2015-04-08 18:47:55 +00:00
|
|
|
/********************************************************************************
|
|
|
|
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
|
2016-04-11 18:15:20 +00:00
|
|
|
* Copyright (c) 2010-2016 Daniel Chappuis *
|
2015-04-08 18:47:55 +00:00
|
|
|
*********************************************************************************
|
|
|
|
* *
|
|
|
|
* 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
|
2015-04-15 21:11:27 +00:00
|
|
|
#include "CollisionShapesScene.h"
|
2015-04-08 18:47:55 +00:00
|
|
|
|
|
|
|
// Namespaces
|
|
|
|
using namespace openglframework;
|
2015-04-15 21:11:27 +00:00
|
|
|
using namespace collisionshapesscene;
|
2015-04-08 18:47:55 +00:00
|
|
|
|
|
|
|
// Constructor
|
2015-04-15 21:11:27 +00:00
|
|
|
CollisionShapesScene::CollisionShapesScene(const std::string& name)
|
2015-07-29 16:15:20 +00:00
|
|
|
: SceneDemo(name, SCENE_RADIUS) {
|
2015-04-15 21:11:27 +00:00
|
|
|
|
|
|
|
std::string meshFolderPath("meshes/");
|
2015-04-08 18:47:55 +00:00
|
|
|
|
|
|
|
// Compute the radius and the center of the scene
|
|
|
|
openglframework::Vector3 center(0, 5, 0);
|
|
|
|
|
|
|
|
// Set the center of the scene
|
2015-07-29 16:15:20 +00:00
|
|
|
setScenePosition(center, SCENE_RADIUS);
|
2015-04-08 18:47:55 +00:00
|
|
|
|
|
|
|
// Gravity vector in the dynamics world
|
|
|
|
rp3d::Vector3 gravity(0, -9.81, 0);
|
|
|
|
|
|
|
|
// Create the dynamics world for the physics simulation
|
2015-04-20 21:23:46 +00:00
|
|
|
mDynamicsWorld = new rp3d::DynamicsWorld(gravity);
|
2015-04-08 18:47:55 +00:00
|
|
|
|
|
|
|
float radius = 3.0f;
|
|
|
|
|
|
|
|
for (int i=0; i<NB_COMPOUND_SHAPES; i++) {
|
|
|
|
|
|
|
|
// Position
|
|
|
|
float angle = i * 30.0f;
|
|
|
|
openglframework::Vector3 position(radius * cos(angle),
|
|
|
|
100 + i * (DUMBBELL_HEIGHT + 0.3f),
|
|
|
|
radius * sin(angle));
|
|
|
|
|
|
|
|
// Create a convex mesh and a corresponding rigid in the dynamics world
|
2015-07-29 16:15:20 +00:00
|
|
|
Dumbbell* dumbbell = new Dumbbell(position, mDynamicsWorld, meshFolderPath);
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-08-08 09:40:37 +00:00
|
|
|
// Set the box color
|
|
|
|
dumbbell->setColor(mDemoColors[i % mNbDemoColors]);
|
|
|
|
dumbbell->setSleepingColor(mRedColorDemo);
|
|
|
|
|
2015-04-08 18:47:55 +00:00
|
|
|
// Change the material properties of the rigid body
|
|
|
|
rp3d::Material& material = dumbbell->getRigidBody()->getMaterial();
|
|
|
|
material.setBounciness(rp3d::decimal(0.2));
|
|
|
|
|
|
|
|
// Add the mesh the list of dumbbells in the scene
|
|
|
|
mDumbbells.push_back(dumbbell);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create all the boxes of the scene
|
|
|
|
for (int i=0; i<NB_BOXES; i++) {
|
|
|
|
|
|
|
|
// Position
|
|
|
|
float angle = i * 30.0f;
|
|
|
|
openglframework::Vector3 position(radius * cos(angle),
|
|
|
|
60 + i * (BOX_SIZE.y + 0.8f),
|
|
|
|
radius * sin(angle));
|
|
|
|
|
|
|
|
// Create a sphere and a corresponding rigid in the dynamics world
|
2017-01-27 23:22:22 +00:00
|
|
|
Box* box = new Box(BOX_SIZE, position , BOX_MASS, mDynamicsWorld, mMeshFolderPath);
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-08-08 09:40:37 +00:00
|
|
|
// Set the box color
|
|
|
|
