2020-06-27 21:51:42 +00:00
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 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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2021-10-29 06:49:30 +00:00
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#define _USE_MATH_DEFINES
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#include <cmath>
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2020-06-27 21:51:42 +00:00
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#include "BoxTowerScene.h"
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// Namespaces
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using namespace openglframework;
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using namespace boxtowerscene;
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// Constructor
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2021-10-06 19:22:33 +00:00
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BoxTowerScene::BoxTowerScene(const std::string& name, EngineSettings& settings, reactphysics3d::PhysicsCommon& physicsCommon)
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: SceneDemo(name, settings, physicsCommon, true, SCENE_RADIUS) {
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2020-06-27 21:51:42 +00:00
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std::string meshFolderPath("meshes/");
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// Compute the radius and the center of the scene
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openglframework::Vector3 center(0, 5, 0);
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// Set the center of the scene
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setScenePosition(center, SCENE_RADIUS);
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// Gravity vector in the physics world
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rp3d::Vector3 gravity(0, -9.81f, 0);
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2021-09-24 15:12:50 +00:00
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mWorldSettings.worldName = name;
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}
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// Destructor
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BoxTowerScene::~BoxTowerScene() {
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destroyPhysicsWorld();
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}
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// Create the physics world
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void BoxTowerScene::createPhysicsWorld() {
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// Gravity vector in the physics world
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mWorldSettings.gravity = rp3d::Vector3(mEngineSettings.gravity.x, mEngineSettings.gravity.y, mEngineSettings.gravity.z);
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2020-06-27 21:51:42 +00:00
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// Create the physics world for the physics simulation
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2021-09-24 15:12:50 +00:00
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mPhysicsWorld = mPhysicsCommon.createPhysicsWorld(mWorldSettings);
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mPhysicsWorld->setEventListener(this);
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2020-06-27 21:51:42 +00:00
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// Create all the boxes of the scene
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for (int i=0; i<NB_BOXES; i++) {
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// Create a sphere and a corresponding rigid in the physics world
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Box* box = new Box(true, BOX_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
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// Set the box color
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box->setColor(mObjectColorDemo);
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box->setSleepingColor(mSleepingColorDemo);
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// Change the material properties of the rigid body
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rp3d::Material& material = box->getCollider()->getMaterial();
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material.setBounciness(rp3d::decimal(0.2));
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// Add the sphere the list of boxes in the scene
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mBoxes.push_back(box);
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2021-09-24 15:12:50 +00:00
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mPhysicsObjects.push_back(box);
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2020-06-27 21:51:42 +00:00
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}
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// ---------- Create the floor ---------
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mFloor = new Box(true, FLOOR_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
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2021-09-24 15:12:50 +00:00
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mPhysicsObjects.push_back(mFloor);
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2020-06-27 21:51:42 +00:00
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// Set the box color
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mFloor->setColor(mFloorColorDemo);
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mFloor->setSleepingColor(mFloorColorDemo);
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// The floor must be a static rigid body
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mFloor->getRigidBody()->setType(rp3d::BodyType::STATIC);
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// Change the material properties of the rigid body
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rp3d::Material& material = mFloor->getCollider()->getMaterial();
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material.setBounciness(rp3d::decimal(0.2));
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}
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2021-09-24 15:12:50 +00:00
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// Initialize the bodies positions
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void BoxTowerScene::initBodiesPositions() {
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2020-06-27 21:51:42 +00:00
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float distFromCenter = 4.0f;
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bool rotated = false;
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int floorIndex = 0;
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// Create all the boxes of the scene
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for (uint i = 0; i<NB_BOXES; i++) {
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rp3d::Vector3 position = rp3d::Vector3(i % 2 == 0 ? -distFromCenter : distFromCenter, 4.0f + (floorIndex * (BOX_SIZE.y + 0.1f)), 0.0f);
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rp3d::Quaternion orientation = rp3d::Quaternion::identity();
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if (rotated) {
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orientation = rp3d::Quaternion::fromEulerAngles(0, M_PI / 2, 0);
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//orientation = rp3d::Quaternion::fromEulerAngles(0.01f, M_PI / 2, 0);
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position = rp3d::Vector3(0, 3.0f + (floorIndex * (BOX_SIZE.y + 0.2f)), i % 2 == 0 ? -distFromCenter : distFromCenter);
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}
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mBoxes[i]->setTransform(rp3d::Transform(position, orientation));
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if (i % 2 == 1) {
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rotated = !rotated;
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floorIndex++;
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}
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}
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// ---------- Create the triangular mesh ---------- //
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mFloor->setTransform(rp3d::Transform::identity());
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}
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2021-09-24 15:12:50 +00:00
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// Destroy the physics world
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void BoxTowerScene::destroyPhysicsWorld() {
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if (mPhysicsWorld != nullptr) {
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// Destroy all the physics objects of the scene
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for (std::vector<PhysicsObject*>::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) {
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// Destroy the object
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delete (*it);
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}
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mBoxes.clear();
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mSpheres.clear();
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mCapsules.clear();
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mConvexMeshes.clear();
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mDumbbells.clear();
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mPhysicsObjects.clear();
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// Destroy the physics world
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mPhysicsCommon.destroyPhysicsWorld(static_cast<rp3d::PhysicsWorld*>(mPhysicsWorld));
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mPhysicsWorld = nullptr;
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}
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}
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/// Reset the scene
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void BoxTowerScene::reset() {
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SceneDemo::reset();
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destroyPhysicsWorld();
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createPhysicsWorld();
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initBodiesPositions();
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}
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