reactphysics3d/testbed/scenes/raycast/RaycastScene.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 "RaycastScene.h"
// Namespaces
using namespace openglframework;
using namespace raycastscene;
// Constructor
RaycastScene::RaycastScene(const std::string& name, EngineSettings& settings)
: SceneDemo(name, settings, SCENE_RADIUS, false), mMeshFolderPath("meshes/"),
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mRaycastManager(mPhongShader, mMeshFolderPath), mCurrentBodyIndex(-1),
mAreNormalsDisplayed(false), mVBOVertices(GL_ARRAY_BUFFER) {
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mIsContactPointsDisplayed = true;
// Compute the radius and the center of the scene
openglframework::Vector3 center(0, 0, 0);
// Set the center of the scene
setScenePosition(center, SCENE_RADIUS);
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rp3d::WorldSettings worldSettings;
worldSettings.worldName = name;
// Create the dynamics world for the physics simulation
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mPhysicsWorld = new rp3d::CollisionWorld(worldSettings);
// ---------- Dumbbell ---------- //
// Create a convex mesh and a corresponding collision body in the dynamics world
mDumbbell = new Dumbbell(mPhysicsWorld, mMeshFolderPath);
// Set the box color
mDumbbell->setColor(mGreyColorDemo);
mDumbbell->setSleepingColor(mRedColorDemo);
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mPhysicsObjects.push_back(mDumbbell);
// ---------- Box ---------- //
// Create a box and a corresponding collision body in the dynamics world
mBox = new Box(BOX_SIZE, mPhysicsWorld, mMeshFolderPath);
mBox->getCollisionBody()->setIsActive(false);
// Set the box color
mBox->setColor(mGreyColorDemo);
mBox->setSleepingColor(mRedColorDemo);
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mPhysicsObjects.push_back(mBox);
// ---------- Sphere ---------- //
// Create a sphere and a corresponding collision body in the dynamics world
mSphere = new Sphere(SPHERE_RADIUS, mPhysicsWorld, mMeshFolderPath);
// Set the color
mSphere->setColor(mGreyColorDemo);
mSphere->setSleepingColor(mRedColorDemo);
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mPhysicsObjects.push_back(mSphere);
// ---------- Capsule ---------- //
openglframework::Vector3 position6(0, 0, 0);
// Create a cylinder and a corresponding collision body in the dynamics world
mCapsule = new Capsule(CAPSULE_RADIUS, CAPSULE_HEIGHT, mPhysicsWorld, mMeshFolderPath);
// Set the color
mCapsule->setColor(mGreyColorDemo);
mCapsule->setSleepingColor(mRedColorDemo);
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mPhysicsObjects.push_back(mCapsule);
// ---------- Convex Mesh ---------- //
// Create a convex mesh and a corresponding collision body in the dynamics world
mConvexMesh = new ConvexMesh(mPhysicsWorld, mMeshFolderPath + "convexmesh.obj");
// Set the color
mConvexMesh->setColor(mGreyColorDemo);
mConvexMesh->setSleepingColor(mRedColorDemo);
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mPhysicsObjects.push_back(mConvexMesh);
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// ---------- Concave Mesh ---------- //
// Create a convex mesh and a corresponding collision body in the dynamics world
mConcaveMesh = new ConcaveMesh(mPhysicsWorld, mMeshFolderPath + "city.obj");
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// Set the color
mConcaveMesh->setColor(mGreyColorDemo);
mConcaveMesh->setSleepingColor(mRedColorDemo);
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mPhysicsObjects.push_back(mConcaveMesh);
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// ---------- Heightfield ---------- //
// Create a convex mesh and a corresponding collision body in the dynamics world
mHeightField = new HeightField(mPhysicsWorld);
// Set the color
mHeightField->setColor(mGreyColorDemo);
mHeightField->setSleepingColor(mRedColorDemo);
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mPhysicsObjects.push_back(mHeightField);
// Create the lines that will be used for raycasting
createLines();
// Create the VBO and VAO to render the lines
createVBOAndVAO();
changeBody();
}
// Create the raycast lines
void RaycastScene::createLines() {
int nbRaysOneDimension = static_cast<int>(std::sqrt(float(NB_RAYS)));
for (int i=0; i<nbRaysOneDimension; i++) {
for (int j=0; j<nbRaysOneDimension; j++) {
float theta = i * 2.0f * PI / float(nbRaysOneDimension);
float phi = j * PI / float(nbRaysOneDimension);
// Generate a point on a sphere with spherical coordinates
float x = RAY_LENGTH * std::sin(phi) * std::cos(theta);
float y = RAY_LENGTH * std::sin(phi) * std::sin(theta);
float z = RAY_LENGTH * std::cos(phi);
// Create a line from the point on the sphere to the center of
// the scene
openglframework::Vector3 point1(x, y, z);
openglframework::Vector3 point2(0.0f, 0.0f, 0.0f);
Line* line = new Line(point1, point2);
mLines.push_back(line);
mLinePoints.push_back(point1);
mLinePoints.push_back(point2);
}
}
}
// Change the body to raycast and to display
void RaycastScene::changeBody() {
mCurrentBodyIndex++;
if (mCurrentBodyIndex >= NB_BODIES) mCurrentBodyIndex = 0;
mSphere->getCollisionBody()->setIsActive(false);
mBox->getCollisionBody()->setIsActive(false);
mCapsule->getCollisionBody()->setIsActive(false);
mConvexMesh->getCollisionBody()->setIsActive(false);
mDumbbell->getCollisionBody()->setIsActive(false);
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mConcaveMesh->getCollisionBody()->setIsActive(false);
mHeightField->getCollisionBody()->setIsActive(false);
switch(mCurrentBodyIndex) {
case 0: mSphere->getCollisionBody()->setIsActive(true);