box->setColor(mDemoColors[i % mNbDemoColors]);
|
|
|
|
box->setSleepingColor(mRedColorDemo);
|
|
|
|
|
2015-04-08 18:47:55 +00:00
|
|
|
// Change the material properties of the rigid body
|
|
|
|
rp3d::Material& material = box->getRigidBody()->getMaterial();
|
|
|
|
material.setBounciness(rp3d::decimal(0.2));
|
|
|
|
|
|
|
|
// Add the sphere the list of sphere in the scene
|
|
|
|
mBoxes.push_back(box);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create all the spheres of the scene
|
2016-03-21 20:55:02 +00:00
|
|
|
for (int i=0; i<NB_SPHERES; i++) {
|
2015-04-08 18:47:55 +00:00
|
|
|
|
|
|
|
// Position
|
|
|
|
float angle = i * 35.0f;
|
|
|
|
openglframework::Vector3 position(radius * cos(angle),
|
|
|
|
50 + i * (SPHERE_RADIUS + 0.8f),
|
|
|
|
radius * sin(angle));
|
|
|
|
|
|
|
|
// Create a sphere and a corresponding rigid in the dynamics world
|
|
|
|
Sphere* sphere = new Sphere(SPHERE_RADIUS, position , BOX_MASS, mDynamicsWorld,
|
2015-07-29 16:15:20 +00:00
|
|
|
meshFolderPath);
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2016-03-21 20:55:02 +00:00
|
|
|
// Add some rolling resistance
|
|
|
|
sphere->getRigidBody()->getMaterial().setRollingResistance(0.08);
|
|
|
|
|
2015-08-08 09:40:37 +00:00
|
|
|
// Set the box color
|
|
|
|
sphere->setColor(mDemoColors[i % mNbDemoColors]);
|
|
|
|
sphere->setSleepingColor(mRedColorDemo);
|
|
|
|
|
2015-04-08 18:47:55 +00:00
|
|
|
// Change the material properties of the rigid body
|
|
|
|
rp3d::Material& material = sphere->getRigidBody()->getMaterial();
|
|
|
|
material.setBounciness(rp3d::decimal(0.2));
|
|
|
|
|
|
|
|
// Add the sphere the list of sphere in the scene
|
|
|
|
mSpheres.push_back(sphere);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create all the capsules of the scene
|
|
|
|
for (int i=0; i<NB_CAPSULES; i++) {
|
|
|
|
|
|
|
|
// Position
|
|
|
|
float angle = i * 45.0f;
|
|
|
|
openglframework::Vector3 position(radius * cos(angle),
|
|
|
|
15 + i * (CAPSULE_HEIGHT + 0.3f),
|
|
|
|
radius * sin(angle));
|
|
|
|
|
|
|
|
// Create a cylinder and a corresponding rigid in the dynamics world
|
|
|
|
Capsule* capsule = new Capsule(CAPSULE_RADIUS, CAPSULE_HEIGHT, position ,
|
2015-07-29 16:15:20 +00:00
|
|
|
CAPSULE_MASS, mDynamicsWorld, meshFolderPath);
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2016-03-21 20:55:02 +00:00
|
|
|
capsule->getRigidBody()->getMaterial().setRollingResistance(0.08);
|
|
|
|
|
2015-08-08 09:40:37 +00:00
|
|
|
// Set the box color
|
|
|
|
capsule->setColor(mDemoColors[i % mNbDemoColors]);
|
|
|
|
capsule->setSleepingColor(mRedColorDemo);
|
|
|
|
|
2015-04-08 18:47:55 +00:00
|
|
|
// Change the material properties of the rigid body
|
|
|
|
rp3d::Material& material = capsule->getRigidBody()->getMaterial();
|
|
|
|
material.setBounciness(rp3d::decimal(0.2));
|
|
|
|
|
|
|
|
// Add the cylinder the list of sphere in the scene
|
|
|
|
mCapsules.push_back(capsule);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create all the convex meshes of the scene
|
|
|
|
for (int i=0; i<NB_MESHES; i++) {
|
|
|
|
|
|
|
|
// Position
|
|
|
|
float angle = i * 30.0f;
|
|
|
|
openglframework::Vector3 position(radius * cos(angle),
|
|
|
|
5 + i * (CAPSULE_HEIGHT + 0.3f),
|
|
|
|
radius * sin(angle));
