reactphysics3d/examples/fallingcubes/main.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 <stdlib.h>
#include <reactphysics3d.h>
#include "Box.h"
// Prototypes
void init();
void display();
void simulate();
void clean();
void reshape(int w, int h);
// Use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constants
const double FLOOR_SIZE = 20;
const double FLOOR_THICKNESS = 0.02;
// Global variables
DynamicsWorld* dynamicsWorld; // Dynamics world
Box* boxes[2]; // Falling boxes
BoxShape* collisionShapeBox1; // Collision shape of the first box
BoxShape* collisionShapeBox2; // Collision shape of the second box
BoxShape* collisionShapeFloor; // Collision shape of the floor
RigidBody* floorRigidBody; // Rigid body corresponding the floor
// Simulation function
void simulate() {
// Update the physics simulation
dynamicsWorld->update();
// Display the scene
display();
}
// Main function
int main(int argc, char** argv) {
// Initialize GLUT
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutInitWindowPosition(100, 100);
glutCreateWindow("ReactPhysics3D Example - Falling Cubes");
init();
glutIdleFunc(simulate);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
// Stop the physics simulation
dynamicsWorld->stop();
clean();
return 0;
}
// Initialization function
void init() {
glClearColor(0.0, 0.0, 0.0, 0.0);
// Light
glShadeModel(GL_SMOOTH);
GLfloat light_position[] = {5.0f, 5.0f, 5.0f, 1.0f};
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
// Gravity vector of the physics world
Vector3 gravity(0.0, -9.81, 0.0);
// Timestep of the simulation
decimal timeStep = 1.0/60.0;
// Create the dynamics world
dynamicsWorld = new DynamicsWorld(gravity, timeStep);
// --- Create a falling box with a size of 1m and weight of 3kg --- //
float size = 1.0f;
// Initial position and orientation of the box
Vector3 positionBox1(-2.0f, 7.0f, 0.0f);
Quaternion orientationBox1(0.3, 1.0, 0.8, 0.0);
Transform initTransform(positionBox1, orientationBox1);
// Create a box collision shape for the box (used for collision detection)
collisionShapeBox1 = new BoxShape(Vector3(size/2.0f, size/2.0f, size/2.0f));
// Compute the inertia tensor of the box using the collision shape
Matrix3x3 inertiaTensorBox1;
float massBox1 = 3.0f;
collisionShapeBox1->computeLocalInertiaTensor(inertiaTensorBox1, massBox1);
// Create the rigid body associated with the box in the dynamics world
RigidBody* rigidBody = dynamicsWorld->createRigidBody(initTransform, massBox1,
inertiaTensorBox1, collisionShapeBox1);
// Set the contact velocity restitution factor of the rigid body
rigidBody->setRestitution(0.5f);
// Create the box object (used for display)
boxes[0] = new Box(size, rigidBody);
// --- Create a second falling box with a size of 1.5m and weight of 4.5kg --- //
size = 1.5;
// Initial position and orientation of the box
Vector3 positionBox2(2.0, 4.0, 0.0);
Quaternion orientationBox2(1.0, 1.0, 0.5, 0.0);
Transform initTransform2(positionBox2, orientationBox2);
// Create a box collision shape for the box (used for collision detection)
collisionShapeBox2 = new BoxShape(Vector3(size/2.0f, size/2.0f, size/2.0f));
// Compute the inertia tensor using the collision shape
Matrix3x3 inertiaTensorBox2;
float massBox2 = 4.5f;
collisionShapeBox2->computeLocalInertiaTensor(inertiaTensorBox2, massBox2);
// Create the rigid body associated with the box in the dynamcis world
RigidBody* rigidBody2 = dynamicsWorld->createRigidBody(initTransform2, massBox2,
inertiaTensorBox2, collisionShapeBox2);
// Set the contact velocity restitution factor of the rigid body
rigidBody2->setRestitution(0.5);
// Create the box object (used for display)
boxes[1] = new Box(size, rigidBody2);
// --- Create the rigid body corresponding to the floor --- //
// Initial position and orientation of the floor
Vector3 positionFloor(0.0, 0.0, 0.0);
Quaternion orientationFloor(0.0, 1.0, 0.0, 0.0);
Transform initTransformFloor(positionFloor, orientationFloor);
// Create a box collision shape for the floor (used for collision detection)
collisionShapeFloor = new BoxShape(Vector3(FLOOR_SIZE, FLOOR_THICKNESS, FLOOR_SIZE));
// Compute the inertia tensor of the floor using the collision shape
float massFloor = 100.0f;
rp3d::Matrix3x3 inertiaTensorFloor;
collisionShapeFloor->computeLocalInertiaTensor(inertiaTensorFloor, massFloor);
// Create the rigid body associated with the floor in the dynamcis world
floorRigidBody = dynamicsWorld->createRigidBody(initTransformFloor, massFloor,
inertiaTensorFloor, collisionShapeFloor);
// The floor is a rigid body that cannot move
floorRigidBody->setIsMotionEnabled(false);
// Set the contact velocity restitution factor of the floor
floorRigidBody->setRestitution(0.5);
// Start the dynamics simulation
dynamicsWorld->start();
}
// Display function
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Display each falling box of the scene
for (int i=0; i<2; i++) {
boxes[i]->draw();
}
// Display the plane for the floor
glBegin(GL_POLYGON);
glNormal3f(0.0, 1.0, 0.0);
glVertex3f(-FLOOR_SIZE/2, 0.0, -FLOOR_SIZE/2);
glVertex3f(-FLOOR_SIZE/2, 0.0, FLOOR_SIZE/2);
glVertex3f(FLOOR_SIZE/2, 0.0, FLOOR_SIZE/2);
glVertex3f(FLOOR_SIZE/2, 0.0, -FLOOR_SIZE/2);
glEnd();
glutSwapBuffers();
}
// Reshape function
void reshape(int w, int h) {
float ratio = ((float)w / h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, w, h);
gluPerspective(45, ratio,1,1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(20.0, 4.0, 20.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
// Clean the memory allocation
void clean() {
// Destroy the rigid bodies from the dynamics world
dynamicsWorld->destroyRigidBody(boxes[0]->getRigidBodyPointer());
dynamicsWorld->destroyRigidBody(boxes[1]->getRigidBodyPointer());
dynamicsWorld->destroyRigidBody(floorRigidBody);
// Destroy the dynamics world
delete dynamicsWorld;
// Destroy the boxes
delete boxes[0];
delete boxes[1];
// Destroy the collision shapes
delete collisionShapeBox1;
delete collisionShapeBox2;
delete collisionShapeFloor;
}