reactphysics3d/testbed/scenes/heightfield/HeightFieldScene.h

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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 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. *
* *
********************************************************************************/
#ifndef HEIGHT_FIELD_SCENE_H
#define HEIGHT_FIELD_SCENE_H
// Libraries
#include "openglframework.h"
#include "reactphysics3d.h"
#include "Box.h"
#include "SceneDemo.h"
#include "HeightField.h"
namespace heightfieldscene {
// Constants
const float SCENE_RADIUS = 30.0f;
// Class HeightFieldScene
class HeightFieldScene : public SceneDemo {
static const int NB_BOXES = 10;
protected :
// -------------------- Attributes -------------------- //
Box* mBoxes[NB_BOXES];
/// Height field
HeightField* mHeightField;
/// Dynamics world used for the physics simulation
rp3d::DynamicsWorld* mDynamicsWorld;
public:
// -------------------- Methods -------------------- //
/// Constructor
HeightFieldScene(const std::string& name);
/// Destructor
virtual ~HeightFieldScene();
/// Update the physics world (take a simulation step)
/// Can be called several times per frame
virtual void updatePhysics();
/// Update the scene (take a simulation step)
virtual void update();
/// Render the scene in a single pass
virtual void renderSinglePass(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix);
/// Reset the scene
virtual void reset();
/// Return all the contact points of the scene
virtual std::vector<ContactPoint> getContactPoints() const;
};
// Return all the contact points of the scene
inline std::vector<ContactPoint> HeightFieldScene::getContactPoints() const {
return computeContactPointsOfWorld(mDynamicsWorld);
}
}
#endif