break;
case 1: mBox->getCollisionBody()->setIsActive(true);
break;
case 2: mCapsule->getCollisionBody()->setIsActive(true);
break;
case 3: mConvexMesh->getCollisionBody()->setIsActive(true);
break;
case 4: mDumbbell->getCollisionBody()->setIsActive(true);
break;
case 5: mConcaveMesh->getCollisionBody()->setIsActive(true);
break;
case 6: mHeightField->getCollisionBody()->setIsActive(true);
break;
}
}
// Reset the scene
void RaycastScene::reset() {
std::vector<PhysicsObject*>::iterator it;
for (it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) {
(*it)->setTransform(rp3d::Transform(rp3d::Vector3::zero(), rp3d::Quaternion::identity()));
}
}
// Destructor
RaycastScene::~RaycastScene() {
// Destroy the box rigid body from the dynamics world
mPhysicsWorld->destroyCollisionBody(mBox->getCollisionBody());
delete mBox;
// Destroy the sphere
mPhysicsWorld->destroyCollisionBody(mSphere->getCollisionBody());
delete mSphere;
// Destroy the corresponding rigid body from the dynamics world
mPhysicsWorld->destroyCollisionBody(mCapsule->getCollisionBody());
// Destroy the sphere
delete mCapsule;
// Destroy the corresponding rigid body from the dynamics world
mPhysicsWorld->destroyCollisionBody(mConvexMesh->getCollisionBody());
// Destroy the convex mesh
delete mConvexMesh;
// Destroy the corresponding rigid body from the dynamics world
mPhysicsWorld->destroyCollisionBody(mDumbbell->getCollisionBody());
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// Destroy the dumbbell
delete mDumbbell;
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// Destroy the corresponding rigid body from the dynamics world
mPhysicsWorld->destroyCollisionBody(mConcaveMesh->getCollisionBody());
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// Destroy the convex mesh
delete mConcaveMesh;
// Destroy the corresponding rigid body from the dynamics world
mPhysicsWorld->destroyCollisionBody(mHeightField->getCollisionBody());
// Destroy the convex mesh
delete mHeightField;
mRaycastManager.resetPoints();
// Destroy the static data for the visual contact points
VisualContactPoint::destroyStaticData();
// Destroy the collision world
delete mPhysicsWorld;
// Destroy the lines
for (std::vector<Line*>::iterator it = mLines.begin(); it != mLines.end();
++it) {
delete (*it);
}
// Destroy the VBOs and VAO
mVBOVertices.destroy();
mVAO.destroy();
}
// Take a step for the simulation
void RaycastScene::update() {
mRaycastManager.resetPoints();
// For each line of the scene
for (std::vector<Line*>::iterator it = mLines.begin(); it != mLines.end();
++it) {
Line* line = *it;
// Create a ray corresponding to the line
openglframework::Vector3 p1 = line->getPoint1();
openglframework::Vector3 p2 = line->getPoint2();
rp3d::Vector3 point1(p1.x, p1.y, p1.z);
rp3d::Vector3 point2(p2.x, p2.y, p2.z);
rp3d::Ray ray(point1, point2);
// Perform a raycast query on the physics world by passing a raycast
// callback class in argument.
mPhysicsWorld->raycast(ray, &mRaycastManager);
}
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SceneDemo::update();
}
// Render the scene
void RaycastScene::renderSinglePass(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) {
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// Bind the VAO
mVAO.bind();
// Bind the shader
mColorShader.bind();
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mVBOVertices.bind();
// Set the model to camera matrix
const Matrix4 localToCameraMatrix = Matrix4::identity();
mColorShader.setMatrix4x4Uniform("localToWorldMatrix", localToCameraMatrix);
mColorShader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix);
// Set the vertex color
openglframework::Vector4 color(1, 0.55f, 0, 1);
mColorShader.setVector4Uniform("vertexColor", color, false);
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// Get the location of shader attribute variables
GLint vertexPositionLoc = mColorShader.getAttribLocation("vertexPosition");
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glEnableVertexAttribArray(vertexPositionLoc);
glVertexAttribPointer(vertexPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL);
// Draw the lines
glDrawArrays(GL_LINES, 0, mLinePoints.size() * 2);
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glDisableVertexAttribArray(vertexPositionLoc);
mVBOVertices.unbind();
// Unbind the VAO
mVAO.unbind();
mColorShader.unbind();
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// Bind the shader
shader.bind();
// Render all the physics objects of the scene
for (std::vector<PhysicsObject*>::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) {
if ((*it)->getCollisionBody()->isActive()) {
(*it)->render(shader, worldToCameraMatrix);
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}
}
// Unbind the shader
shader.unbind();
}
// Create the Vertex Buffer Objects used to render with OpenGL.
/// We create two VBOs (one for vertices and one for indices)
void RaycastScene::createVBOAndVAO() {
// Create the VBO for the vertices data
mVBOVertices.create();
mVBOVertices.bind();
size_t sizeVertices = mLinePoints.size() * sizeof(openglframework::Vector3);
mVBOVertices.copyDataIntoVBO(sizeVertices, &mLinePoints[0], GL_STATIC_DRAW);
mVBOVertices.unbind();
// Create the VAO for both VBOs
mVAO.create();
mVAO.bind();
// Bind the VBO of vertices
mVBOVertices.bind();
// Unbind the VAO
mVAO.unbind();
}
// Called when a keyboard event occurs
bool RaycastScene::keyboardEvent(int key, int scancode, int action, int mods) {
// If the space key has been pressed
if (key == GLFW_KEY_SPACE && action == GLFW_PRESS) {
changeBody();
return true;
}
return false;
}