183 lines
6.7 KiB
C++
183 lines
6.7 KiB
C++
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "Scene.h"
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// Namespaces
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using namespace openglframework;
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// Constructor
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Scene::Scene(GlutViewer* viewer) : mViewer(viewer), mLight0(0),
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mPhongShader("shaders/phong.vert",
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"shaders/phong.frag"), mIsRunning(false) {
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// Move the light 0
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mLight0.translateWorld(Vector3(7, 15, 15));
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// Compute the radius and the center of the scene
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float radiusScene = 10.0f;
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openglframework::Vector3 center(0, 5, 0);
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// Set the center of the scene
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mViewer->setScenePosition(center, radiusScene);
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// Gravity vector in the dynamics world
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rp3d::Vector3 gravity(0, -9.81, 0);
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// Time step for the physics simulation
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rp3d::decimal timeStep = 1.0f / 60.0f;
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// Create the dynamics world for the physics simulation
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mDynamicsWorld = new rp3d::DynamicsWorld(gravity, timeStep);
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// Set the number of iterations of the constraint solver
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mDynamicsWorld->setNbIterationsSolver(15);
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float radius = 2.0f;
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// Create all the cubes of the scene
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for (int i=0; i<NB_BOXES; i++) {
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// Position of the cubes
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float angle = i * 30.0f;
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openglframework::Vector3 position(radius * cos(angle),
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1 + i * (BOX_SIZE.y + 0.3f),
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radius * sin(angle));
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// Create a cube and a corresponding rigid in the dynamics world
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Box* cube = new Box(BOX_SIZE, position , BOX_MASS, mDynamicsWorld);
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// The box is a moving rigid body
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cube->getRigidBody()->setIsMotionEnabled(true);
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// Set the bouncing factor of the box
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cube->getRigidBody()->setRestitution(0.4);
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// Add the box the list of box in the scene
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mBoxes.push_back(cube);
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}
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// Create the floor
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openglframework::Vector3 floorPosition(0, 0, 0);
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mFloor = new Box(FLOOR_SIZE, floorPosition, FLOOR_MASS, mDynamicsWorld);
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// The floor must be a non-moving rigid body
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mFloor->getRigidBody()->setIsMotionEnabled(false);
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// Set the bouncing factor of the floor
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mFloor->getRigidBody()->setRestitution(0.3);
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// Start the simulation
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startSimulation();
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}
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// Destructor
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Scene::~Scene() {
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// Stop the physics simulation
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stopSimulation();
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// Destroy the shader
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mPhongShader.destroy();
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// Destroy all the cubes of the scene
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for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
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// Destroy the corresponding rigid body from the dynamics world
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mDynamicsWorld->destroyRigidBody((*it)->getRigidBody());
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// Destroy the cube
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delete (*it);
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}
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// Destroy the rigid body of the floor
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mDynamicsWorld->destroyRigidBody(mFloor->getRigidBody());
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// Destroy the floor
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delete mFloor;
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// Destroy the dynamics world
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delete mDynamicsWorld;
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}
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// Take a step for the simulation
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void Scene::simulate() {
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// If the physics simulation is running
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if (mIsRunning) {
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// Take a simulation step
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mDynamicsWorld->update();
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// Update the position and orientation of the boxes
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for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
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// Update the transform used for the rendering
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(*it)->updateTransform();
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}
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mFloor->updateTransform();
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}
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}
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// Render the scene
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void Scene::render() {
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glEnable(GL_DEPTH_TEST);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_CULL_FACE);
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// Bind the shader
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mPhongShader.bind();
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// Set the variables of the shader
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const Camera& camera = mViewer->getCamera();
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Matrix4 matrixIdentity;
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matrixIdentity.setToIdentity();
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mPhongShader.setVector3Uniform("cameraWorldPosition", mViewer->getCamera().getOrigin());
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mPhongShader.setMatrix4x4Uniform("worldToCameraMatrix", camera.getTransformMatrix().getInverse());
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mPhongShader.setMatrix4x4Uniform("projectionMatrix", camera.getProjectionMatrix());
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mPhongShader.setVector3Uniform("lightWorldPosition", mLight0.getOrigin());
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mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f));
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Color& diffCol = mLight0.getDiffuseColor();
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Color& specCol = mLight0.getSpecularColor();
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mPhongShader.setVector3Uniform("lightDiffuseColor", Vector3(diffCol.r, diffCol.g, diffCol.b));
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mPhongShader.setVector3Uniform("lightSpecularColor", Vector3(specCol.r, specCol.g, specCol.b));
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mPhongShader.setFloatUniform("shininess", 60.0f);
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// Render all the cubes of the scene
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for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
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(*it)->render(mPhongShader);
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}
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// Render the floor
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mFloor->render(mPhongShader);
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// Unbind the shader
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mPhongShader.unbind();
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}
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