Working on demo scenes in testbed application
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@ -30,25 +30,25 @@ using namespace reactphysics3d;
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// Constructor
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/**
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* @param nbWidthGridPoints Number of grid points along the width of the height field
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* @param nbLengthGridPoints Number of grid points along the length of the height field
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* @param nbGridColumns Number of columns in the grid of the height field
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* @param nbGridRows Number of rows in the grid of the height field
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* @param minHeight Minimum height value of the height field
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* @param maxHeight Maximum height value of the height field
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* @param heightFieldData Pointer to the first height value data
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* @param heightFieldData Pointer to the first height value data (note that values are shared and not copied)
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* @param dataType Data type for the height values (int, float, double)
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* @param upAxis Integer representing the up axis direction (0 for x, 1 for y and 2 for z)
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* @param integerHeightScale Scaling factor used to scale the height values
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* @param integerHeightScale Scaling factor used to scale the height values (only when height values type is integer)
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*/
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HeightFieldShape::HeightFieldShape(int nbWidthGridPoints, int nbLengthGridPoints, decimal minHeight, decimal maxHeight,
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HeightFieldShape::HeightFieldShape(int nbGridColumns, int nbGridRows, decimal minHeight, decimal maxHeight,
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const void* heightFieldData, HeightDataType dataType, int upAxis,
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decimal integerHeightScale)
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: ConcaveShape(HEIGHTFIELD), mNbWidthGridPoints(nbWidthGridPoints), mNbLengthGridPoints(nbLengthGridPoints),
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mWidth(nbWidthGridPoints - 1), mLength(nbLengthGridPoints - 1), mMinHeight(minHeight),
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: ConcaveShape(HEIGHTFIELD), mNbColumns(nbGridColumns), mNbRows(nbGridRows),
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mWidth(nbGridColumns - 1), mLength(nbGridRows - 1), mMinHeight(minHeight),
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mMaxHeight(maxHeight), mUpAxis(upAxis), mIntegerHeightScale(integerHeightScale),
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mHeightDataType(dataType) {
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assert(nbWidthGridPoints >= 2);
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assert(nbLengthGridPoints >= 2);
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assert(nbGridColumns >= 2);
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assert(nbGridRows >= 2);
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assert(mWidth >= 1);
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assert(mLength >= 1);
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assert(minHeight <= maxHeight);
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@ -108,27 +108,27 @@ void HeightFieldShape::testAllTriangles(TriangleCallback& callback, const AABB&
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// Compute the starting and ending coords of the sub-grid according to the up axis
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int iMin, iMax, jMin, jMax;
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switch(mUpAxis) {
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case 0 : iMin = clamp(minGridCoords[1], 0, mNbWidthGridPoints - 1);
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iMax = clamp(maxGridCoords[1], 0, mNbWidthGridPoints - 1);
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jMin = clamp(minGridCoords[2], 0, mNbLengthGridPoints - 1);
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jMax = clamp(maxGridCoords[2], 0, mNbLengthGridPoints - 1);
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case 0 : iMin = clamp(minGridCoords[1], 0, mNbColumns - 1);
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iMax = clamp(maxGridCoords[1], 0, mNbColumns - 1);
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jMin = clamp(minGridCoords[2], 0, mNbRows - 1);
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jMax = clamp(maxGridCoords[2], 0, mNbRows - 1);
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break;
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case 1 : iMin = clamp(minGridCoords[0], 0, mNbWidthGridPoints - 1);
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iMax = clamp(maxGridCoords[0], 0, mNbWidthGridPoints - 1);
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jMin = clamp(minGridCoords[2], 0, mNbLengthGridPoints - 1);
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jMax = clamp(maxGridCoords[2], 0, mNbLengthGridPoints - 1);
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case 1 : iMin = clamp(minGridCoords[0], 0, mNbColumns - 1);
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iMax = clamp(maxGridCoords[0], 0, mNbColumns - 1);
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jMin = clamp(minGridCoords[2], 0, mNbRows - 1);
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jMax = clamp(maxGridCoords[2], 0, mNbRows - 1);
