reactphysics3d/examples/joints/Scene.h

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/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 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. *
* *
********************************************************************************/
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#ifndef SCENE_H
#define SCENE_H
// Libraries
#include "openglframework.h"
#include "reactphysics3d.h"
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#include "Box.h"
#include "../common/Viewer.h"
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// Constants
const openglframework::Vector3 BOX_SIZE(2, 2, 2); // Box dimensions in meters
const openglframework::Vector3 FLOOR_SIZE(20, 0.5f, 20); // Floor dimensions in meters
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const float BOX_MASS = 1.0f; // Box mass in kilograms
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const float FLOOR_MASS = 100.0f; // Floor mass in kilograms
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const int NB_BALLSOCKETJOINT_BOXES = 7; // Number of Ball-And-Socket chain boxes
const int NB_HINGE_BOXES = 7; // Number of Hinge chain boxes
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// Class Scene
class Scene {
private :
// -------------------- Attributes -------------------- //
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/// Pointer to the viewer
Viewer* mViewer;
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/// Light 0
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openglframework::Light mLight0;
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/// Phong shader
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openglframework::Shader mPhongShader;
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/// Boxes of Ball-And-Socket joint chain
Box* mBallAndSocketJointChainBoxes[NB_BALLSOCKETJOINT_BOXES];
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/// Boxes of the Hinge joint chain
Box* mHingeJointChainBoxes[NB_HINGE_BOXES];
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/// Ball-And-Socket joints of the chain
rp3d::BallAndSocketJoint* mBallAndSocketJoints[NB_BALLSOCKETJOINT_BOXES-1];
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/// Hinge joints of the chain
rp3d::HingeJoint* mHingeJoints[NB_HINGE_BOXES-1];
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/// Bottom box of the Slider joint
Box* mSliderJointBottomBox;
/// Top box of the Slider joint
Box* mSliderJointTopBox;
/// Slider joint
rp3d::SliderJoint* mSliderJoint;
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/// Propeller box
Box* mPropellerBox;
/// Box 1 of Fixed joint
Box* mFixedJointBox1;
/// Box 2 of Fixed joint
Box* mFixedJointBox2;
/// Hinge joint
rp3d::HingeJoint* mPropellerHingeJoint;
/// First Fixed joint
rp3d::FixedJoint* mFixedJoint1;
/// Second Fixed joint
rp3d::FixedJoint* mFixedJoint2;
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/// Box for the floor
Box* mFloor;
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/// Dynamics world used for the physics simulation
rp3d::DynamicsWorld* mDynamicsWorld;
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/// True if the physics simulation is running
bool mIsRunning;
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// -------------------- Methods -------------------- //
/// Create the boxes and joints for the Ball-and-Socket joint example
void createBallAndSocketJoints();
/// Create the boxes and joint for the Slider joint example
void createSliderJoint();
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/// Create the boxes and joint for the Hinge joint example
void createPropellerHingeJoint();
/// Create the boxes and joint for the Fixed joint example
void createFixedJoints();
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/// Create the floor
void createFloor();
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public:
// -------------------- Methods -------------------- //
/// Constructor
Scene(Viewer* viewer, const std::string& shaderFolderPath);
/// Destructor
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~Scene();
/// Take a step for the simulation
void simulate();
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/// Stop the simulation
void stopSimulation();
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/// Start the simulation
void startSimulation();
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/// Pause or continue simulation
void pauseContinueSimulation();
/// Render the scene
void render();
};
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// Stop the simulation
inline void Scene::stopSimulation() {
mDynamicsWorld->stop();
mIsRunning = false;
}
// Start the simulation
inline void Scene::startSimulation() {
mDynamicsWorld->start();
mIsRunning = true;
}
// Pause or continue simulation
inline void Scene::pauseContinueSimulation() {
if (mIsRunning) {
stopSimulation();
}
else {
startSimulation();
}
}
#endif