2015-04-08 18:47:55 +00:00
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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2016-04-11 18:15:20 +00:00
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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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2015-04-15 21:11:27 +00:00
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#ifndef COLLISION_SHAPES_SCENE_H
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#define COLLISION_SHAPES_SCENE_H
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// Libraries
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#include "openglframework.h"
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#include "reactphysics3d.h"
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#include "SceneDemo.h"
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#include "Sphere.h"
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#include "Box.h"
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#include "Cone.h"
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#include "Cylinder.h"
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#include "Capsule.h"
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#include "ConvexMesh.h"
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#include "ConcaveMesh.h"
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#include "Dumbbell.h"
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#include "VisualContactPoint.h"
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namespace collisionshapesscene {
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// Constants
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const float SCENE_RADIUS = 30.0f;
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const int NB_BOXES = 5;
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const int NB_SPHERES = 5;
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const int NB_CONES = 5;
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const int NB_CYLINDERS = 5;
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const int NB_CAPSULES = 5;
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const int NB_MESHES = 3;
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const int NB_COMPOUND_SHAPES = 3;
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const openglframework::Vector3 BOX_SIZE(2, 2, 2);
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const float SPHERE_RADIUS = 1.5f;
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const float CONE_RADIUS = 2.0f;
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const float CONE_HEIGHT = 3.0f;
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const float CYLINDER_RADIUS = 1.0f;
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const float CYLINDER_HEIGHT = 5.0f;
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const float CAPSULE_RADIUS = 1.0f;
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const float CAPSULE_HEIGHT = 1.0f;
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const float DUMBBELL_HEIGHT = 1.0f;
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const openglframework::Vector3 FLOOR_SIZE(50, 0.5f, 50); // Floor dimensions in meters
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const float BOX_MASS = 1.0f;
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const float CONE_MASS = 1.0f;
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const float CYLINDER_MASS = 1.0f;
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const float CAPSULE_MASS = 1.0f;
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const float MESH_MASS = 1.0f;
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const float FLOOR_MASS = 100.0f; // Floor mass in kilograms
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// Class CollisionShapesScene
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class CollisionShapesScene : public SceneDemo {
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private :
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// -------------------- Attributes -------------------- //
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/// All the spheres of the scene
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std::vector<Box*> mBoxes;
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std::vector<Sphere*> mSpheres;
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std::vector<Cone*> mCones;
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std::vector<Cylinder*> mCylinders;
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std::vector<Capsule*> mCapsules;
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/// All the convex meshes of the scene
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std::vector<ConvexMesh*> mConvexMeshes;
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/// All the dumbbell of the scene
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std::vector<Dumbbell*> mDumbbells;
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/// Box for the floor
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Box* mFloor;
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/// Dynamics world used for the physics simulation
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rp3d::DynamicsWorld* mDynamicsWorld;
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public:
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// -------------------- Methods -------------------- //
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/// Constructor
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CollisionShapesScene(const std::string& name);
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/// Destructor
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virtual ~CollisionShapesScene() override;
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/// Update the physics world (take a simulation step)
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/// Can be called several times per frame
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virtual void updatePhysics() override;
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/// Take a step for the simulation
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virtual void update() override;
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/// Render the scene in a single pass
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virtual void renderSinglePass(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix) override;
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/// Reset the scene
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virtual void reset() override;
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/// Return all the contact points of the scene
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virtual std::vector<ContactPoint> getContactPoints() const override;
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};
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// Return all the contact points of the scene
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inline std::vector<ContactPoint> CollisionShapesScene::getContactPoints() const {
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return computeContactPointsOfWorld(mDynamicsWorld);
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}
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}
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#endif
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