reactphysics3d/testbed/scenes/fixedjoint/FixedJointScene.cpp

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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* 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 "FixedJointScene.h"
#include <cmath>
// Namespaces
using namespace openglframework;
using namespace fixedjointscene;
// Constructor
FixedJointScene::FixedJointScene(const std::string& name, EngineSettings& settings, reactphysics3d::PhysicsCommon& physicsCommon)
: SceneDemo(name, settings, physicsCommon, true, 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);
mWorldSettings.worldName = name;
}
// Destructor
FixedJointScene::~FixedJointScene() {
destroyPhysicsWorld();
}
// Create the physics world
void FixedJointScene::createPhysicsWorld() {
// Gravity vector in the physics world
mWorldSettings.gravity = rp3d::Vector3(mEngineSettings.gravity.x, mEngineSettings.gravity.y, mEngineSettings.gravity.z);
// Create the physics world for the physics simulation
mPhysicsWorld = mPhysicsCommon.createPhysicsWorld(mWorldSettings);
mPhysicsWorld->setEventListener(this);
// Create the fixed joint
createFixedJoint();
}
// Initialize the bodies positions
void FixedJointScene::initBodiesPositions() {
mBox1->setTransform(rp3d::Transform(rp3d::Vector3(0, 4, 0), rp3d::Quaternion::identity()));
mBox2->setTransform(rp3d::Transform(rp3d::Vector3(4, 8, 4), rp3d::Quaternion::identity()));
}
// Destroy the physics world
void FixedJointScene::destroyPhysicsWorld() {
if (mPhysicsWorld != nullptr) {
delete mBox1;
delete mBox2;
mPhysicsObjects.clear();
mPhysicsCommon.destroyPhysicsWorld(mPhysicsWorld);
mPhysicsWorld = nullptr;
}
}
// Reset the scene
void FixedJointScene::reset() {
SceneDemo::reset();
destroyPhysicsWorld();
createPhysicsWorld();
initBodiesPositions();
}
/// Create the fixed joint
void FixedJointScene::createFixedJoint() {
// --------------- Create the first box --------------- //
// Position of the box
rp3d::Vector3 positionBox1(0, 4, 0);
// Create a box and a corresponding rigid in the physics world
openglframework::Vector3 boxDimension(4, 4, 4);
mBox1 = new Box(true, boxDimension, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
mBox1->setTransform(rp3d::Transform(positionBox1, rp3d::Quaternion::identity()));
mBox1->getRigidBody()->setType(rp3d::BodyType::STATIC);
// Set the box color
mBox1->setColor(mObjectColorDemo);
mBox1->setSleepingColor(mSleepingColorDemo);
mPhysicsObjects.push_back(mBox1);
// --------------- Create the second box --------------- //
// Position of the box
rp3d::Vector3 positionBox2(4, 8, 4);
// Create a box and a corresponding rigid in the physics world
mBox2 = new Box(true, boxDimension, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
mBox2->setTransform(rp3d::Transform(positionBox2, rp3d::Quaternion::identity()));
// Set the box color
mBox2->setColor(mObjectColorDemo);
mBox2->setSleepingColor(mSleepingColorDemo);
mPhysicsObjects.push_back(mBox2);
// --------------- Create the fixed joint --------------- //
// Create the joint info object
rp3d::RigidBody* body1 = mBox1->getRigidBody();
rp3d::RigidBody* body2 = mBox2->getRigidBody();
const rp3d::Vector3 anchorPointWorldSpace1(5, 7, 0);
rp3d::FixedJointInfo jointInfo1(body1, body2, anchorPointWorldSpace1);
jointInfo1.isCollisionEnabled = false;
// Create the joint in the physics world
mFixedJoint = dynamic_cast<rp3d::FixedJoint*>(mPhysicsWorld->createJoint(jointInfo1));
}