2015-04-08 18:47:55 +00:00
|
|
|
/********************************************************************************
|
|
|
|
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
|
2016-04-11 18:15:20 +00:00
|
|
|
* Copyright (c) 2010-2016 Daniel Chappuis *
|
2015-04-08 18:47:55 +00:00
|
|
|
*********************************************************************************
|
|
|
|
* *
|
|
|
|
* 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 "VisualContactPoint.h"
|
|
|
|
|
|
|
|
// Initialization of static variables
|
2015-06-25 20:28:11 +00:00
|
|
|
openglframework::VertexBufferObject VisualContactPoint::mVBOVertices(GL_ARRAY_BUFFER);
|
|
|
|
openglframework::VertexBufferObject VisualContactPoint::mVBONormals(GL_ARRAY_BUFFER);
|
|
|
|
openglframework::VertexBufferObject VisualContactPoint::mVBOIndices(GL_ELEMENT_ARRAY_BUFFER);
|
|
|
|
openglframework::VertexArrayObject VisualContactPoint::mVAO;
|
2015-04-08 18:47:55 +00:00
|
|
|
int VisualContactPoint::mNbTotalPoints = 0;
|
|
|
|
openglframework::Mesh VisualContactPoint::mMesh;
|
2015-08-11 19:40:07 +00:00
|
|
|
bool VisualContactPoint::mStaticDataCreated = false;
|
2015-04-08 18:47:55 +00:00
|
|
|
|
|
|
|
// Constructor
|
2017-05-17 21:40:17 +00:00
|
|
|
VisualContactPoint::VisualContactPoint(const openglframework::Vector3& position, const std::string& meshFolderPath,
|
|
|
|
const openglframework::Vector3& normalLineEndPointLocal, const openglframework::Color& color)
|
|
|
|
: mColor(color), mVBOVerticesNormalLine(GL_ARRAY_BUFFER) {
|
|
|
|
|
|
|
|
mContactNormalLinePoints[0] = openglframework::Vector3(0, 0, 0);
|
|
|
|
mContactNormalLinePoints[1] = (normalLineEndPointLocal - position) * 0.5f;
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-06-25 20:28:11 +00:00
|
|
|
// Initialize the position where the mesh will be rendered
|
2015-04-08 18:47:55 +00:00
|
|
|
translateWorld(position);
|
2017-05-17 21:40:17 +00:00
|
|
|
|
|
|
|
// Create the VBO and VAO to render the contact normal line
|
|
|
|
createContactNormalLineVBOAndVAO();
|
2015-04-08 18:47:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Destructor
|
|
|
|
VisualContactPoint::~VisualContactPoint() {
|
2017-05-17 21:40:17 +00:00
|
|
|
mVAONormalLine.destroy();
|
|
|
|
mVBOVerticesNormalLine.destroy();
|
2015-04-08 18:47:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Load and initialize the mesh for all the contact points
|
|
|
|
void VisualContactPoint::createStaticData(const std::string& meshFolderPath) {
|
|
|
|
|
2015-08-11 19:40:07 +00:00
|
|
|
if (mStaticDataCreated) return;
|
|
|
|
|
2015-06-25 20:28:11 +00:00
|
|
|
// Load the mesh from a file
|
|
|
|
openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "sphere.obj", mMesh);
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-06-25 20:28:11 +00:00
|
|
|
// Calculate the normals of the mesh
|
|
|
|
mMesh.calculateNormals();
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-06-25 20:28:11 +00:00
|
|
|
mMesh.scaleVertices(VISUAL_CONTACT_POINT_RADIUS);
|
2015-08-11 16:32:45 +00:00
|
|
|
|
|
|
|
createVBOAndVAO();
|
2015-08-11 19:40:07 +00:00
|
|
|
|
|
|
|
mStaticDataCreated = true;
|
2015-04-08 18:47:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Destroy the mesh for the contact points
|
|
|
|
void VisualContactPoint::destroyStaticData() {
|
|
|
|
|
2015-08-11 19:40:07 +00:00
|
|
|
if (!mStaticDataCreated) return;
|
|
|
|
|
2015-08-11 16:32:45 +00:00
|
|
|
// Destroy the VBOs and VAO
|
|
|
|
mVBOIndices.destroy();
|
|
|
|
mVBOVertices.destroy();
|
|
|
|
mVBONormals.destroy();
|
|
|
|
mVAO.destroy();
|
|
|
|
|
2015-04-08 18:47:55 +00:00
|
|
|
mMesh.destroy();
|
2015-08-11 19:40:07 +00:00
|
|
|
|
|
|
|
mStaticDataCreated = false;
|
2015-04-08 18:47:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Render the sphere at the correct position and with the correct orientation
|
2017-05-17 21:40:17 +00:00
|
|
|
void VisualContactPoint::render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) {
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-08-11 19:40:07 +00:00
|
|
|
// Bind the VAO
|
|
|
|
mVAO.bind();
|
|
|
|
|
2015-04-08 18:47:55 +00:00
|
|
|
// Bind the shader
|
|
|
|
shader.bind();
|
|
|
|
|
2017-05-17 21:40:17 +00:00
|
|
|
// Set the vertex color
|
|
|
|
openglframework::Vector4 color(mColor.r, mColor.g, mColor.b, mColor.a);