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break;
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case 2 : iMin = clamp(minGridCoords[0], 0, mNbWidthGridPoints - 1);
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iMax = clamp(maxGridCoords[0], 0, mNbWidthGridPoints - 1);
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jMin = clamp(minGridCoords[1], 0, mNbLengthGridPoints - 1);
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jMax = clamp(maxGridCoords[1], 0, mNbLengthGridPoints - 1);
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case 2 : iMin = clamp(minGridCoords[0], 0, mNbColumns - 1);
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iMax = clamp(maxGridCoords[0], 0, mNbColumns - 1);
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jMin = clamp(minGridCoords[1], 0, mNbRows - 1);
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jMax = clamp(maxGridCoords[1], 0, mNbRows - 1);
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break;
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}
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assert(iMin >= 0 && iMin < mNbWidthGridPoints);
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assert(iMax >= 0 && iMax < mNbWidthGridPoints);
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assert(jMin >= 0 && jMin < mNbLengthGridPoints);
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assert(jMax >= 0 && jMax < mNbLengthGridPoints);
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assert(iMin >= 0 && iMin < mNbColumns);
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assert(iMax >= 0 && iMax < mNbColumns);
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assert(jMin >= 0 && jMin < mNbRows);
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assert(jMax >= 0 && jMax < mNbRows);
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// For each sub-grid points (except the last ones one each dimension)
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for (int i = iMin; i < iMax; i++) {
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@ -67,14 +67,17 @@ class TriangleOverlapCallback : public TriangleCallback {
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virtual void testTriangle(const Vector3* trianglePoints);
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};
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// TODO : Implement raycasting for this shape
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// TODO : Implement smooth collision mesh for this shape
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// Class HeightFieldShape
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/**
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* This class represents a static height field that can be used to represent
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* a terrain.
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* a terrain. The height field is made of a grid with rows and columns with a
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* height value at each grid point. Note that the height values are not copied into the shape
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* but are shared instead. The height values can be of type integer, float or double.
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* When creating a HeightFieldShape, you need to specify the minimum and maximum height value of
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* your height field. Note that the HeightFieldShape will be re-centered based on its AABB. It means
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* that for instance, if the minimum height value is -200 and the maximum value is 400, the final
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* minimum height of the field in the simulation will be -300 and the maximum height will be 300.
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*/
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class HeightFieldShape : public ConcaveShape {
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@ -87,11 +90,11 @@ class HeightFieldShape : public ConcaveShape {
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// -------------------- Attributes -------------------- //
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/// Number of grid points in the width dimension
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int mNbWidthGridPoints;
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/// Number of columns in the grid of the height field
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int mNbColumns;
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/// Number of grid points in the length dimension
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int mNbLengthGridPoints;
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/// Number of rows in the grid of the height field
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int mNbRows;
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/// Height field width
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decimal mWidth;
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@ -164,6 +167,15 @@ class HeightFieldShape : public ConcaveShape {
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/// Destructor
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~HeightFieldShape();
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/// Return the number of rows in the height field
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int getNbRows() const;
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/// Return the number of columns in the height field
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int getNbColumns() const;
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/// Return the type of height value in the height field
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HeightDataType getHeightDataType() const;
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/// Return the local bounds of the shape in x, y and z directions.