|
|
|
|
|
|
|
|
// Create a convex mesh and a corresponding rigid in the dynamics world
|
2016-04-07 06:39:17 +00:00
|
|
|
ConvexMesh* mesh = new ConvexMesh(position, MESH_MASS, mDynamicsWorld, meshFolderPath + "convexmesh.obj");
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-08-08 09:40:37 +00:00
|
|
|
// Set the box color
|
|
|
|
mesh->setColor(mDemoColors[i % mNbDemoColors]);
|
|
|
|
mesh->setSleepingColor(mRedColorDemo);
|
|
|
|
|
2015-04-08 18:47:55 +00:00
|
|
|
// Change the material properties of the rigid body
|
|
|
|
rp3d::Material& material = mesh->getRigidBody()->getMaterial();
|
|
|
|
material.setBounciness(rp3d::decimal(0.2));
|
|
|
|
|
|
|
|
// Add the mesh the list of sphere in the scene
|
|
|
|
mConvexMeshes.push_back(mesh);
|
|
|
|
}
|
|
|
|
|
2016-02-14 18:36:56 +00:00
|
|
|
// ---------- Create the floor ---------
|
|
|
|
|
2015-04-08 18:47:55 +00:00
|
|
|
openglframework::Vector3 floorPosition(0, 0, 0);
|
2017-01-27 23:22:22 +00:00
|
|
|
mFloor = new Box(FLOOR_SIZE, floorPosition, FLOOR_MASS, mDynamicsWorld, mMeshFolderPath);
|
2015-08-08 09:40:37 +00:00
|
|
|
|
|
|
|
// Set the box color
|
|
|
|
mFloor->setColor(mGreyColorDemo);
|
2015-08-11 16:32:45 +00:00
|
|
|
mFloor->setSleepingColor(mGreyColorDemo);
|
2015-04-08 18:47:55 +00:00
|
|
|
|
|
|
|
// The floor must be a static rigid body
|
2016-07-08 05:25:37 +00:00
|
|
|
mFloor->getRigidBody()->setType(rp3d::BodyType::STATIC);
|
2015-04-08 18:47:55 +00:00
|
|
|
|
|
|
|
// Change the material properties of the rigid body
|
|
|
|
rp3d::Material& material = mFloor->getRigidBody()->getMaterial();
|
|
|
|
material.setBounciness(rp3d::decimal(0.2));
|
2015-07-11 16:35:58 +00:00
|
|
|
|
2016-02-14 18:36:56 +00:00
|
|
|
// ---------- Create the triangular mesh ---------- //
|
|
|
|
|
|
|
|
/*
|
|
|
|
// Position
|
|
|
|
openglframework::Vector3 position(0, 0, 0);
|
|
|
|
rp3d::decimal mass = 1.0;
|
|
|
|
|
|
|
|
// Create a convex mesh and a corresponding rigid in the dynamics world
|
|
|
|
mConcaveMesh = new ConcaveMesh(position, mass, mDynamicsWorld, meshFolderPath);
|
|
|
|
|
|
|
|
// Set the mesh as beeing static
|
|
|
|
mConcaveMesh->getRigidBody()->setType(rp3d::STATIC);
|
|
|
|
|
|
|
|
// Set the box color
|
|
|
|
mConcaveMesh->setColor(mDemoColors[0]);
|
|
|
|
mConcaveMesh->setSleepingColor(mRedColorDemo);
|
|
|
|
|
|
|
|
// Change the material properties of the rigid body
|
|
|
|
rp3d::Material& material = mConcaveMesh->getRigidBody()->getMaterial();
|
|
|
|
material.setBounciness(rp3d::decimal(0.2));
|
|
|
|
material.setFrictionCoefficient(0.1);
|
|
|
|
*/
|
|
|
|
|
2015-07-11 16:35:58 +00:00
|
|
|
// Get the physics engine parameters
|
|
|
|
mEngineSettings.isGravityEnabled = mDynamicsWorld->isGravityEnabled();
|
|
|
|
rp3d::Vector3 gravityVector = mDynamicsWorld->getGravity();
|
|
|
|
mEngineSettings.gravity = openglframework::Vector3(gravityVector.x, gravityVector.y, gravityVector.z);
|
|
|
|
mEngineSettings.isSleepingEnabled = mDynamicsWorld->isSleepingEnabled();
|
|
|
|
mEngineSettings.sleepLinearVelocity = mDynamicsWorld->getSleepLinearVelocity();
|
|
|
|
mEngineSettings.sleepAngularVelocity = mDynamicsWorld->getSleepAngularVelocity();
|
|
|
|
mEngineSettings.nbPositionSolverIterations = mDynamicsWorld->getNbIterationsPositionSolver();
