reactphysics3d/testbed/common/Box.cpp

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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. *
* *
********************************************************************************/
// Libraries
#include "Box.h"
// Macros
#define MEMBER_OFFSET(s,m) ((char *)nullptr + (offsetof(s,m)))
// Initialize static variables
openglframework::VertexBufferObject Box::mVBOVertices(GL_ARRAY_BUFFER);
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openglframework::VertexBufferObject Box::mVBONormals(GL_ARRAY_BUFFER);
openglframework::VertexBufferObject Box::mVBOTextureCoords(GL_ARRAY_BUFFER);
openglframework::VertexBufferObject Box::mVBOIndices(GL_ELEMENT_ARRAY_BUFFER);
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openglframework::VertexArrayObject Box::mVAO;
int Box::totalNbBoxes = 0;
// Constructor
Box::Box(const openglframework::Vector3& size, reactphysics3d::PhysicsCommon& physicsCommon, reactphysics3d::CollisionWorld* world,
const std::string& meshFolderPath)
: PhysicsObject(physicsCommon, meshFolderPath + "cube.obj") {
// Initialize the size of the box
mSize[0] = size.x * 0.5f;
mSize[1] = size.y * 0.5f;
mSize[2] = size.z * 0.5f;
// Compute the scaling matrix
mScalingMatrix = openglframework::Matrix4(mSize[0], 0, 0, 0,
0, mSize[1], 0, 0,
0, 0, mSize[2], 0,
0, 0, 0, 1);
// Create the collision shape for the rigid body (box shape)
// ReactPhysics3D will clone this object to create an internal one. Therefore,
// it is OK if this object is destroyed right after calling RigidBody::addCollisionShape()
mBoxShape = mPhysicsCommon.createBoxShape(rp3d::Vector3(mSize[0], mSize[1], mSize[2]));
//mBoxShape->setLocalScaling(rp3d::Vector3(2, 2, 2));
mPreviousTransform = rp3d::Transform::identity();
// Create a rigid body in the dynamics world
mBody = world->createCollisionBody(mPreviousTransform);
// Add the collision shape to the body
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mCollider = mBody->addCollider(mBoxShape, rp3d::Transform::identity());
// If the Vertex Buffer object has not been created yet
if (totalNbBoxes == 0) {
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// Create the Vertex Buffer
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createVBOAndVAO();
}
totalNbBoxes++;
mTransformMatrix = mTransformMatrix * mScalingMatrix;
}
// Constructor
Box::Box(const openglframework::Vector3& size, float mass, reactphysics3d::PhysicsCommon &physicsCommon, reactphysics3d::DynamicsWorld* world,
const std::string& meshFolderPath)
: PhysicsObject(physicsCommon, meshFolderPath + "cube.obj") {
// Initialize the size of the box
mSize[0] = size.x * 0.5f;
mSize[1] = size.y * 0.5f;
mSize[2] = size.z * 0.5f;
// Compute the scaling matrix
mScalingMatrix = openglframework::Matrix4(mSize[0], 0, 0, 0,
0, mSize[1], 0, 0,
0, 0, mSize[2], 0,
0, 0, 0, 1);
// Create the collision shape for the rigid body (box shape)
// ReactPhysics3D will clone this object to create an internal one. Therefore,
// it is OK if this object is destroyed right after calling RigidBody::addCollisionShape()
mBoxShape = mPhysicsCommon.createBoxShape(rp3d::Vector3(mSize[0], mSize[1], mSize[2]));
mPreviousTransform = rp3d::Transform::identity();
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// Create a rigid body in the dynamics world
rp3d::RigidBody* body = world->createRigidBody(mPreviousTransform);
// Add the collision shape to the body
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mCollider = body->addCollider(mBoxShape, rp3d::Transform::identity(), mass);
mBody = body;
// If the Vertex Buffer object has not been created yet
if (totalNbBoxes == 0) {
// Create the Vertex Buffer
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createVBOAndVAO();
}
totalNbBoxes++;
mTransformMatrix = mTransformMatrix * mScalingMatrix;
}
// Destructor
Box::~Box() {
if (totalNbBoxes == 1) {
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// Destroy the VBOs and VAO
mVBOVertices.destroy();
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mVBONormals.destroy();
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mVAO.destroy();
}
mPhysicsCommon.destroyBoxShape(mBoxShape);
totalNbBoxes--;
}
// Render the cube at the correct position and with the correct orientation
void Box::render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) {
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// Bind the shader
