 points)

Let these images inspire you for what your application could look like:

Wrecking-ball.jpg Wall.png

Extra Credit (10 Points)