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virtual void getLocalBounds(Vector3& min, Vector3& max) const;
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@ -182,6 +194,21 @@ class HeightFieldShape : public ConcaveShape {
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friend class ConcaveMeshRaycastCallback;
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};
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// Return the number of rows in the height field
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inline int HeightFieldShape::getNbRows() const {
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return mNbRows;
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}
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// Return the number of columns in the height field
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inline int HeightFieldShape::getNbColumns() const {
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return mNbColumns;
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}
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// Return the type of height value in the height field
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inline HeightFieldShape::HeightDataType HeightFieldShape::getHeightDataType() const {
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return mHeightDataType;
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}
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// Return the number of bytes used by the collision shape
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inline size_t HeightFieldShape::getSizeInBytes() const {
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return sizeof(HeightFieldShape);
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@ -221,9 +248,9 @@ inline Vector3 HeightFieldShape::getVertexAt(int x, int y) const {
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inline decimal HeightFieldShape::getHeightAt(int x, int y) const {
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switch(mHeightDataType) {
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case HEIGHT_FLOAT_TYPE : return ((float*)mHeightFieldData)[y * mNbWidthGridPoints + x];
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case HEIGHT_DOUBLE_TYPE : return ((double*)mHeightFieldData)[y * mNbWidthGridPoints + x];
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case HEIGHT_INT_TYPE : return ((int*)mHeightFieldData)[y * mNbWidthGridPoints + x] * mIntegerHeightScale;
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case HEIGHT_FLOAT_TYPE : return ((float*)mHeightFieldData)[y * mNbColumns + x];
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case HEIGHT_DOUBLE_TYPE : return ((double*)mHeightFieldData)[y * mNbColumns + x];
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case HEIGHT_INT_TYPE : return ((int*)mHeightFieldData)[y * mNbColumns + x] * mIntegerHeightScale;
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default: assert(false);
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}
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}
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@ -75,6 +75,8 @@ SET(COMMON_SOURCES
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common/PhysicsObject.cpp
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common/VisualContactPoint.h
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common/VisualContactPoint.cpp
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common/PerlinNoise.h
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common/PerlinNoise.cpp
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)
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# Examples scenes source files
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@ -49,7 +49,7 @@ HeightField::HeightField(const openglframework::Vector3 &position,
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// Create the collision shape for the rigid body (convex mesh shape) and
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// do not forget to delete it at the end
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mHeightFieldShape = new rp3d::HeightFieldShape(NB_POINTS_WIDTH, NB_POINTS_LENGTH, mMinHeight, mMaxHeight,
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mHeightData, rp3d::HeightFieldShape::HEIGHT_FLOAT_TYPE);
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mHeightData, rp3d::HeightFieldShape::HEIGHT_INT_TYPE);
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// Initial position and orientation of the rigid body
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rp3d::Vector3 initPosition(position.x, position.y, position.z);
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@ -92,7 +92,7 @@ HeightField::HeightField(const openglframework::Vector3 &position, float mass,
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// Create the collision shape for the rigid body (convex mesh shape) and
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// do not forget to delete it at the end
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mHeightFieldShape = new rp3d::HeightFieldShape(NB_POINTS_WIDTH, NB_POINTS_LENGTH, mMinHeight, mMaxHeight,
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mHeightData, rp3d::HeightFieldShape::HEIGHT_FLOAT_TYPE);
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mHeightData, rp3d::HeightFieldShape::HEIGHT_INT_TYPE);
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// Initial position and orientation of the rigid body
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rp3d::Vector3 initPosition(position.x, position.y, position.z);
