reactphysics3d/testbed/scenes/bridge/BridgeScene.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 "BridgeScene.h"
#include <cmath>
// Namespaces
using namespace openglframework;
using namespace bridgescene;
// Constructor
BridgeScene::BridgeScene(const std::string& name, EngineSettings& settings, reactphysics3d::PhysicsCommon& physicsCommon)
: SceneDemo(name, settings, physicsCommon, true, SCENE_RADIUS) {
std::string meshFolderPath("meshes/");
// Compute the radius and the center of the scene
openglframework::Vector3 center(0, 0, 0);
// Set the center of the scene
setScenePosition(center, SCENE_RADIUS);
mWorldSettings.worldName = name;
}
// Destructor
BridgeScene::~BridgeScene() {
destroyPhysicsWorld();
}
// Create the joints
void BridgeScene::createJoints() {
for (int b=0; b < NB_BRIDGES; b++) {
for (int i=0; i < NB_BOXES-1; i++) {
const uint box1Index = b * NB_BOXES + i;
const uint box2Index = b * NB_BOXES + i + 1;
// Create the joint info object
rp3d::RigidBody* body1 = mBoxes[box1Index]->getRigidBody();
rp3d::RigidBody* body2 = mBoxes[box2Index]->getRigidBody();
rp3d::Vector3 body1Position = body1->getTransform().getPosition();
const rp3d::Vector3 anchorPointWorldSpace = body1Position + rp3d::Vector3(BOX_SIZE.x / 2.0f, 0, 0);
rp3d::HingeJointInfo jointInfo(body1, body2, anchorPointWorldSpace, rp3d::Vector3(0, 0, 1));
jointInfo.isCollisionEnabled = false;
rp3d::HingeJoint* joint = dynamic_cast<rp3d::HingeJoint*>(mPhysicsWorld->createJoint(jointInfo));
mHingeJoints.push_back(joint);
}
}
}
// Update the physics simulation
void BridgeScene::updatePhysics() {
SceneDemo::updatePhysics();
// Test if the joints of the last bridge should break or not
for (int i=0; i <NB_BOXES-1; i++) {
const uint jointIndex = mHingeJoints.size() - 1 - i;
rp3d::HingeJoint* joint = mHingeJoints[jointIndex];
if (joint != nullptr) {
if (joint->getReactionForce(mEngineSettings.timeStep.count()).lengthSquare() > 60000000) {
mPhysicsWorld->destroyJoint(joint);
mHingeJoints[jointIndex] = nullptr;
}
}
}
}
// Create the physics world
void BridgeScene::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
mPhysicsWorld = mPhysicsCommon.createPhysicsWorld(mWorldSettings);
mPhysicsWorld->setEventListener(this);
for (int b=0; b < NB_BRIDGES; b++) {
// Create all the boxes of the scene
for (int i=0; i<NB_BOXES; i++) {
const uint boxIndex = b * NB_BOXES + i;
// Create a box and a corresponding rigid in the physics world
mBoxes[boxIndex] = new Box(true, BOX_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
// Set the box color
mBoxes[boxIndex]->setColor(mObjectColorDemo);
mBoxes[boxIndex]->setSleepingColor(mSleepingColorDemo);
// Change the material properties of the rigid body
rp3d::Material& material = mBoxes[boxIndex]->getCollider()->getMaterial();
material.setBounciness(rp3d::decimal(0.0));
if (i == 0 || i == NB_BOXES-1) {
mBoxes[boxIndex]->getRigidBody()->setType(rp3d::BodyType::STATIC);
}
// Add the box the list of boxes in the scene
mPhysicsObjects.push_back(mBoxes[boxIndex]);
}
}
// Create all the spheres of the scene
for (int i=0; i<NB_BRIDGES; i++) {
// Create a sphere and a corresponding rigid in the physics world
mSpheres[i] = new Sphere(true, SPHERE_RADIUS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
// Set the box color
mSpheres[i]->setColor(mObjectColorDemo);
mSpheres[i]->setSleepingColor(mSleepingColorDemo);
// Change the material properties of the rigid body
rp3d::Material& material = mSpheres[i]->getCollider()->getMaterial();
material.setBounciness(rp3d::decimal(0.2));
mSpheres[i]->getRigidBody()->setMass(SPHERE_MASS);
// Add the sphere the list of sphere in the scene
mPhysicsObjects.push_back(mSpheres[i]);
}
// Set the position of the boxes before the joints creation
initBodiesPositions();
// Create the Ball-and-Socket joints
createJoints();
}
// Initialize the bodies positions
void BridgeScene::initBodiesPositions() {
const rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
// Bridges
for (int b=0; b < NB_BRIDGES; b++) {
for (int i=0; i < NB_BOXES; i++) {
// Initial position and orientation of the rigid body
rp3d::Vector3 initPosition((-NB_BOXES/2 + i) * (BOX_SIZE.x + 0.2),
-7,
(-NB_BRIDGES/2 + b) * (BOX_SIZE.z + 4));
rp3d::Transform transform(initPosition, initOrientation);
// Create a box and a corresponding rigid in the physics world
mBoxes[b * NB_BOXES + i]->setTransform(transform);
}
}
// Spheres
for (int i=0; i < NB_BRIDGES; i++) {
// Initial position and orientation of the rigid body
rp3d::Vector3 initPosition(-12,
10,
(-NB_BRIDGES/2 + i) * (BOX_SIZE.z + 4));
rp3d::Transform transform(initPosition, initOrientation);
// Create a box and a corresponding rigid in the physics world
mSpheres[i]->setTransform(transform);
}
// Destroy the joints
for (uint i=0; i < mHingeJoints.size(); i++) {
if (mHingeJoints[i] != nullptr) {
mPhysicsWorld->destroyJoint(mHingeJoints[i]);
}
}
mHingeJoints.clear();
createJoints();
}
// Destroy the physics world
void BridgeScene::destroyPhysicsWorld() {
if (mPhysicsWorld != nullptr) {
// Destroy all the physics objects of the scene
for (std::vector<PhysicsObject*>::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) {
// Destroy the object
delete (*it);
}
mHingeJoints.clear();
mPhysicsObjects.clear();
mPhysicsCommon.destroyPhysicsWorld(mPhysicsWorld);
mPhysicsWorld = nullptr;
}
}
// Reset the scene
void BridgeScene::reset() {
SceneDemo::reset();
destroyPhysicsWorld();
createPhysicsWorld();
initBodiesPositions();
}