reactphysics3d/testbed/src/Scene.h

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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. *
* *
********************************************************************************/
#ifndef SCENE_H
#define SCENE_H
// Libraries
#include "openglframework.h"
#include "reactphysics3d.h"
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// Structure ContactPoint
struct ContactPoint {
public:
openglframework::Vector3 point;
openglframework::Vector3 normal;
openglframework::Color color;
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/// Constructor
ContactPoint(const openglframework::Vector3& pointWorld, const openglframework::Vector3& normalWorld, const openglframework::Color colorPoint)
: point(pointWorld), normal(normalWorld), color(colorPoint) {
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}
};
/// Structure EngineSettings
/// This structure contains several physics engine parameters
struct EngineSettings {
public:
long double elapsedTime; // Elapsed time (in seconds)
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float timeStep; // Current time step (in seconds)
unsigned int nbVelocitySolverIterations; // Nb of velocity solver iterations
unsigned int nbPositionSolverIterations; // Nb of position solver iterations
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bool isSleepingEnabled; // True if sleeping technique is enabled
float timeBeforeSleep; // Time of inactivity before a body sleep
float sleepLinearVelocity; // Sleep linear velocity
float sleepAngularVelocity; // Sleep angular velocity
bool isGravityEnabled; // True if gravity is enabled
openglframework::Vector3 gravity; // Gravity vector
/// Constructor
EngineSettings() : elapsedTime(0.0f), timeStep(0.0f) {
}
/// Return default engine settings
static EngineSettings defaultSettings() {
EngineSettings defaultSettings;
defaultSettings.timeStep = 1.0f / 60.0f;
defaultSettings.nbVelocitySolverIterations = rp3d::DEFAULT_VELOCITY_SOLVER_NB_ITERATIONS;
defaultSettings.nbPositionSolverIterations = rp3d::DEFAULT_POSITION_SOLVER_NB_ITERATIONS;
defaultSettings.isSleepingEnabled = rp3d::SLEEPING_ENABLED;
defaultSettings.timeBeforeSleep = rp3d::DEFAULT_TIME_BEFORE_SLEEP;
defaultSettings.sleepLinearVelocity = rp3d::DEFAULT_SLEEP_LINEAR_VELOCITY;
defaultSettings.sleepAngularVelocity = rp3d::DEFAULT_SLEEP_ANGULAR_VELOCITY;
defaultSettings.isGravityEnabled = true;
return defaultSettings;
}
};
// Class Scene
// Abstract class that represents a 3D scene.
class Scene {
protected:
// -------------------- Attributes -------------------- //
/// Scene name
std::string mName;
/// Physics engine settings
EngineSettings& mEngineSettings;
/// Camera
openglframework::Camera mCamera;
/// Center of the scene
openglframework::Vector3 mCenterScene;
/// Last mouse coordinates on the windows
double mLastMouseX, mLastMouseY;
/// Window dimension
int mWindowWidth, mWindowHeight;
/// Last point computed on a sphere (for camera rotation)
openglframework::Vector3 mLastPointOnSphere;
/// True if the last point computed on a sphere (for camera rotation) is valid
bool mIsLastPointOnSphereValid;
/// Interpolation factor for the bodies in the current frame
float mInterpolationFactor;
/// Viewport x,y, width and height values
int mViewportX, mViewportY, mViewportWidth, mViewportHeight;
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/// True if the shadow mapping is enabled
bool mIsShadowMappingEnabled;
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/// True if contact points are displayed
bool mIsContactPointsDisplayed;
/// True if the AABBs of the phycis objects are displayed
bool mIsAABBsDisplayed;
/// True if we render shapes in wireframe mode
bool mIsWireframeEnabled;
// -------------------- Methods -------------------- //
/// Set the scene position (where the camera needs to look at)
void setScenePosition(const openglframework::Vector3& position, float sceneRadius);
/// Set the camera so that we can view the whole scene
void resetCameraToViewAll();
/// Map mouse coordinates to coordinates on the sphere
bool mapMouseCoordinatesToSphere(double xMouse, double yMouse,
openglframework::Vector3& spherePoint) const;
/// Zoom the camera
void zoom(float zoomDiff);
/// Translate the camera
void translate(int xMouse, int yMouse);
/// Rotate the camera
void rotate(int xMouse, int yMouse);
public:
// -------------------- Methods -------------------- //
/// Constructor
Scene(const std::string& name, EngineSettings& engineSettings, bool isShadowMappingEnabled = false);
/// Destructor
virtual ~Scene();
/// Reshape the view
virtual void reshape(int width, int height);
/// Update the physics world (take a simulation step)
/// Can be called several times per frame
virtual void updatePhysics()=0;
/// Update the scene
virtual void update()=0;
/// Render the scene
virtual void render()=0;
/// Reset the scene
virtual void reset()=0;
/// Called when a keyboard event occurs
virtual bool keyboardEvent(int key, int scancode, int action, int mods);
/// Called when a mouse button event occurs
virtual bool mouseButtonEvent(int button, bool down, int mods,
double mousePosX, double mousePosY);
/// Called when a mouse motion event occurs
virtual bool mouseMotionEvent(double xMouse, double yMouse, int leftButtonState,
int rightButtonState, int middleButtonState, int altKeyState);
/// Called when a scrolling event occurs
virtual bool scrollingEvent(float xAxis, float yAxis, float scrollSensitivy);
/// Set the window dimension
void setWindowDimension(int width, int height);
/// Set the viewport to render the scene
void setViewport(int x, int y, int width, int height);
/// Return a reference to the camera
const openglframework::Camera& getCamera() const;
/// Set the interpolation factor
void setInterpolationFactor(float interpolationFactor);
/// Return the name of the scene
std::string getName() const;
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/// Return true if the shadow mapping is enabled
bool getIsShadowMappingEnabled() const;
/// Enabled/Disable the shadow mapping
void virtual setIsShadowMappingEnabled(bool isShadowMappingEnabled);
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/// Display/Hide the contact points
void virtual setIsContactPointsDisplayed(bool display);
/// Display/Hide the AABBs
void setIsAABBsDisplayed(bool display);
/// Return true if wireframe rendering is enabled
bool getIsWireframeEnabled() const;
/// Enable/disbale wireframe rendering
void setIsWireframeEnabled(bool isEnabled);
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/// Return all the contact points of the scene
std::vector<ContactPoint> virtual getContactPoints() const;
};
// Called when a keyboard event occurs
inline bool Scene::keyboardEvent(int key, int scancode, int action, int mods) {
return false;
}
/// Reshape the view
inline void Scene::reshape(int width, int height) {
mCamera.setDimensions(width, height);
}
// Return a reference to the camera
inline const openglframework::Camera& Scene::getCamera() const {
return mCamera;
}
// Set the window dimension
inline void Scene::setWindowDimension(int width, int height) {
mWindowWidth = width;
mWindowHeight = height;
}
// Set the viewport to render the scene
inline void Scene::setViewport(int x, int y, int width, int height) {
mViewportX = x;
mViewportY = y;
mViewportWidth = width;
mViewportHeight = height;
}
// Set the interpolation factor
inline void Scene::setInterpolationFactor(float interpolationFactor) {
mInterpolationFactor = interpolationFactor;
}
// Return the name of the scene
inline std::string Scene::getName() const {
return mName;
}
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// Return true if the shadow mapping is enabled
inline bool Scene::getIsShadowMappingEnabled() const {
return mIsShadowMappingEnabled;
}
// Enabled/Disable the shadow mapping
inline void Scene::setIsShadowMappingEnabled(bool isShadowMappingEnabled) {
mIsShadowMappingEnabled = isShadowMappingEnabled;
}
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// Display/Hide the contact points
inline void Scene::setIsContactPointsDisplayed(bool display) {
mIsContactPointsDisplayed = display;
}
// Display/Hide the AABBs
inline void Scene::setIsAABBsDisplayed(bool display) {
mIsAABBsDisplayed = display;
}
// Return true if wireframe rendering is enabled
inline bool Scene::getIsWireframeEnabled() const {
return mIsWireframeEnabled;
}
// Enable/disbale wireframe rendering
inline void Scene::setIsWireframeEnabled(bool isEnabled) {
mIsWireframeEnabled = isEnabled;
}
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// Return all the contact points of the scene
inline std::vector<ContactPoint> Scene::getContactPoints() const {
// Return an empty list of contact points
return std::vector<ContactPoint>();
}
#endif