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@ -189,15 +189,15 @@ void HeightField::render(openglframework::Shader& shader,
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// Compute the heights of the height field
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void HeightField::generateHeightField() {
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double persistence = 6;
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double frequency = 0.13;
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double amplitude = 18;
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double persistence = 9;
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double frequency = 0.28;
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double amplitude = 12;
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int octaves = 1;
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int randomseed = 779;
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int randomseed = 23;
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PerlinNoise perlinNoise(persistence, frequency, amplitude, octaves, randomseed);
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mMinHeight = 0;
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mMaxHeight = 5;
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mMaxHeight = 0;
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float width = (NB_POINTS_WIDTH - 1);
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float length = (NB_POINTS_LENGTH - 1);
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@ -214,8 +214,8 @@ void HeightField::generateHeightField() {
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mMaxHeight = mHeightData[arrayIndex] ;
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}
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if (mHeightData[arrayIndex] > mMaxHeight) mMaxHeight = mHeightData[arrayIndex] ;
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if (mHeightData[arrayIndex] < mMinHeight) mMinHeight = mHeightData[arrayIndex] ;
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if (mHeightData[arrayIndex] > mMaxHeight) mMaxHeight = mHeightData[arrayIndex] ;
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if (mHeightData[arrayIndex] < mMinHeight) mMinHeight = mHeightData[arrayIndex] ;
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}
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}
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}
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@ -226,8 +226,6 @@ void HeightField::generateGraphicsMesh() {
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std::vector<uint> indices;
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int vertexId = 0;
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float horizontalScale = 1.0f;
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for (int i=0; i<NB_POINTS_WIDTH; i++) {
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for (int j=0; j<NB_POINTS_LENGTH; j++) {
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@ -235,9 +233,6 @@ void HeightField::generateGraphicsMesh() {
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float height = originHeight + mHeightData[j * NB_POINTS_WIDTH + i];
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openglframework::Vector3 vertex(-(NB_POINTS_WIDTH - 1) * 0.5f + i, height, -(NB_POINTS_LENGTH - 1) * 0.5f + j);
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vertex.x *= horizontalScale;
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vertex.z *= horizontalScale;
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mVertices.push_back(vertex);
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// Triangle indices
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@ -43,7 +43,7 @@ class HeightField : public openglframework::Mesh, public PhysicsObject {
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// -------------------- Attributes -------------------- //
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/// Height field data
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float mHeightData[NB_POINTS_WIDTH * NB_POINTS_LENGTH];
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int mHeightData[NB_POINTS_WIDTH * NB_POINTS_LENGTH];
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/// Previous transform (for interpolation)
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rp3d::Transform mPreviousTransform;
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File diff suppressed because it is too large
Load Diff
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@ -224,7 +224,9 @@ CollisionShapesScene::CollisionShapesScene(const std::string& name)
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mConvexMeshes.push_back(mesh);
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}
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// Create the floor
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// ---------- Create the floor ---------
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openglframework::Vector3 floorPosition(0, 0, 0);
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mFloor = new Box(FLOOR_SIZE, floorPosition, FLOOR_MASS, mDynamicsWorld);
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@ -239,6 +241,30 @@ CollisionShapesScene::CollisionShapesScene(const std::string& name)
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rp3d::Material& material = mFloor->getRigidBody()->getMaterial();
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material.setBounciness(rp3d::decimal(0.2));
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// ---------- Create the triangular mesh ---------- //