|
|
|
|
shader.setVector4Uniform("vertexColor", color, false);
|
|
|
|
|
2015-08-11 19:40:07 +00:00
|
|
|
mVBOVertices.bind();
|
|
|
|
|
2015-04-08 18:47:55 +00:00
|
|
|
// Set the model to camera matrix
|
2015-07-29 16:15:20 +00:00
|
|
|
shader.setMatrix4x4Uniform("localToWorldMatrix", mTransformMatrix);
|
|
|
|
shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix);
|
2015-04-08 18:47:55 +00:00
|
|
|
|
|
|
|
// Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the
|
|
|
|
// model-view matrix)
|
2015-07-29 16:15:20 +00:00
|
|
|
const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * mTransformMatrix;
|
2015-04-08 18:47:55 +00:00
|
|
|
const openglframework::Matrix3 normalMatrix =
|
|
|
|
localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose();
|
2015-07-29 16:15:20 +00:00
|
|
|
shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-07-29 16:15:20 +00:00
|
|
|
// Get the location of shader attribute variables
|
|
|
|
GLint vertexPositionLoc = shader.getAttribLocation("vertexPosition");
|
|
|
|
GLint vertexNormalLoc = shader.getAttribLocation("vertexNormal", false);
|
|
|
|
|
|
|
|
glEnableVertexAttribArray(vertexPositionLoc);
|
|
|
|
glVertexAttribPointer(vertexPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL);
|
2015-08-08 09:40:37 +00:00
|
|
|
|
|
|
|
mVBONormals.bind();
|
|
|
|
|
2015-07-29 16:15:20 +00:00
|
|
|
if (vertexNormalLoc != -1) glVertexAttribPointer(vertexNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL);
|
2015-08-08 09:40:37 +00:00
|
|
|
if (vertexNormalLoc != -1) glEnableVertexAttribArray(vertexNormalLoc);
|
2015-07-29 16:15:20 +00:00
|
|
|
|
2015-04-08 18:47:55 +00:00
|
|
|
// For each part of the mesh
|
|
|
|
for (unsigned int i=0; i<mMesh.getNbParts(); i++) {
|
2015-06-25 20:28:11 +00:00
|
|
|
glDrawElements(GL_TRIANGLES, mMesh.getNbFaces(i) * 3, GL_UNSIGNED_INT, (char*)NULL);
|
2015-04-08 18:47:55 +00:00
|
|
|
}
|
|
|
|
|
2015-07-29 16:15:20 +00:00
|
|
|
glDisableVertexAttribArray(vertexPositionLoc);
|
|
|
|
if (vertexNormalLoc != -1) glDisableVertexAttribArray(vertexNormalLoc);
|
|
|
|
|
2015-08-08 09:40:37 +00:00
|
|
|
mVBONormals.unbind();
|
2015-07-29 16:15:20 +00:00
|
|
|
mVBOVertices.unbind();
|
|
|
|
|
2015-06-25 20:28:11 +00:00
|
|
|
// Unbind the VAO
|
|
|
|
mVAO.unbind();
|
|
|
|
|
|
|
|
// Unbind the shader
|
|
|
|
shader.unbind();
|
2017-05-17 21:40:17 +00:00
|
|
|
|
|
|
|
// Render the contact normal line
|
|
|
|
renderContactNormalLine(shader, worldToCameraMatrix);
|
2015-06-25 20:28:11 +00:00
|
|
|
}
|
|
|
|
|
2017-05-17 21:40:17 +00:00
|
|
|
void VisualContactPoint::renderContactNormalLine(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) {
|
|
|
|
|
|
|
|
// Bind the VAO
|
|
|
|
mVAONormalLine.bind();
|
|
|
|
|
|
|
|
// Bind the shader
|
|
|
|
shader.bind();
|
|
|
|
|
|
|
|
mVBOVerticesNormalLine.bind();
|
|
|
|
|
|
|
|
// Set the model to camera matrix
|
|
|
|
const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * mTransformMatrix;
|
|
|
|
shader.setMatrix4x4Uniform("localToWorldMatrix", mTransformMatrix);
|
|
|
|
shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix);
|
|
|
|
|
|
|
|
// Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the
|
|
|
|
// model-view matrix)
|
|
|
|
const openglframework::Matrix3 normalMatrix =
|
|
|
|
localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose();
|
|
|
|
shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
|
|
|
|
|
|
|
|
// Set the vertex color
|
|
|
|
openglframework::Vector4 color(0, 1, 0, 1);
|
|
|
|
shader.setVector4Uniform("vertexColor", color, false);
|
|
|
|
|
|
|
|
// Get the location of shader attribute variables
|
|
|
|
GLint vertexPositionLoc = shader.getAttribLocation("vertexPosition");
|
|
|
|
|
|
|
|
glEnableVertexAttribArray(vertexPositionLoc);
|
|
|
|
glVertexAttribPointer(vertexPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL);
|
|
|
|
|
|
|
|
// Draw the lines
|
|
|
|
glDrawArrays(GL_LINES, 0, 2);
|
|
|
|
|
|
|
|
glDisableVertexAttribArray(vertexPositionLoc);
|
|
|
|
|
|
|
|
mVBOVerticesNormalLine.unbind();
|
|
|
|
|
|
|
|
// Unbind the VAO
|
|
|
|
mVAONormalLine.unbind();
|
|
|
|
|
|
|
|
shader.unbind();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create the Vertex Buffer Objects used to render the contact point sphere with OpenGL.
