reactphysics3d/examples/joints/Scene.cpp

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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. *
* *
********************************************************************************/
// Libraries
#include "Scene.h"
// Namespaces
using namespace openglframework;
// Constructor
Scene::Scene(GlutViewer* viewer) : mViewer(viewer), mLight0(0),
mPhongShader("shaders/phong.vert",
"shaders/phong.frag"), mIsRunning(false) {
// Move the light 0
mLight0.translateWorld(Vector3(7, 15, 15));
// Compute the radius and the center of the scene
float radiusScene = 10.0f;
openglframework::Vector3 center(0, 5, 0);
// Set the center of the scene
mViewer->setScenePosition(center, radiusScene);
// Gravity vector in the dynamics world
rp3d::Vector3 gravity(0, -9.81, 0);
// Time step for the physics simulation
rp3d::decimal timeStep = 1.0f / 60.0f;
// Create the dynamics world for the physics simulation
mDynamicsWorld = new rp3d::DynamicsWorld(gravity, timeStep);
// Set the number of iterations of the constraint solver
mDynamicsWorld->setNbIterationsSolver(15);
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// Create the Ball-and-Socket joint
createBallAndSocketJoints();
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// Create the floor
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createFloor();
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// Start the simulation
startSimulation();
}
// Destructor
Scene::~Scene() {
// Stop the physics simulation
stopSimulation();
// Destroy the shader
mPhongShader.destroy();
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// Destroy the joints
mDynamicsWorld->destroyJoint(mBallAndSocketJoint);
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// Destroy all the boxes of the scene
mDynamicsWorld->destroyRigidBody(mBallAndSocketJointBox1->getRigidBody());
mDynamicsWorld->destroyRigidBody(mBallAndSocketJointBox2->getRigidBody());
delete mBallAndSocketJointBox1;
delete mBallAndSocketJointBox2;
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// Destroy the floor
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mDynamicsWorld->destroyRigidBody(mFloor->getRigidBody());
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delete mFloor;
// Destroy the dynamics world
delete mDynamicsWorld;
}
// Take a step for the simulation
void Scene::simulate() {
// If the physics simulation is running
if (mIsRunning) {
// Take a simulation step
mDynamicsWorld->update();
// Update the position and orientation of the boxes
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mBallAndSocketJointBox1->updateTransform();
mBallAndSocketJointBox2->updateTransform();
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// Update the position and orientation of the floor
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mFloor->updateTransform();
}
}
// Render the scene
void Scene::render() {
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_CULL_FACE);
// Bind the shader
mPhongShader.bind();
// Set the variables of the shader
const Camera& camera = mViewer->getCamera();
Matrix4 matrixIdentity;
matrixIdentity.setToIdentity();
mPhongShader.setVector3Uniform("cameraWorldPosition", mViewer->getCamera().getOrigin());
mPhongShader.setMatrix4x4Uniform("worldToCameraMatrix", camera.getTransformMatrix().getInverse());
mPhongShader.setMatrix4x4Uniform("projectionMatrix", camera.getProjectionMatrix());
mPhongShader.setVector3Uniform("lightWorldPosition", mLight0.getOrigin());
mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f));
Color& diffCol = mLight0.getDiffuseColor();
Color& specCol = mLight0.getSpecularColor();
mPhongShader.setVector3Uniform("lightDiffuseColor", Vector3(diffCol.r, diffCol.g, diffCol.b));
mPhongShader.setVector3Uniform("lightSpecularColor", Vector3(specCol.r, specCol.g, specCol.b));
mPhongShader.setFloatUniform("shininess", 60.0f);
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// Render all the boxes
mBallAndSocketJointBox1->render(mPhongShader);
mBallAndSocketJointBox2->render(mPhongShader);
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// Render the floor
mFloor->render(mPhongShader);
// Unbind the shader
mPhongShader.unbind();
}
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// Create the boxes and joints for the Ball-and-Socket joint example
void Scene::createBallAndSocketJoints() {
// --------------- Create the first box --------------- //
// Position of the box
openglframework::Vector3 positionBox1(0, 15, 0);
// Create a box and a corresponding rigid in the dynamics world
mBallAndSocketJointBox1 = new Box(BOX_SIZE, positionBox1 , BOX_MASS, mDynamicsWorld);
// The fist box cannot move
mBallAndSocketJointBox1->getRigidBody()->setIsMotionEnabled(false);
// Set the bouncing factor of the box
mBallAndSocketJointBox1->getRigidBody()->setRestitution(0.4);
// --------------- Create the second box --------------- //
// Position of the box
openglframework::Vector3 positionBox2(0, 10, 0);
// Create a box and a corresponding rigid in the dynamics world
mBallAndSocketJointBox2 = new Box(BOX_SIZE, positionBox2 , BOX_MASS, mDynamicsWorld);
// The second box is allowed to move
mBallAndSocketJointBox2->getRigidBody()->setIsMotionEnabled(true);
// Set the bouncing factor of the box
mBallAndSocketJointBox2->getRigidBody()->setRestitution(0.4);
// --------------- Create the joint --------------- //
// Create the joint info object
rp3d::BallAndSocketJointInfo jointInfo;
jointInfo.body1 = mBallAndSocketJointBox1->getRigidBody();
jointInfo.body2 = mBallAndSocketJointBox2->getRigidBody();
jointInfo.anchorPointWorldSpace = rp3d::Vector3(0, 12.5, 0);
// Create the joint in the dynamics world
mBallAndSocketJoint = dynamic_cast<rp3d::BallAndSocketJoint*>(
mDynamicsWorld->createJoint(jointInfo));
}
// Create the floor
void Scene::createFloor() {
// Create the floor
openglframework::Vector3 floorPosition(0, 0, 0);
mFloor = new Box(FLOOR_SIZE, floorPosition, FLOOR_MASS, mDynamicsWorld);
// The floor must be a non-moving rigid body
mFloor->getRigidBody()->setIsMotionEnabled(false);
// Set the bouncing factor of the floor
mFloor->getRigidBody()->setRestitution(0.3);
}