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/*
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// Position
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openglframework::Vector3 position(0, 0, 0);
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rp3d::decimal mass = 1.0;
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// Create a convex mesh and a corresponding rigid in the dynamics world
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mConcaveMesh = new ConcaveMesh(position, mass, mDynamicsWorld, meshFolderPath);
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// Set the mesh as beeing static
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mConcaveMesh->getRigidBody()->setType(rp3d::STATIC);
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// Set the box color
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mConcaveMesh->setColor(mDemoColors[0]);
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mConcaveMesh->setSleepingColor(mRedColorDemo);
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// Change the material properties of the rigid body
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rp3d::Material& material = mConcaveMesh->getRigidBody()->getMaterial();
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material.setBounciness(rp3d::decimal(0.2));
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material.setFrictionCoefficient(0.1);
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*/
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// Get the physics engine parameters
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mEngineSettings.isGravityEnabled = mDynamicsWorld->isGravityEnabled();
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rp3d::Vector3 gravityVector = mDynamicsWorld->getGravity();
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// Destroy the rigid body of the floor
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mDynamicsWorld->destroyRigidBody(mFloor->getRigidBody());
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//mDynamicsWorld->destroyRigidBody(mConcaveMesh->getRigidBody());
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// Destroy the floor
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delete mFloor;
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// Destroy the convex mesh
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//delete mConcaveMesh;
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// Destroy the dynamics world
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delete mDynamicsWorld;
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}
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@ -411,6 +441,8 @@ void CollisionShapesScene::update() {
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(*it)->updateTransform(mInterpolationFactor);
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}
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//mConcaveMesh->updateTransform(mInterpolationFactor);
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mFloor->updateTransform(mInterpolationFactor);
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}
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@ -461,6 +493,8 @@ void CollisionShapesScene::renderSinglePass(openglframework::Shader& shader,
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// Render the floor
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mFloor->render(shader, worldToCameraMatrix);
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//mConcaveMesh->render(shader, worldToCameraMatrix);
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// Unbind the shader
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shader.unbind();
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}
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#include "Cylinder.h"
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#include "Capsule.h"
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#include "ConvexMesh.h"
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#include "ConcaveMesh.h"
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#include "Dumbbell.h"
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#include "VisualContactPoint.h"
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#include "../common/Viewer.h"
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@ -45,13 +46,13 @@ namespace collisionshapesscene {
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// Constants
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const float SCENE_RADIUS = 30.0f;
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const int NB_BOXES = 4;
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const int NB_CUBES = 6;
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const int NB_CONES = 6;
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const int NB_BOXES = 5;
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const int NB_CUBES = 5;
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const int NB_CONES = 5;
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const int NB_CYLINDERS = 5;
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const int NB_CAPSULES = 4;
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const int NB_MESHES = 5;
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const int NB_COMPOUND_SHAPES = 4;
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const int NB_CAPSULES = 5;
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const int NB_MESHES = 3;
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const int NB_COMPOUND_SHAPES = 3;
