Add rope scene in the testbed application

This commit is contained in:
Daniel Chappuis 2021-09-15 20:50:53 +02:00
parent 1273f3a83c
commit 3b90d6d74f
3 changed files with 421 additions and 0 deletions

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@ -161,6 +161,8 @@ set(SCENES_SOURCES
scenes/sliderjoint/SliderJointScene.cpp scenes/sliderjoint/SliderJointScene.cpp
scenes/ragdoll/RagdollScene.h scenes/ragdoll/RagdollScene.h
scenes/ragdoll/RagdollScene.cpp scenes/ragdoll/RagdollScene.cpp
scenes/rope/RopeScene.h
scenes/rope/RopeScene.cpp
) )
# Create the executable # Create the executable

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@ -0,0 +1,320 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* 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 "RopeScene.h"
#include <cmath>
// Namespaces
using namespace openglframework;
using namespace ropescene;
// Constructor
RopeScene::RopeScene(const std::string& name, EngineSettings& settings)
: SceneDemo(name, settings, true, SCENE_RADIUS), nbIterations(0), nbTorqueIterations(200) {
std::string meshFolderPath("meshes/");
mEngineSettings.timeStep = std::chrono::duration<double>(1.0f / 120.0f);
// 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);
// Gravity vector in the physics world
rp3d::Vector3 gravity(0, rp3d::decimal(-9.81), 0);
rp3d::PhysicsWorld::WorldSettings worldSettings;
worldSettings.worldName = name;
const float linearDamping = 0.03f;
const float angularDamping = 0.03f;
// Logger
rp3d::DefaultLogger* defaultLogger = mPhysicsCommon.createDefaultLogger();
uint logLevel = static_cast<uint>(rp3d::Logger::Level::Information) | static_cast<uint>(rp3d::Logger::Level::Warning) |
static_cast<uint>(rp3d::Logger::Level::Error);
defaultLogger->addFileDestination("rp3d_log_" + name + ".html", logLevel, rp3d::DefaultLogger::Format::HTML);
mPhysicsCommon.setLogger(defaultLogger);
// Create the physics world for the physics simulation
rp3d::PhysicsWorld* physicsWorld = mPhysicsCommon.createPhysicsWorld(worldSettings);
physicsWorld->setEventListener(this);
mPhysicsWorld = physicsWorld;
// ---------- Create the ropes --------- //
for (int r=0; r < NB_ROPES; r++) {
// Create all the capsules of the scene
for (int i=0; i<NB_CAPSULES_PER_ROPE; i++) {
const uint capsuleIndex = r * NB_CAPSULES_PER_ROPE + i;
// Create a capsule and a corresponding rigid in the physics world
mCapsules[capsuleIndex] = new Capsule(true, CAPSULE_RADIUS, CAPSULE_HEIGHT, mPhysicsCommon, mPhysicsWorld, meshFolderPath);
// Set the capsule color
mCapsules[capsuleIndex]->setColor(mObjectColorDemo);
mCapsules[capsuleIndex]->setSleepingColor(mSleepingColorDemo);
// Change the material properties of the rigid body
rp3d::Material& material = mCapsules[capsuleIndex]->getCollider()->getMaterial();
material.setBounciness(rp3d::decimal(0.0));
material.setMassDensity(rp3d::decimal(0.1));
mCapsules[capsuleIndex]->getRigidBody()->setAngularDamping(angularDamping);
mCapsules[capsuleIndex]->getRigidBody()->setLinearDamping(linearDamping);
if (i == 0) {
mCapsules[capsuleIndex]->getRigidBody()->setType(rp3d::BodyType::STATIC);
}
// Add the capsule the list of capsules in the scene
mPhysicsObjects.push_back(mCapsules[capsuleIndex]);
