reactphysics3d/testbed/common/VisualContactPoint.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 "VisualContactPoint.h"
// Initialization of static variables
openglframework::VertexBufferObject VisualContactPoint::mVBOVertices(GL_ARRAY_BUFFER);
openglframework::VertexBufferObject VisualContactPoint::mVBONormals(GL_ARRAY_BUFFER);
openglframework::VertexBufferObject VisualContactPoint::mVBOIndices(GL_ELEMENT_ARRAY_BUFFER);
openglframework::VertexArrayObject VisualContactPoint::mVAO;
int VisualContactPoint::mNbTotalPoints = 0;
openglframework::Mesh VisualContactPoint::mMesh;
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bool VisualContactPoint::mStaticDataCreated = false;
// Constructor
VisualContactPoint::VisualContactPoint(const openglframework::Vector3& position,
const std::string& meshFolderPath)
: mColor(1.0f, 0.0f, 0.0f, 1.0f) {
// Initialize the position where the mesh will be rendered
translateWorld(position);
}
// Destructor
VisualContactPoint::~VisualContactPoint() {
}
// Load and initialize the mesh for all the contact points
void VisualContactPoint::createStaticData(const std::string& meshFolderPath) {
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if (mStaticDataCreated) return;
// Load the mesh from a file
openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "sphere.obj", mMesh);
// Calculate the normals of the mesh
mMesh.calculateNormals();
mMesh.scaleVertices(VISUAL_CONTACT_POINT_RADIUS);
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createVBOAndVAO();
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mStaticDataCreated = true;
}
// Destroy the mesh for the contact points
void VisualContactPoint::destroyStaticData() {
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if (!mStaticDataCreated) return;
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// Destroy the VBOs and VAO
mVBOIndices.destroy();
mVBOVertices.destroy();
mVBONormals.destroy();
mVAO.destroy();
mMesh.destroy();
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mStaticDataCreated = false;
}
// Render the sphere at the correct position and with the correct orientation
void VisualContactPoint::render(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix) {
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// Bind the VAO
mVAO.bind();
// Bind the shader
shader.bind();
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mVBOVertices.bind();
// Set the model to camera matrix
shader.setMatrix4x4Uniform("localToWorldMatrix", mTransformMatrix);
shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix);
// Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the
// model-view matrix)
const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * mTransformMatrix;
const openglframework::Matrix3 normalMatrix =
localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose();
shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
// Set the vertex color
openglframework::Vector4 color(mColor.r, mColor.g, mColor.b, mColor.a);
shader.setVector4Uniform("vertexColor", color, false);
// Get the location of shader attribute variables
GLint vertexPositionLoc = shader.getAttribLocation("vertexPosition");
GLint vertexNormalLoc = shader.getAttribLocation("vertexNormal", false);
glEnableVertexAttribArray(vertexPositionLoc);
glVertexAttribPointer(vertexPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL);
mVBONormals.bind();
if (vertexNormalLoc != -1) glVertexAttribPointer(vertexNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL);
if (vertexNormalLoc != -1) glEnableVertexAttribArray(vertexNormalLoc);
// For each part of the mesh
for (unsigned int i=0; i<mMesh.getNbParts(); i++) {
glDrawElements(GL_TRIANGLES, mMesh.getNbFaces(i) * 3, GL_UNSIGNED_INT, (char*)NULL);
}
glDisableVertexAttribArray(vertexPositionLoc);
if (vertexNormalLoc != -1) glDisableVertexAttribArray(vertexNormalLoc);
mVBONormals.unbind();
mVBOVertices.unbind();
// Unbind the VAO
mVAO.unbind();
// 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 VisualContactPoint::createVBOAndVAO() {
// Create the VBO for the vertices data
mVBOVertices.create();
mVBOVertices.bind();
size_t sizeVertices = mMesh.getVertices().size() * sizeof(openglframework::Vector3);
mVBOVertices.copyDataIntoVBO(sizeVertices, mMesh.getVerticesPointer(), GL_STATIC_DRAW);
mVBOVertices.unbind();
// Create the VBO for the normals data
mVBONormals.create();
mVBONormals.bind();
size_t sizeNormals = mMesh.getNormals().size() * sizeof(openglframework::Vector3);
mVBONormals.copyDataIntoVBO(sizeNormals, mMesh.getNormalsPointer(), GL_STATIC_DRAW);
mVBONormals.unbind();
// Create th VBO for the indices data
mVBOIndices.create();
mVBOIndices.bind();
size_t sizeIndices = mMesh.getIndices(0).size() * sizeof(unsigned int);
mVBOIndices.copyDataIntoVBO(sizeIndices, mMesh.getIndicesPointer(), GL_STATIC_DRAW);
mVBOIndices.unbind();
// Create the VAO for both VBOs
mVAO.create();
mVAO.bind();
// Bind the VBO of vertices
mVBOVertices.bind();
// Bind the VBO of normals
mVBONormals.bind();
// Bind the VBO of indices
mVBOIndices.bind();
// Unbind the VAO
mVAO.unbind();
}