|
2015-06-25 20:28:11 +00:00
|
|
|
/// We create two VBOs (one for vertices and one for indices)
|
2015-07-29 16:15:20 +00:00
|
|
|
void VisualContactPoint::createVBOAndVAO() {
|
2015-06-25 20:28:11 +00:00
|
|
|
|
|
|
|
// Create the VBO for the vertices data
|
|
|
|
mVBOVertices.create();
|
|
|
|
mVBOVertices.bind();
|
|
|
|
size_t sizeVertices = mMesh.getVertices().size() * sizeof(openglframework::Vector3);
|
|
|
|
mVBOVertices.copyDataIntoVBO(sizeVertices, mMesh.getVerticesPointer(), GL_STATIC_DRAW);
|
|
|
|
mVBOVertices.unbind();
|
|
|
|
|
|
|
|
// Create the VBO for the normals data
|
|
|
|
mVBONormals.create();
|
|
|
|
mVBONormals.bind();
|
|
|
|
size_t sizeNormals = mMesh.getNormals().size() * sizeof(openglframework::Vector3);
|
|
|
|
mVBONormals.copyDataIntoVBO(sizeNormals, mMesh.getNormalsPointer(), GL_STATIC_DRAW);
|
|
|
|
mVBONormals.unbind();
|
|
|
|
|
|
|
|
// Create th VBO for the indices data
|
|
|
|
mVBOIndices.create();
|
|
|
|
mVBOIndices.bind();
|
2015-08-13 17:47:29 +00:00
|
|
|
size_t sizeIndices = mMesh.getIndices(0).size() * sizeof(unsigned int);
|
2015-06-25 20:28:11 +00:00
|
|
|
mVBOIndices.copyDataIntoVBO(sizeIndices, mMesh.getIndicesPointer(), GL_STATIC_DRAW);
|
|
|
|
mVBOIndices.unbind();
|
|
|
|
|
|
|
|
// Create the VAO for both VBOs
|
|
|
|
mVAO.create();
|
|
|
|
mVAO.bind();
|
|
|
|
|
|
|
|
// Bind the VBO of vertices
|
|
|
|
mVBOVertices.bind();
|
|
|
|
|
|
|
|
// Bind the VBO of normals
|
|
|
|
mVBONormals.bind();
|
|
|
|
|
|
|
|
// Bind the VBO of indices
|
|
|
|
mVBOIndices.bind();
|
|
|
|
|
|
|
|
// Unbind the VAO
|
|
|
|
mVAO.unbind();
|
2015-04-08 18:47:55 +00:00
|
|
|
}
|
2017-05-17 21:40:17 +00:00
|
|
|
|
|
|
|
// Create the Vertex Buffer Objects used to render the contact normal line
|
|
|
|
void VisualContactPoint::createContactNormalLineVBOAndVAO() {
|
|
|
|
|
|
|
|
// Create the VBO for the vertices data
|
|
|
|
mVBOVerticesNormalLine.create();
|
|
|
|
mVBOVerticesNormalLine.bind();
|
|
|
|
size_t sizeNormalLineVertices = 2 * sizeof(openglframework::Vector3);
|
|
|
|
mVBOVerticesNormalLine.copyDataIntoVBO(sizeNormalLineVertices, &mContactNormalLinePoints[0], GL_STATIC_DRAW);
|
|
|
|
mVBOVerticesNormalLine.unbind();
|
|
|
|
|
|
|
|
// Create the VAO for both VBOs
|
|
|
|
mVAONormalLine.create();
|
|
|
|
mVAONormalLine.bind();
|
|
|
|
|
|
|
|
// Bind the VBO of vertices
|
|
|
|
mVBOVerticesNormalLine.bind();
|
|
|
|
|
|
|
|
// Unbind the VAO
|
|
|
|
mVAONormalLine.unbind();
|
|
|
|
}
|