reactphysics3d/testbed/scenes/heightfield/HeightFieldScene.cpp

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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
2016-04-11 18:15:20 +00:00
* Copyright (c) 2010-2016 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Libraries
#include "HeightFieldScene.h"
// Namespaces
using namespace openglframework;
using namespace heightfieldscene;
// Constructor
HeightFieldScene::HeightFieldScene(const std::string& name) : SceneDemo(name, SCENE_RADIUS) {
// Compute the radius and the center of the scene
openglframework::Vector3 center(0, 5, 0);
// Set the center of the scene
setScenePosition(center, SCENE_RADIUS);
// Gravity vector in the dynamics world
rp3d::Vector3 gravity(0, rp3d::decimal(-9.81), 0);
// Create the dynamics world for the physics simulation
mDynamicsWorld = new rp3d::DynamicsWorld(gravity);
// Set the number of iterations of the constraint solver
mDynamicsWorld->setNbIterationsVelocitySolver(15);
// ---------- Create the boxes ----------- //
// For each box
for (int i=0; i<NB_BOXES; i++) {
// Position
openglframework::Vector3 position(15, 10 + 6 * i, 0);
// Create a box and a corresponding rigid in the dynamics world
mBoxes[i] = new Box(Vector3(3, 3, 3), position, 80.1, mDynamicsWorld);
// Set the box color
mBoxes[i]->setColor(mDemoColors[2]);
mBoxes[i]->setSleepingColor(mRedColorDemo);
// Change the material properties of the rigid body
rp3d::Material& boxMaterial = mBoxes[i]->getRigidBody()->getMaterial();
boxMaterial.setBounciness(rp3d::decimal(0.2));
}
// ---------- Create the height field ---------- //
// Position
openglframework::Vector3 position(0, 0, 0);
rp3d::decimal mass = 1.0;
// Create a convex mesh and a corresponding rigid in the dynamics world
mHeightField = new HeightField(position, mass, mDynamicsWorld);
// Set the mesh as beeing static
mHeightField->getRigidBody()->setType(rp3d::BodyType::STATIC);
// Set the color
mHeightField->setColor(mGreyColorDemo);
mHeightField->setSleepingColor(mGreyColorDemo);
// Change the material properties of the rigid body
rp3d::Material& material = mHeightField->getRigidBody()->getMaterial();
material.setBounciness(rp3d::decimal(0.2));
material.setFrictionCoefficient(0.1);
// Get the physics engine parameters
mEngineSettings.isGravityEnabled = mDynamicsWorld->isGravityEnabled();
rp3d::Vector3 gravityVector = mDynamicsWorld->getGravity();
mEngineSettings.gravity = openglframework::Vector3(gravityVector.x, gravityVector.y, gravityVector.z);
mEngineSettings.isSleepingEnabled = mDynamicsWorld->isSleepingEnabled();
mEngineSettings.sleepLinearVelocity = mDynamicsWorld->getSleepLinearVelocity();
mEngineSettings.sleepAngularVelocity = mDynamicsWorld->getSleepAngularVelocity();
mEngineSettings.nbPositionSolverIterations = mDynamicsWorld->getNbIterationsPositionSolver();
mEngineSettings.nbVelocitySolverIterations = mDynamicsWorld->getNbIterationsVelocitySolver();
mEngineSettings.timeBeforeSleep = mDynamicsWorld->getTimeBeforeSleep();
}
// Destructor
HeightFieldScene::~HeightFieldScene() {
// Destroy the corresponding rigid body from the dynamics world
for (int i=0; i<NB_BOXES; i++) {
mDynamicsWorld->destroyRigidBody(mBoxes[i]->getRigidBody());
}
mDynamicsWorld->destroyRigidBody(mHeightField->getRigidBody());
for (int i=0; i<NB_BOXES; i++) {
delete mBoxes[i];
}
// Destroy the convex mesh
delete mHeightField;
// Destroy the dynamics world
delete mDynamicsWorld;
}
// Update the physics world (take a simulation step)
void HeightFieldScene::updatePhysics() {
// Update the physics engine parameters
mDynamicsWorld->setIsGratityEnabled(mEngineSettings.isGravityEnabled);
rp3d::Vector3 gravity(mEngineSettings.gravity.x, mEngineSettings.gravity.y,
mEngineSettings.gravity.z);
mDynamicsWorld->setGravity(gravity);
mDynamicsWorld->enableSleeping(mEngineSettings.isSleepingEnabled);
mDynamicsWorld->setSleepLinearVelocity(mEngineSettings.sleepLinearVelocity);
mDynamicsWorld->setSleepAngularVelocity(mEngineSettings.sleepAngularVelocity);
mDynamicsWorld->setNbIterationsPositionSolver(mEngineSettings.nbPositionSolverIterations);
mDynamicsWorld->setNbIterationsVelocitySolver(mEngineSettings.nbVelocitySolverIterations);
mDynamicsWorld->setTimeBeforeSleep(mEngineSettings.timeBeforeSleep);
// Take a simulation step
mDynamicsWorld->update(mEngineSettings.timeStep);
}
// Update the scene
void HeightFieldScene::update() {
SceneDemo::update();
// Update the transform used for the rendering
mHeightField->updateTransform(mInterpolationFactor);
for (int i=0; i<NB_BOXES; i++) {
mBoxes[i]->updateTransform(mInterpolationFactor);
}
}
// Render the scene in a single pass
void HeightFieldScene::renderSinglePass(Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) {
// Bind the shader
shader.bind();
mHeightField->render(shader, worldToCameraMatrix);
for (int i=0; i<NB_BOXES; i++) {
mBoxes[i]->render(shader, worldToCameraMatrix);
}
// Unbind the shader
shader.unbind();
}
// Reset the scene
void HeightFieldScene::reset() {
// Reset the transform
rp3d::Transform transform(rp3d::Vector3(0, 0, 0), rp3d::Quaternion::identity());
mHeightField->resetTransform(transform);
float heightFieldWidth = 10.0f;
float stepDist = heightFieldWidth / (NB_BOXES + 1);
for (int i=0; i<NB_BOXES; i++) {
rp3d::Vector3 boxPosition(-heightFieldWidth * 0.5f + i * stepDist , 14 + 6.0f * i, -heightFieldWidth * 0.5f + i * stepDist);
rp3d::Transform boxTransform(boxPosition, rp3d::Quaternion::identity());
mBoxes[i]->resetTransform(boxTransform);
}
}