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const openglframework::Vector3 BOX_SIZE(2, 2, 2);
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const float SPHERE_RADIUS = 1.5f;
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const float CONE_RADIUS = 2.0f;
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@ -93,6 +94,9 @@ class CollisionShapesScene : public SceneDemo {
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/// All the dumbbell of the scene
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std::vector<Dumbbell*> mDumbbells;
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/// Concave triangles mesh
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ConcaveMesh* mConcaveMesh;
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/// Box for the floor
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Box* mFloor;
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@ -52,21 +52,21 @@ ConcaveMeshScene::ConcaveMeshScene(const std::string& name)
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// Set the number of iterations of the constraint solver
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mDynamicsWorld->setNbIterationsVelocitySolver(15);
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// ---------- Create the sphere ----------- //
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// ---------- Create the cube ----------- //
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// Position
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rp3d::decimal radius = 2.0;
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openglframework::Vector3 spherePos(0, 10, 0);
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openglframework::Vector3 spherePos(15, 10, 0);
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// Create a sphere and a corresponding rigid in the dynamics world
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mSphere = new Sphere(radius, spherePos , 1.0, mDynamicsWorld, meshFolderPath);
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mBox = new Box(Vector3(3, 3, 3), spherePos, 80.1, mDynamicsWorld);
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// Set the sphere color
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mSphere->setColor(mDemoColors[1]);
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mSphere->setSleepingColor(mRedColorDemo);
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mBox->setColor(mDemoColors[1]);
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mBox->setSleepingColor(mRedColorDemo);
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// Change the material properties of the rigid body
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rp3d::Material& sphereMat = mSphere->getRigidBody()->getMaterial();
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rp3d::Material& sphereMat = mBox->getRigidBody()->getMaterial();
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sphereMat.setBounciness(rp3d::decimal(0.2));
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// ---------- Create the triangular mesh ---------- //
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@ -88,6 +88,7 @@ ConcaveMeshScene::ConcaveMeshScene(const std::string& name)
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// Change the material properties of the rigid body
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rp3d::Material& material = mConcaveMesh->getRigidBody()->getMaterial();
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material.setBounciness(rp3d::decimal(0.2));
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material.setFrictionCoefficient(0.1);
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// Get the physics engine parameters
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mEngineSettings.isGravityEnabled = mDynamicsWorld->isGravityEnabled();
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|
@ -104,11 +105,11 @@ ConcaveMeshScene::ConcaveMeshScene(const std::string& name)
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|||
// Destructor
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||||
ConcaveMeshScene::~ConcaveMeshScene() {
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||||
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||||
mDynamicsWorld->destroyRigidBody(mSphere->getRigidBody());
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mDynamicsWorld->destroyRigidBody(mBox->getRigidBody());
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// Destroy the corresponding rigid body from the dynamics world
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||||
mDynamicsWorld->destroyRigidBody(mConcaveMesh->getRigidBody());
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||||
|
||||
delete mSphere;
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||||
delete mBox;
|
||||
|
||||
// Destroy the convex mesh
|
||||
delete mConcaveMesh;
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||||
|
@ -143,7 +144,7 @@ void ConcaveMeshScene::update() {
|
|||
|
||||
// Update the transform used for the rendering
|
||||
mConcaveMesh->updateTransform(mInterpolationFactor);
|
||||
mSphere->updateTransform(mInterpolationFactor);
|
||||
mBox->updateTransform(mInterpolationFactor);
|
||||
}
|
||||
|
||||
// Render the scene in a single pass
|
||||
|
@ -153,7 +154,7 @@ void ConcaveMeshScene::renderSinglePass(Shader& shader, const openglframework::M
|
|||
shader.bind();
|
||||
|
||||
mConcaveMesh->render(shader, worldToCameraMatrix);
|
||||
mSphere->render(shader, worldToCameraMatrix);
|
||||
mBox->render(shader, worldToCameraMatrix);
|
||||
|
||||
// Unbind the shader
|
||||
shader.unbind();
|
||||
|