|
|
|
|
mEngineSettings.nbVelocitySolverIterations = mDynamicsWorld->getNbIterationsVelocitySolver();
|
|
|
|
mEngineSettings.timeBeforeSleep = mDynamicsWorld->getTimeBeforeSleep();
|
2015-04-08 18:47:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Destructor
|
2015-04-15 21:11:27 +00:00
|
|
|
CollisionShapesScene::~CollisionShapesScene() {
|
2015-04-08 18:47:55 +00:00
|
|
|
|
|
|
|
// Destroy all the boxes of the scene
|
|
|
|
for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
|
|
|
|
|
|
|
|
// Destroy the corresponding rigid body from the dynamics world
|
|
|
|
mDynamicsWorld->destroyRigidBody((*it)->getRigidBody());
|
|
|
|
|
|
|
|
// Destroy the box
|
|
|
|
delete (*it);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Destroy all the sphere of the scene
|
|
|
|
for (std::vector<Sphere*>::iterator it = mSpheres.begin(); it != mSpheres.end(); ++it) {
|
|
|
|
|
|
|
|
// Destroy the corresponding rigid body from the dynamics world
|
|
|
|
mDynamicsWorld->destroyRigidBody((*it)->getRigidBody());
|
|
|
|
|
|
|
|
// Destroy the sphere
|
|
|
|
delete (*it);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Destroy all the capsules of the scene
|
|
|
|
for (std::vector<Capsule*>::iterator it = mCapsules.begin(); it != mCapsules.end(); ++it) {
|
|
|
|
|
|
|
|
// Destroy the corresponding rigid body from the dynamics world
|
|
|
|
mDynamicsWorld->destroyRigidBody((*it)->getRigidBody());
|
|
|
|
|
|
|
|
// Destroy the sphere
|
|
|
|
delete (*it);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Destroy all the convex meshes of the scene
|
|
|
|
for (std::vector<ConvexMesh*>::iterator it = mConvexMeshes.begin();
|
|
|
|
it != mConvexMeshes.end(); ++it) {
|
|
|
|
|
|
|
|
// Destroy the corresponding rigid body from the dynamics world
|
|
|
|
mDynamicsWorld->destroyRigidBody((*it)->getRigidBody());
|
|
|
|
|
|
|
|
// Destroy the convex mesh
|
|
|
|
delete (*it);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Destroy all the dumbbell of the scene
|
|
|
|
for (std::vector<Dumbbell*>::iterator it = mDumbbells.begin();
|
|
|
|
it != mDumbbells.end(); ++it) {
|
|
|
|
|
|
|
|
// Destroy the corresponding rigid body from the dynamics world
|
|
|
|
mDynamicsWorld->destroyRigidBody((*it)->getRigidBody());
|
|
|
|
|
|
|
|
// Destroy the convex mesh
|
|
|
|
delete (*it);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Destroy the rigid body of the floor
|
|
|
|
mDynamicsWorld->destroyRigidBody(mFloor->getRigidBody());
|
2016-02-14 18:36:56 +00:00
|
|
|
//mDynamicsWorld->destroyRigidBody(mConcaveMesh->getRigidBody());
|
2015-04-08 18:47:55 +00:00
|
|
|
|
|
|
|
// Destroy the floor
|
|
|
|
delete mFloor;
|
|
|
|
|
2016-02-14 18:36:56 +00:00
|
|
|
// Destroy the convex mesh
|
|
|
|
//delete mConcaveMesh;
|
|
|
|
|
2015-04-08 18:47:55 +00:00
|
|
|
// Destroy the dynamics world
|
|
|
|
delete mDynamicsWorld;
|
|
|
|
}
|
|
|
|
|
2015-04-20 21:23:46 +00:00
|
|
|
// Update the physics world (take a simulation step)
|
|
|
|
void CollisionShapesScene::updatePhysics() {
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-07-11 16:35:58 +00:00
|
|
|
// Update the physics engine parameters
|
|
|
|
mDynamicsWorld->setIsGratityEnabled(mEngineSettings.isGravityEnabled);
|
|