}
}
// ---------- Create the first box --------- //
// Create a box and a corresponding rigid in the physics world
mBox1 = new Box(true, Vector3(BOX_SIZE, BOX_SIZE, BOX_SIZE), mPhysicsCommon, mPhysicsWorld, meshFolderPath);
mBox1->getRigidBody()->setAngularDamping(angularDamping);
mBox1->getRigidBody()->setLinearDamping(linearDamping);
// Set the box color
mBox1->setColor(mObjectColorDemo);
mBox1->setSleepingColor(mSleepingColorDemo);
// Change the material properties of the rigid body
rp3d::Material& material1 = mBox1->getCollider()->getMaterial();
material1.setBounciness(rp3d::decimal(0.0));
material1.setMassDensity(rp3d::decimal(0.02));
mBox1->getRigidBody()->updateMassPropertiesFromColliders();
std::cout << "Mass: " << mBox1->getRigidBody()->getMass() << std::endl;
mPhysicsObjects.push_back(mBox1);
// ---------- Create the second box --------- //
// Create a box and a corresponding rigid in the physics world
mBox2 = new Box(true, Vector3(BOX_SIZE, BOX_SIZE, BOX_SIZE), mPhysicsCommon, mPhysicsWorld, meshFolderPath);
mBox2->getRigidBody()->setAngularDamping(angularDamping);
mBox2->getRigidBody()->setLinearDamping(linearDamping);
// Set the box color
mBox2->setColor(mObjectColorDemo);
mBox2->setSleepingColor(mSleepingColorDemo);
// Change the material properties of the rigid body
rp3d::Material& material2 = mBox2->getCollider()->getMaterial();
material2.setBounciness(rp3d::decimal(0.0));
material2.setMassDensity(rp3d::decimal(0.7));
mBox2->getRigidBody()->updateMassPropertiesFromColliders();
mPhysicsObjects.push_back(mBox2);
// ---------- Create plank box --------- //
// Create a box and a corresponding rigid in the physics world
mPlank = new Box(true, Vector3(10, 2, 15), mPhysicsCommon, mPhysicsWorld, meshFolderPath);
mPlank->getRigidBody()->setType(rp3d::BodyType::STATIC);
// Set the box color
mPlank->setColor(mObjectColorDemo);
mPlank->setSleepingColor(mSleepingColorDemo);
// Change the material properties of the rigid body
rp3d::Material& material3 = mPlank->getCollider()->getMaterial();
material3.setBounciness(rp3d::decimal(0.5));
mPhysicsObjects.push_back(mPlank);
// Initialize the bodies positions
initializeBodiesPositions();
// Create the Ball-and-Socket joints
createJoints();
// Get the physics engine parameters
mEngineSettings.isGravityEnabled = mPhysicsWorld->isGravityEnabled();
rp3d::Vector3 gravityVector = mPhysicsWorld->getGravity();
mEngineSettings.gravity = openglframework::Vector3(gravityVector.x, gravityVector.y, gravityVector.z);
mEngineSettings.isSleepingEnabled = mPhysicsWorld->isSleepingEnabled();
mEngineSettings.sleepLinearVelocity = mPhysicsWorld->getSleepLinearVelocity();
mEngineSettings.sleepAngularVelocity = mPhysicsWorld->getSleepAngularVelocity();
mEngineSettings.nbPositionSolverIterations = mPhysicsWorld->getNbIterationsPositionSolver();
mEngineSettings.nbVelocitySolverIterations = mPhysicsWorld->getNbIterationsVelocitySolver();
mEngineSettings.timeBeforeSleep = mPhysicsWorld->getTimeBeforeSleep();
}
// Destructor
RopeScene::~RopeScene() {
// Destroy the joints
for (uint i=0; i < mBallAndSocketJoints.size(); i++) {
mPhysicsWorld->destroyJoint(mBallAndSocketJoints[i]);
}
