reactphysics3d/testbed/scenes/cubestack/CubeStackScene.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 "CubeStackScene.h"
// Namespaces
using namespace openglframework;
using namespace cubestackscene;
// Constructor
CubeStackScene::CubeStackScene(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;
}
// Create the physics world
void CubeStackScene::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
rp3d::PhysicsWorld* physicsWorld = mPhysicsCommon.createPhysicsWorld(mWorldSettings);
physicsWorld->setEventListener(this);
mPhysicsWorld = physicsWorld;
// Create all the cubes of the scene
for (int i=1; i<=NB_FLOORS; i++) {
for (int j=0; j<i; j++) {
// Create a cube and a corresponding rigid in the physics world
Box* cube = new Box(true, BOX_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
// Set the box color
cube->setColor(mObjectColorDemo);
cube->setSleepingColor(mSleepingColorDemo);
// Change the material properties of the rigid body
rp3d::Material& material = cube->getCollider()->getMaterial();
material.setBounciness(rp3d::decimal(0.4));
// Add the box the list of box in the scene
mBoxes.push_back(cube);
mPhysicsObjects.push_back(cube);
}
}
// ------------------------- FLOOR ----------------------- //
// Create the floor
mFloor = new Box(true, FLOOR_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
mFloor->setColor(mFloorColorDemo);
mFloor->setSleepingColor(mFloorColorDemo);
// The floor must be a static rigid body
mFloor->getRigidBody()->setType(rp3d::BodyType::STATIC);
mPhysicsObjects.push_back(mFloor);
}
// Initialize the bodies positions
void CubeStackScene::initBodiesPositions() {
int index = 0;
for (int i=NB_FLOORS; i > 0; i--) {
for (int j=0; j<i; j++) {
// Create all the cubes of the scene
Box* box = mBoxes[index];
// Position of the cubes
rp3d::Vector3 position((-i * 0.5f + j) * (0.1f + BOX_SIZE.x),
BOX_SIZE.y + (NB_FLOORS - i) * (BOX_SIZE.y + 0.1f),
0);
box->setTransform(rp3d::Transform(position, rp3d::Quaternion::identity()));
index++;
}
}
mFloor->setTransform(rp3d::Transform(rp3d::Vector3::zero(), rp3d::Quaternion::identity()));
}
// Destroy the physics world
void CubeStackScene::destroyPhysicsWorld() {
if (mPhysicsWorld != nullptr) {
// Destroy all the cubes of the scene
for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
// Destroy the cube
delete (*it);
}
mBoxes.clear();
// Destroy the floor
delete mFloor;
mPhysicsObjects.clear();
mPhysicsCommon.destroyPhysicsWorld(mPhysicsWorld);
mPhysicsWorld = nullptr;
}
}
// Destructor
CubeStackScene::~CubeStackScene() {
destroyPhysicsWorld();
}
// Reset the scene
void CubeStackScene::reset() {
SceneDemo::reset();
destroyPhysicsWorld();
createPhysicsWorld();
initBodiesPositions();
}