|
|
rp3d::Vector3 gravity(mEngineSettings.gravity.x, mEngineSettings.gravity.y,
|
|
|
|
mEngineSettings.gravity.z);
|
|
|
|
mDynamicsWorld->setGravity(gravity);
|
|
|
|
mDynamicsWorld->enableSleeping(mEngineSettings.isSleepingEnabled);
|
|
|
|
mDynamicsWorld->setSleepLinearVelocity(mEngineSettings.sleepLinearVelocity);
|
|
|
|
mDynamicsWorld->setSleepAngularVelocity(mEngineSettings.sleepAngularVelocity);
|
|
|
|
mDynamicsWorld->setNbIterationsPositionSolver(mEngineSettings.nbPositionSolverIterations);
|
|
|
|
mDynamicsWorld->setNbIterationsVelocitySolver(mEngineSettings.nbVelocitySolverIterations);
|
|
|
|
mDynamicsWorld->setTimeBeforeSleep(mEngineSettings.timeBeforeSleep);
|
|
|
|
|
2015-04-15 21:11:27 +00:00
|
|
|
// Take a simulation step
|
2015-04-20 21:23:46 +00:00
|
|
|
mDynamicsWorld->update(mEngineSettings.timeStep);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Take a step for the simulation
|
|
|
|
void CollisionShapesScene::update() {
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-08-11 16:32:45 +00:00
|
|
|
SceneDemo::update();
|
|
|
|
|
2015-04-15 21:11:27 +00:00
|
|
|
// Update the position and orientation of the boxes
|
|
|
|
for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-04-15 21:11:27 +00:00
|
|
|
// Update the transform used for the rendering
|
2015-04-20 21:23:46 +00:00
|
|
|
(*it)->updateTransform(mInterpolationFactor);
|
2015-04-15 21:11:27 +00:00
|
|
|
}
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-04-15 21:11:27 +00:00
|
|
|
// Update the position and orientation of the sphere
|
|
|
|
for (std::vector<Sphere*>::iterator it = mSpheres.begin(); it != mSpheres.end(); ++it) {
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-04-15 21:11:27 +00:00
|
|
|
// Update the transform used for the rendering
|
2015-04-20 21:23:46 +00:00
|
|
|
(*it)->updateTransform(mInterpolationFactor);
|
2015-04-15 21:11:27 +00:00
|
|
|
}
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-04-15 21:11:27 +00:00
|
|
|
// Update the position and orientation of the capsules
|
|
|
|
for (std::vector<Capsule*>::iterator it = mCapsules.begin(); it != mCapsules.end(); ++it) {
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-04-15 21:11:27 +00:00
|
|
|
// Update the transform used for the rendering
|
2015-04-20 21:23:46 +00:00
|
|
|
(*it)->updateTransform(mInterpolationFactor);
|
2015-04-15 21:11:27 +00:00
|
|
|
}
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-04-15 21:11:27 +00:00
|
|
|
// Update the position and orientation of the convex meshes
|
|
|
|
for (std::vector<ConvexMesh*>::iterator it = mConvexMeshes.begin();
|
|
|
|
it != mConvexMeshes.end(); ++it) {
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-04-15 21:11:27 +00:00
|
|
|
// Update the transform used for the rendering
|
2015-04-20 21:23:46 +00:00
|
|
|
(*it)->updateTransform(mInterpolationFactor);
|
2015-04-15 21:11:27 +00:00
|
|
|
}
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-04-15 21:11:27 +00:00
|
|
|
// Update the position and orientation of the dumbbells
|
|
|
|
for (std::vector<Dumbbell*>::iterator it = mDumbbells.begin();
|
|
|
|
it != mDumbbells.end(); ++it) {
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-04-15 21:11:27 +00:00
|
|
|
// Update the transform used for the rendering
