reactphysics3d/testbed/scenes/collisionshapes/CollisionShapesScene.h

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