// Destroy all the rigid bodies of the scene
for (int r=0; r < NB_ROPES; r++) {
for (int i=0; i<NB_CAPSULES_PER_ROPE; i++) {
const uint capsuleIndex = r * NB_CAPSULES_PER_ROPE + i;
mPhysicsWorld->destroyRigidBody(mCapsules[capsuleIndex]->getRigidBody());
}
}
// Destroy the boxes
mPhysicsWorld->destroyRigidBody(mBox1->getRigidBody());
mPhysicsWorld->destroyRigidBody(mBox2->getRigidBody());
// Destroy the physics world
mPhysicsCommon.destroyPhysicsWorld(mPhysicsWorld);
}
// Create the joints
void RopeScene::createJoints() {
for (int r=0; r < NB_ROPES; r++) {
for (int i=0; i < NB_CAPSULES_PER_ROPE-1; i++) {
const uint capsuleIndex = r * NB_CAPSULES_PER_ROPE + i;
// Create the joint info object
rp3d::RigidBody* body1 = mCapsules[capsuleIndex]->getRigidBody();
rp3d::RigidBody* body2 = mCapsules[capsuleIndex+1]->getRigidBody();
rp3d::Vector3 body1Position = body1->getTransform().getPosition();
rp3d::Vector3 body2Position = body2->getTransform().getPosition();
const rp3d::Vector3 anchorPointWorldSpace = 0.5f * (body1Position + body2Position);
rp3d::BallAndSocketJointInfo jointInfo(body1, body2, anchorPointWorldSpace);
jointInfo.isCollisionEnabled = false;
rp3d::BallAndSocketJoint* joint = dynamic_cast<rp3d::BallAndSocketJoint*>(mPhysicsWorld->createJoint(jointInfo));
mBallAndSocketJoints.push_back(joint);
}
// Create the joint between the rope and the box
rp3d::RigidBody* body1 = mCapsules[r * NB_CAPSULES_PER_ROPE + NB_CAPSULES_PER_ROPE - 1]->getRigidBody();
rp3d::RigidBody* body2 = r > 0 ? mBox2->getRigidBody() : mBox1->getRigidBody();
rp3d::Vector3 body1Position = body1->getTransform().getPosition();
const rp3d::Vector3 anchorPointWorldSpace = body1Position + rp3d::Vector3(0, -CAPSULE_HEIGHT * 0.5f , 0);
rp3d::BallAndSocketJointInfo jointInfo(body1, body2, anchorPointWorldSpace);
jointInfo.isCollisionEnabled = false;
rp3d::BallAndSocketJoint* joint = dynamic_cast<rp3d::BallAndSocketJoint*>(mPhysicsWorld->createJoint(jointInfo));
mBallAndSocketJoints.push_back(joint);
}
}
void RopeScene::initializeBodiesPositions() {
rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
for (int r=0; r < NB_ROPES; r++) {
rp3d::Vector3 initPosition = rp3d::Vector3(r == 0 ? -5 : 25, 15, 0);
switch(r) {
case 1: initPosition += rp3d::Vector3(BOX_SIZE, 0, -BOX_SIZE) * 0.5f; break;
case 2: initPosition += rp3d::Vector3(BOX_SIZE, 0, BOX_SIZE) * 0.5f; break;
case 3: initPosition += rp3d::Vector3(-BOX_SIZE, 0, BOX_SIZE) * 0.5f; break;
case 4: initPosition += rp3d::Vector3(-BOX_SIZE, 0, -BOX_SIZE) * 0.5f; break;
default: break;
}
for (int i=0; i<NB_CAPSULES_PER_ROPE; i++) {
const uint capsuleIndex = r * NB_CAPSULES_PER_ROPE + i;
initPosition += rp3d::Vector3(0, - CAPSULE_HEIGHT, 0);
rp3d::Transform transform(initPosition, initOrientation);
// Create a box and a corresponding rigid in the physics world
mCapsules[capsuleIndex]->setTransform(transform);
}
}
rp3d::Vector3 box1Position(-5, 15 - NB_CAPSULES_PER_ROPE * CAPSULE_HEIGHT - BOX_SIZE * 0.5, 0);
const rp3d::Transform box1Transform(box1Position, rp3d::Quaternion::identity());
mBox1->setTransform(box1Transform);
rp3d::Vector3 box2Position(25, 15 - NB_CAPSULES_PER_ROPE * CAPSULE_HEIGHT - BOX_SIZE * 0.5, 0);