|
2015-04-20 21:23:46 +00:00
|
|
|
(*it)->updateTransform(mInterpolationFactor);
|
2015-04-08 18:47:55 +00:00
|
|
|
}
|
2015-04-15 21:11:27 +00:00
|
|
|
|
2016-02-14 18:36:56 +00:00
|
|
|
//mConcaveMesh->updateTransform(mInterpolationFactor);
|
|
|
|
|
2015-04-20 21:23:46 +00:00
|
|
|
mFloor->updateTransform(mInterpolationFactor);
|
2015-04-08 18:47:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Render the scene
|
2015-07-29 16:15:20 +00:00
|
|
|
void CollisionShapesScene::renderSinglePass(openglframework::Shader& shader,
|
|
|
|
const openglframework::Matrix4& worldToCameraMatrix) {
|
2015-04-08 18:47:55 +00:00
|
|
|
|
|
|
|
// Bind the shader
|
2015-07-29 16:15:20 +00:00
|
|
|
shader.bind();
|
2015-04-08 18:47:55 +00:00
|
|
|
|
|
|
|
// Render all the boxes of the scene
|
|
|
|
for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
|
2017-01-27 23:22:22 +00:00
|
|
|
(*it)->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
2015-04-08 18:47:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Render all the sphere of the scene
|
|
|
|
for (std::vector<Sphere*>::iterator it = mSpheres.begin(); it != mSpheres.end(); ++it) {
|
2017-01-27 23:22:22 +00:00
|
|
|
(*it)->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
2015-04-08 18:47:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Render all the capsules of the scene
|
|
|
|
for (std::vector<Capsule*>::iterator it = mCapsules.begin(); it != mCapsules.end(); ++it) {
|
2017-01-27 23:22:22 +00:00
|
|
|
(*it)->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
2015-04-08 18:47:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Render all the convex meshes of the scene
|
|
|
|
for (std::vector<ConvexMesh*>::iterator it = mConvexMeshes.begin();
|
|
|
|
it != mConvexMeshes.end(); ++it) {
|
2017-01-27 23:22:22 +00:00
|
|
|
(*it)->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
2015-04-08 18:47:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Render all the dumbbells of the scene
|
|
|
|
for (std::vector<Dumbbell*>::iterator it = mDumbbells.begin();
|
|
|
|
it != mDumbbells.end(); ++it) {
|
2017-01-27 23:22:22 +00:00
|
|
|
(*it)->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
2015-04-08 18:47:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Render the floor
|
2017-01-27 23:22:22 +00:00
|
|
|
mFloor->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2016-02-14 18:36:56 +00:00
|
|
|
//mConcaveMesh->render(shader, worldToCameraMatrix);
|
|
|
|
|
2015-04-08 18:47:55 +00:00
|
|
|
// Unbind the shader
|
2015-07-29 16:15:20 +00:00
|
|
|
shader.unbind();
|
2015-04-08 18:47:55 +00:00
|
|
|
}
|
2015-04-15 21:11:27 +00:00
|
|
|
|
|
|
|
/// Reset the scene
|
|
|
|
void CollisionShapesScene::reset() {
|
|
|
|
|
2015-06-25 20:28:11 +00:00
|
|
|
float radius = 3.0f;
|
|
|
|
|
|
|
|
for (int i=0; i<NB_COMPOUND_SHAPES; i++) {
|
|
|
|
|
|
|
|
// Position
|
|
|
|
float angle = i * 30.0f;
|
|
|
|
openglframework::Vector3 position(radius * cos(angle),
|
|
|
|
100 + i * (DUMBBELL_HEIGHT + 0.3f),
|
|
|
|
radius * sin(angle));
|
|
|
|
|
|
|
|
// Initial position and orientation of the rigid body
|
|
|
|
rp3d::Vector3 initPosition(position.x, position.y, position.z);
|
|
|
|
rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
