reactphysics3d/sources/demo/Objects.cpp

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU Lesser General Public License as published *
* by the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "Objects.h"
//#include <windows.h> // To avoid an error due to the #include <GL/glut.h>
#include <GL/freeglut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <cmath>
#include <iostream>
// ----- Class Object ----- //
// Constructor of the class Object
Object::Object(const Vector3D& position, const Kilogram& mass, const Matrix3x3& inertiaTensor, const OBB& obb)
:rigidBody(new RigidBody(position, mass, inertiaTensor, obb)) {
}
// Destructor of the class Object
Object::~Object() {
// Delete the rigid body object
delete rigidBody;
}
// Return the pointer to the rigid body
RigidBody* Object::getRigidBody() {
return rigidBody;
}
// ----- Class Cube ----- //
// Static attributes
const Matrix3x3 Cube::inertiaTensor;
// Constructor of the class Cube
Cube::Cube(const Vector3D& position, float size, const Kilogram& mass)
:Object(position, mass, Matrix3x3(1.0/12.0*mass.getValue()*2*size*size, 0.0, 0.0,
0.0, 1.0/12.0*mass.getValue()*2*size*size, 0.0,
0.0, 0.0, 1.0/12.0*mass.getValue()*2*size*size), OBB(position, Vector3D(1.0, 0.0, 0.0), Vector3D(0.0, 1.0, 0.0), Vector3D(0.0, 0.0, 1.0),
size/2, size/2, size/2)) {
this->size = size;
}
// Destructor of the classe Cube
Cube::~Cube() {
}
// Method to draw the cube
void Cube::draw() const {
// Get the interpolated state of the rigid body
BodyState state = rigidBody->getInterpolatedState();
// Position of the cube
double x = state.getPosition().getX();
double y = state.getPosition().getY();
double z = state.getPosition().getZ();
// Orientation of the cube
Vector3D orientationAxis;
double orientationAngle;
state.getOrientation().getRotationAngleAxis(orientationAngle, orientationAxis);
// Translation of the cube to its position
glTranslatef(x, y, z);
// Rotation of the cube according to its orientation
glRotatef(orientationAngle/PI*180.0, orientationAxis.getX(), orientationAxis.getY(), orientationAxis.getZ());
// Draw the cube
glutSolidCube(size);
}
// ----- Class Plane ----- //
// Constructor of the class Plane
Plane::Plane(const Vector3D& position, float width, float height, const Vector3D& d1, const Vector3D& d2, const Kilogram& mass)
:Object(position, mass, Matrix3x3(1.0/12.0*mass.getValue()*height*height, 0.0, 0.0,
0.0, 1.0/12.0*mass.getValue()*(width*width+height*height), 0.0,
0.0, 0.0, 1.0/12.0*mass.getValue()*width*width), OBB(position, Vector3D(1.0, 0.0, 0.0), Vector3D(0.0, 1.0, 0.0), Vector3D(0.0, 0.0, 1.0),
width/2, 0.5, height/2)) { // TODO : Change the height of the OBB
this->width = width;
this->height = height;
this->d1 = d1;
this->d2 = d2;
// By default Planes in the demo cannot move
rigidBody->setIsMotionEnabled(false);
// Compute the unit normal vector of the plane by a cross product
normalVector = d1.crossProduct(d2).getUnit();
}
// Destructor of the class Plane
Plane::~Plane() {
}
// Method used to draw the plane
void Plane::draw() const {
// Get the interpolated state of the rigid body
BodyState state = rigidBody->getInterpolatedState();
// Get the position of the rigid body
double x = state.getPosition().getX();
double y = state.getPosition().getY();
double z = state.getPosition().getZ();
// Translation of the cube to its position
glTranslatef(x, y, z);
float halfWidth = width / 2.0;
float halfHeight = height / 2.0;
// Draw the plane
glBegin(GL_POLYGON);
glColor3f(1.0, 1.0, 1.0);
glVertex3f(x + d1.getX() * halfWidth + d2.getX() * halfHeight , y + d1.getY() * halfWidth + d2.getY() * halfHeight
, z + d1.getZ() * halfWidth + d2.getZ() * halfHeight);
glNormal3f(normalVector.getX(), normalVector.getY(), normalVector.getZ());
glVertex3f(x + d1.getX() * halfWidth - d2.getX() * halfHeight , y + d1.getY() * halfWidth - d2.getY() * halfHeight
, z + d1.getZ() * halfWidth - d2.getZ() * halfHeight);
glNormal3f(normalVector.getX(), normalVector.getY(), normalVector.getZ());
glVertex3f(x - d1.getX() * halfWidth - d2.getX() * halfHeight , y - d1.getY() * halfWidth - d2.getY() * halfHeight
, z - d1.getZ() * halfWidth - d2.getZ() * halfHeight);
glNormal3f(normalVector.getX(), normalVector.getY(), normalVector.getZ());
glVertex3f(x - d1.getX() * halfWidth + d2.getX() * halfHeight , y - d1.getY() * halfWidth + d2.getY() * halfHeight
, z - d1.getZ() * halfWidth + d2.getZ() * halfHeight);
glEnd();
}