2013-09-10 19:35:56 +00:00
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 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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#ifndef SCENE_H
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#define 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 "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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2014-06-10 20:46:32 +00:00
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#include "Dumbbell.h"
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2013-09-10 19:35:56 +00:00
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#include "VisualContactPoint.h"
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2013-12-30 00:51:46 +00:00
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#include "../common/Viewer.h"
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2013-09-10 19:35:56 +00:00
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// Constants
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2014-06-24 21:31:13 +00:00
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const int NB_BOXES = 2;
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2014-11-21 20:27:09 +00:00
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const int NB_CUBES = 1;
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2014-07-03 21:09:08 +00:00
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const int NB_CONES = 3;
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2014-06-24 21:31:13 +00:00
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const int NB_CYLINDERS = 2;
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2014-06-10 21:37:11 +00:00
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const int NB_CAPSULES = 1;
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2014-07-03 21:09:08 +00:00
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const int NB_MESHES = 2;
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const int NB_COMPOUND_SHAPES = 2;
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2013-09-10 19:35:56 +00:00
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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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2014-06-10 20:46:32 +00:00
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const float DUMBBELL_HEIGHT = 1.0f;
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2013-09-10 19:35:56 +00:00
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const openglframework::Vector3 FLOOR_SIZE(20, 0.5f, 20); // 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 Scene
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class Scene {
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private :
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// -------------------- Attributes -------------------- //
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/// Pointer to the viewer
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2013-12-30 00:51:46 +00:00
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Viewer* mViewer;
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2013-09-10 19:35:56 +00:00
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/// Light 0
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openglframework::Light mLight0;
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/// Phong shader
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openglframework::Shader mPhongShader;
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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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2014-06-10 20:46:32 +00:00
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/// All the dumbbell of the scene
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std::vector<Dumbbell*> mDumbbells;
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2013-09-10 19:35:56 +00:00
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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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/// True if the physics simulation is running
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bool mIsRunning;
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public:
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// -------------------- Methods -------------------- //
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/// Constructor
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2014-01-18 16:57:42 +00:00
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Scene(Viewer* viewer, const std::string& shaderFolderPath,
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const std::string& meshFolderPath);
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2013-09-10 19:35:56 +00:00
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/// Destructor
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~Scene();
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/// Take a step for the simulation
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void simulate();
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/// Stop the simulation
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void stopSimulation();
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/// Start the simulation
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void startSimulation();
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/// Pause or continue simulation
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void pauseContinueSimulation();
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/// Render the scene
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void render();
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};
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// Stop the simulation
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inline void Scene::stopSimulation() {
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mDynamicsWorld->stop();
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mIsRunning = false;
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}
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// Start the simulation
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inline void Scene::startSimulation() {
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mDynamicsWorld->start();
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mIsRunning = true;
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}
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// Pause or continue simulation
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inline void Scene::pauseContinueSimulation() {
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if (mIsRunning) {
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stopSimulation();
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}
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else {
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startSimulation();
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}
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}
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#endif
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