shader.bind();
// Set the model to camera matrix
shader.setMatrix4x4Uniform("localToWorldMatrix", mTransformMatrix);
shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix);
// Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the
// model-view matrix)
const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * mTransformMatrix;
const openglframework::Matrix3 normalMatrix =
localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose();
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
// Set the vertex color
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rp3d::RigidBody* rigidBody = dynamic_cast<rp3d::RigidBody*>(mBody);
openglframework::Color currentColor = rigidBody != nullptr && rigidBody->isSleeping() ? mSleepingColor : mColor;
openglframework::Vector4 color(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
shader.setVector4Uniform("vertexColor", color, false);
// Bind the VAO
mVAO.bind();
mVBOVertices.bind();
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// Get the location of shader attribute variables
GLint vertexPositionLoc = shader.getAttribLocation("vertexPosition");
GLint vertexNormalLoc = shader.getAttribLocation("vertexNormal", false);
glEnableVertexAttribArray(vertexPositionLoc);
glVertexAttribPointer(vertexPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)nullptr);
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mVBONormals.bind();
if (vertexNormalLoc != -1) glVertexAttribPointer(vertexNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)nullptr);
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if (vertexNormalLoc != -1) glEnableVertexAttribArray(vertexNormalLoc);
// For each part of the mesh
for (unsigned int i=0; i<getNbParts(); i++) {
glDrawElements(GL_TRIANGLES, getNbFaces(i) * 3, GL_UNSIGNED_INT, (char*)nullptr);
}
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glDisableVertexAttribArray(vertexPositionLoc);
if (vertexNormalLoc != -1) glDisableVertexAttribArray(vertexNormalLoc);
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mVBONormals.unbind();
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mVBOVertices.unbind();
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// Unbind the VAO
mVAO.unbind();
// Unbind the shader
shader.unbind();
}
// Create the Vertex Buffer Objects used to render to box with OpenGL.
/// We create two VBOs (one for vertices and one for indices) to render the box
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void Box::createVBOAndVAO() {
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// Create the VBO for the vertices data
mVBOVertices.create();
mVBOVertices.bind();
size_t sizeVertices = mVertices.size() * sizeof(openglframework::Vector3);
mVBOVertices.copyDataIntoVBO(sizeVertices, getVerticesPointer(), GL_STATIC_DRAW);
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mVBOVertices.unbind();
// Create the VBO for the normals data
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mVBONormals.create();
mVBONormals.bind();
size_t sizeNormals = mNormals.size() * sizeof(openglframework::Vector3);
mVBONormals.copyDataIntoVBO(sizeNormals, getNormalsPointer(), GL_STATIC_DRAW);
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mVBONormals.unbind();
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if (hasTexture()) {
// Create the VBO for the texture co data
mVBOTextureCoords.create();
mVBOTextureCoords.bind();
size_t sizeTextureCoords = mUVs.size() * sizeof(openglframework::Vector2);
mVBOTextureCoords.copyDataIntoVBO(sizeTextureCoords, getUVTextureCoordinatesPointer(), GL_STATIC_DRAW);
mVBOTextureCoords.unbind();
}
// Create the VBO for the indices data
mVBOIndices.create();
mVBOIndices.bind();
size_t sizeIndices = mIndices[0].size() * sizeof(unsigned int);
mVBOIndices.copyDataIntoVBO(sizeIndices, getIndicesPointer(), GL_STATIC_DRAW);
mVBOIndices.unbind();
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// Create the VAO for both VBOs
mVAO.create();
mVAO.bind();
// Bind the VBO of vertices
mVBOVertices.bind();
// Bind the VBO of normals
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mVBONormals.bind();
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if (hasTexture()) {
// Bind the VBO of texture coords
mVBOTextureCoords.bind();
}
// Bind the VBO of indices
mVBOIndices.bind();
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// Unbind the VAO
mVAO.unbind();
}