const rp3d::Transform box2Transform(box2Position, rp3d::Quaternion::identity());
mBox2->setTransform(box2Transform);
rp3d::Vector3 plankPosition(-9, 5, 0);
const rp3d::Transform plankTransform(plankPosition, rp3d::Quaternion::identity());
mPlank->setTransform(plankTransform);
}
// Reset the scene
void RopeScene::reset() {
SceneDemo::reset();
// Initialize the bodies positions
initializeBodiesPositions();
nbIterations = 0;
// ---------- Move the first rope in a horizontal position ---------- //
rp3d::Quaternion initOrientation = rp3d::Quaternion::fromEulerAngles(0, 0, -90 * rp3d::PI_RP3D / 180.0f);
for (int i=1; i<NB_CAPSULES_PER_ROPE-1; i++) {
// Initial position and orientation of the rigid body
rp3d::Vector3 initPosition;
initPosition = rp3d::Vector3(-5 - (i + 0.5) * CAPSULE_HEIGHT, 15 - CAPSULE_HEIGHT, 0);
rp3d::Transform transform(initPosition, initOrientation);
// Create a box and a corresponding rigid in the physics world
mCapsules[i]->setTransform(transform);
}
rp3d::Vector3 box1Position(-5 - (NB_CAPSULES_PER_ROPE + 0.5) * CAPSULE_HEIGHT - BOX_SIZE * 0.5, 15 - CAPSULE_HEIGHT, 0);
const rp3d::Transform box1Transform(box1Position, initOrientation);
mBox1->setTransform(box1Transform);
}
/// Update the physics world (take a simulation step)
/// Can be called several times per frame
void RopeScene::updatePhysics() {
if (nbIterations < nbTorqueIterations) {
mBox2->getRigidBody()->applyLocalTorque(rp3d::Vector3(0, 1000, 0));
}
nbIterations++;
SceneDemo::updatePhysics();
}

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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* 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. *
* *
********************************************************************************/
#ifndef ROPE_SCENE_H
#define ROPE_SCENE_H
// Libraries
#include "openglframework.h"
#include <reactphysics3d/reactphysics3d.h>
#include "Capsule.h"
#include "Box.h"
#include "SceneDemo.h"
namespace ropescene {
// Constants
const float SCENE_RADIUS = 60.0f;
const float CAPSULE_RADIUS = 0.2f;
const float CAPSULE_HEIGHT = 1.5f;
const float BOX_SIZE = 5.0f;
const int NB_ROPES = 5;
const int NB_CAPSULES_PER_ROPE = 20;
// Class Rope scene
class RopeScene : public SceneDemo {
protected :
// -------------------- Attributes -------------------- //
/// Capsules for the rope
Capsule* mCapsules[NB_ROPES * NB_CAPSULES_PER_ROPE];
/// Box attached to the single rope
Box* mBox1;
/// Box attached to four ropes
Box* mBox2;
/// Plank box
Box* mPlank;
/// Ball-And-Socket joints of the rope
std::vector<rp3d::BallAndSocketJoint*> mBallAndSocketJoints;
int nbIterations;
int nbTorqueIterations;
// -------------------- Methods -------------------- //
/// Create the joints
void createJoints();
public:
// -------------------- Methods -------------------- //
/// Constructor
RopeScene(const std::string& name, EngineSettings& settings);
/// Destructor
virtual ~RopeScene() override ;
/// Reset the scene
virtual void reset() override;
/// Update the physics world (take a simulation step)
/// Can be called several times per frame
virtual void updatePhysics() override;
/// Initialize the positions of bodies
void initializeBodiesPositions();
};
}
#endif