@ -163,9 +164,13 @@ void ConcaveMeshScene::renderSinglePass(Shader& shader, const openglframework::M
|
|||
void ConcaveMeshScene::reset() {
|
||||
|
||||
// Reset the transform
|
||||
mConcaveMesh->resetTransform(rp3d::Transform::identity());
|
||||
rp3d::Quaternion initOrientation(0, 0, 3.141/12);
|
||||
rp3d::Quaternion initOrientation2(0, 0, 3.141/13);
|
||||
//rp3d::Transform transform(rp3d::Vector3(0, 0, 0), initOrientation);
|
||||
rp3d::Transform transform(rp3d::Vector3(0, 0, 0), initOrientation2);
|
||||
mConcaveMesh->resetTransform(transform);
|
||||
|
||||
rp3d::Vector3 spherePos(0, 15, 0);
|
||||
rp3d::Transform sphereTransform(spherePos, rp3d::Quaternion::identity());
|
||||
mSphere->resetTransform(sphereTransform);
|
||||
rp3d::Vector3 spherePos(2, 15, 0);
|
||||
rp3d::Transform sphereTransform(spherePos, initOrientation2);
|
||||
mBox->resetTransform(sphereTransform);
|
||||
}
|
||||
|
|
|
@ -32,7 +32,7 @@
|
|||
#include "Box.h"
|
||||
#include "SceneDemo.h"
|
||||
#include "ConcaveMesh.h"
|
||||
#include "Sphere.h"
|
||||
#include "Box.h"
|
||||
|
||||
namespace trianglemeshscene {
|
||||
|
||||
|
@ -46,7 +46,7 @@ class ConcaveMeshScene : public SceneDemo {
|
|||
|
||||
// -------------------- Attributes -------------------- //
|
||||
|
||||
Sphere* mSphere;
|
||||
Box* mBox;
|
||||
|
||||
/// Concave triangles mesh
|
||||
ConcaveMesh* mConcaveMesh;
|
||||
|
|
|
@ -49,21 +49,25 @@ HeightFieldScene::HeightFieldScene(const std::string& name) : SceneDemo(name, SC
|
|||
// Set the number of iterations of the constraint solver
|
||||
mDynamicsWorld->setNbIterationsVelocitySolver(15);
|
||||
|
||||
// ---------- Create the cube ----------- //
|
||||
// ---------- Create the boxes ----------- //
|
||||
|
||||
// Position
|
||||
openglframework::Vector3 spherePos(15, 10, 0);
|
||||
// For each box
|
||||
for (int i=0; i<NB_BOXES; i++) {
|
||||
|
||||
// Create a sphere and a corresponding rigid in the dynamics world
|
||||
mBox = new Box(Vector3(3, 3, 3), spherePos, 80.1, mDynamicsWorld);
|
||||
// Position
|
||||
openglframework::Vector3 spherePos(15, 10, 0);
|
||||
|
||||
// Set the sphere color
|
||||
mBox->setColor(mDemoColors[1]);
|
||||
mBox->setSleepingColor(mRedColorDemo);
|
||||
// Create a sphere and a corresponding rigid in the dynamics world
|
||||
mBoxes[i] = new Box(Vector3(3, 3, 3), spherePos, 80.1, mDynamicsWorld);
|
||||
|
||||
// Change the material properties of the rigid body
|
||||
rp3d::Material& sphereMat = mBox->getRigidBody()->getMaterial();
|
||||
sphereMat.setBounciness(rp3d::decimal(0.2));
|
||||
// Set the sphere color
|
||||
mBoxes[i]->setColor(mDemoColors[1]);
|
||||
mBoxes[i]->setSleepingColor(mRedColorDemo);
|
||||
|
||||
// Change the material properties of the rigid body
|
||||
rp3d::Material& sphereMat = mBoxes[i]->getRigidBody()->getMaterial();
|
||||
sphereMat.setBounciness(rp3d::decimal(0.2));
|
||||
}
|
||||
|
||||
// ---------- Create the height field ---------- //
|
||||
|
||||
|
@ -101,11 +105,15 @@ HeightFieldScene::HeightFieldScene(const std::string& name) : SceneDemo(name, SC
|
|||
// Destructor
|
||||
HeightFieldScene::~HeightFieldScene() {
|
||||
|
||||
mDynamicsWorld->destroyRigidBody(mBox->getRigidBody());
|
||||
// Destroy the corresponding rigid body from the dynamics world
|
||||
for (int i=0; i<NB_BOXES; i++) {
|
||||
mDynamicsWorld->destroyRigidBody(mBoxes[i]->getRigidBody());
|
||||
}
|
||||
mDynamicsWorld->destroyRigidBody(mHeightField->getRigidBody());
|
||||
|
||||
delete mBox;
|
||||
for (int i=0; i<NB_BOXES; i++) {
|
||||
delete mBoxes[i];
|
||||
}
|
||||
|
||||
// Destroy the convex mesh
|
||||
delete mHeightField;
|
||||
|
@ -140,7 +148,10 @@ void HeightFieldScene::update() {
|
|||
|
||||
// Update the transform used for the rendering
|
||||
mHeightField->updateTransform(mInterpolationFactor);
|
||||
mBox->updateTransform(mInterpolationFactor);
|
||||
|
||||
for (int i=0; i<NB_BOXES; i++) {
|
||||
mBoxes[i]->updateTransform(mInterpolationFactor);
|
||||
}
|
||||
}
|
||||
|
||||
// Render the scene in a single pass
|
||||
|
@ -150,7 +161,10 @@ void HeightFieldScene::renderSinglePass(Shader& shader, const openglframework::M
|
|||
shader.bind();
|
||||
|
||||
mHeightField->render(shader, worldToCameraMatrix);
|
||||
mBox->render(shader, worldToCameraMatrix);
|
||||
|
||||
for (int i=0; i<NB_BOXES; i++) {
|
||||
mBoxes[i]->render(shader, worldToCameraMatrix);
|
||||
}
|
||||
|
||||
// Unbind the shader
|
||||
shader.unbind();
|
||||
|
@ -164,7 +178,11 @@ void HeightFieldScene::reset() {
|
|||
rp3d::Transform transform(rp3d::Vector3(0, 0, 0), initOrientation);
|
||||
mHeightField->resetTransform(transform);
|
||||
|
||||
rp3d::Vector3 spherePos(0, 13, 0);
|
||||
rp3d::Transform sphereTransform(spherePos, initOrientation);
|
||||
mBox->resetTransform(sphereTransform);
|
||||
float heightFieldWidth = 10.0f;
|
||||
float stepDist = heightFieldWidth / (NB_BOXES + 1);
|
||||
for (int i=0; i<NB_BOXES; i++) {
|
||||
rp3d::Vector3 spherePos(-heightFieldWidth * 0.5f + i * stepDist , 14 + 6.0f * i, -heightFieldWidth * 0.5f + i * stepDist);
|
||||
rp3d::Transform sphereTransform(spherePos, initOrientation);
|
||||
mBoxes[i]->resetTransform(sphereTransform);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -41,11 +41,13 @@ const float SCENE_RADIUS = 30.0f;
|
|||
// Class HeightFieldScene
|
||||
class HeightFieldScene : public SceneDemo {
|
||||
|
||||
static const int NB_BOXES = 10;
|
||||
|
||||
protected :
|
||||
|
||||
// -------------------- Attributes -------------------- //
|
||||
|
||||
Box* mBox;
|
||||
Box* mBoxes[NB_BOXES];
|
||||
|
||||
/// Height field
|
||||
HeightField* mHeightField;
|
||||
|
|
Loading…
Reference in New Issue
Block a user