|
|
|
|
rp3d::Transform transform(initPosition, initOrientation);
|
|
|
|
|
|
|
|
// Reset the transform
|
2017-01-28 14:23:05 +00:00
|
|
|
mDumbbells[i]->setTransform(transform);
|
2015-06-25 20:28:11 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Create all the boxes of the scene
|
|
|
|
for (int i=0; i<NB_BOXES; i++) {
|
|
|
|
|
|
|
|
// Position
|
|
|
|
float angle = i * 30.0f;
|
|
|
|
openglframework::Vector3 position(radius * cos(angle),
|
|
|
|
60 + i * (BOX_SIZE.y + 0.8f),
|
|
|
|
radius * sin(angle));
|
|
|
|
|
|
|
|
// Initial position and orientation of the rigid body
|
|
|
|
rp3d::Vector3 initPosition(position.x, position.y, position.z);
|
|
|
|
rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
|
|
|
|
rp3d::Transform transform(initPosition, initOrientation);
|
|
|
|
|
|
|
|
// Reset the transform
|
2017-01-28 14:23:05 +00:00
|
|
|
mBoxes[i]->setTransform(transform);
|
2015-06-25 20:28:11 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Create all the spheres of the scene
|
2016-03-21 20:55:02 +00:00
|
|
|
for (int i=0; i<NB_SPHERES; i++) {
|
2015-06-25 20:28:11 +00:00
|
|
|
|
|
|
|
// Position
|
|
|
|
float angle = i * 35.0f;
|
|
|
|
openglframework::Vector3 position(radius * cos(angle),
|
|
|
|
50 + i * (SPHERE_RADIUS + 0.8f),
|
|
|
|
radius * sin(angle));
|
|
|
|
|
|
|
|
// Initial position and orientation of the rigid body
|
|
|
|
rp3d::Vector3 initPosition(position.x, position.y, position.z);
|
|
|
|
rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
|
|
|
|
rp3d::Transform transform(initPosition, initOrientation);
|
|
|
|
|
|
|
|
// Reset the transform
|
2017-01-28 14:23:05 +00:00
|
|
|
mSpheres[i]->setTransform(transform);
|
2015-06-25 20:28:11 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Create all the capsules of the scene
|
|
|
|
for (int i=0; i<NB_CAPSULES; i++) {
|
|
|
|
|
|
|
|
// Position
|
|
|
|
float angle = i * 45.0f;
|
|
|
|
openglframework::Vector3 position(radius * cos(angle),
|
|
|
|
15 + i * (CAPSULE_HEIGHT + 0.3f),
|
|
|
|
radius * sin(angle));
|
|
|
|
|
|
|
|
// Initial position and orientation of the rigid body
|
|
|
|
rp3d::Vector3 initPosition(position.x, position.y, position.z);
|
|
|
|
rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
|
|
|
|
rp3d::Transform transform(initPosition, initOrientation);
|
|
|
|
|
|
|
|
// Reset the transform
|
2017-01-28 14:23:05 +00:00
|
|
|
mCapsules[i]->setTransform(transform);
|
2015-06-25 20:28:11 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Create all the convex meshes of the scene
|
|
|
|
for (int i=0; i<NB_MESHES; i++) {
|
|
|
|
|
|
|
|
// Position
|
|
|
|
float angle = i * 30.0f;
|
|
|
|
openglframework::Vector3 position(radius * cos(angle),
|
|
|
|
5 + i * (CAPSULE_HEIGHT + 0.3f),
|
|
|
|
radius * sin(angle));
|
|
|
|
|
|
|
|
// Initial position and orientation of the rigid body
|
|
|
|
rp3d::Vector3 initPosition(position.x, position.y, position.z);
|
|
|
|
rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
|
|
|
|
rp3d::Transform transform(initPosition, initOrientation);
|
|
|
|
|
|
|
|
// Reset the transform
|
2017-01-28 14:23:05 +00:00
|
|
|
mConvexMeshes[i]->setTransform(transform);
|
2015-06-25 20:28:11 +00:00
|
|
|
}
|
2015-04-15 21:11:27 +00:00
|
|
|
}
|