Add BoxTower demo in testbed application
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4283e3f408
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@ -141,6 +141,8 @@ set(SCENES_SOURCES
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scenes/cubestack/CubeStackScene.cpp
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scenes/pile/PileScene.h
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scenes/pile/PileScene.cpp
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scenes/boxtower/BoxTowerScene.h
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scenes/boxtower/BoxTowerScene.cpp
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)
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# Create the executable
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160
testbed/scenes/boxtower/BoxTowerScene.cpp
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160
testbed/scenes/boxtower/BoxTowerScene.cpp
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "BoxTowerScene.h"
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// Namespaces
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using namespace openglframework;
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using namespace boxtowerscene;
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// Constructor
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BoxTowerScene::BoxTowerScene(const std::string& name, EngineSettings& settings)
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: SceneDemo(name, settings, true, SCENE_RADIUS) {
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std::string meshFolderPath("meshes/");
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// Compute the radius and the center of the scene
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openglframework::Vector3 center(0, 5, 0);
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// Set the center of the scene
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setScenePosition(center, SCENE_RADIUS);
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// Gravity vector in the physics world
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rp3d::Vector3 gravity(0, -9.81f, 0);
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rp3d::PhysicsWorld::WorldSettings worldSettings;
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worldSettings.worldName = name;
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// Logger
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rp3d::DefaultLogger* defaultLogger = mPhysicsCommon.createDefaultLogger();
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uint logLevel = static_cast<uint>(rp3d::Logger::Level::Information) | static_cast<uint>(rp3d::Logger::Level::Warning) |
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static_cast<uint>(rp3d::Logger::Level::Error);
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defaultLogger->addFileDestination("rp3d_log_" + name + ".html", logLevel, rp3d::DefaultLogger::Format::HTML);
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mPhysicsCommon.setLogger(defaultLogger);
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// Create the physics world for the physics simulation
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rp3d::PhysicsWorld* physicsWorld = mPhysicsCommon.createPhysicsWorld(worldSettings);
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physicsWorld->setEventListener(this);
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mPhysicsWorld = physicsWorld;
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// Create all the boxes of the scene
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for (int i=0; i<NB_BOXES; i++) {
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// Create a sphere and a corresponding rigid in the physics world
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Box* box = new Box(true, BOX_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
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// Set the box color
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box->setColor(mObjectColorDemo);
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box->setSleepingColor(mSleepingColorDemo);
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// Change the material properties of the rigid body
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rp3d::Material& material = box->getCollider()->getMaterial();
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material.setBounciness(rp3d::decimal(0.2));
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// Add the sphere the list of boxes in the scene
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mBoxes.push_back(box);
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mPhysicsObjects.push_back(box);
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}
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// ---------- Create the floor ---------
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mFloor = new Box(true, FLOOR_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
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mPhysicsObjects.push_back(mFloor);
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// Set the box color
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mFloor->setColor(mFloorColorDemo);
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mFloor->setSleepingColor(mFloorColorDemo);
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// The floor must be a static rigid body
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mFloor->getRigidBody()->setType(rp3d::BodyType::STATIC);
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// Change the material properties of the rigid body
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rp3d::Material& material = mFloor->getCollider()->getMaterial();
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material.setBounciness(rp3d::decimal(0.2));
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// Get the physics engine parameters
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mEngineSettings.isGravityEnabled = mPhysicsWorld->isGravityEnabled();
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rp3d::Vector3 gravityVector = mPhysicsWorld->getGravity();
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mEngineSettings.gravity = openglframework::Vector3(gravityVector.x, gravityVector.y, gravityVector.z);
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mEngineSettings.isSleepingEnabled = mPhysicsWorld->isSleepingEnabled();
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mEngineSettings.sleepLinearVelocity = mPhysicsWorld->getSleepLinearVelocity();
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mEngineSettings.sleepAngularVelocity = mPhysicsWorld->getSleepAngularVelocity();
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mEngineSettings.nbPositionSolverIterations = mPhysicsWorld->getNbIterationsPositionSolver();
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mEngineSettings.nbVelocitySolverIterations = mPhysicsWorld->getNbIterationsVelocitySolver();
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mEngineSettings.timeBeforeSleep = mPhysicsWorld->getTimeBeforeSleep();
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}
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// Destructor
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BoxTowerScene::~BoxTowerScene() {
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// Destroy all the physics objects of the scene
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for (std::vector<PhysicsObject*>::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) {
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// Destroy the corresponding rigid body from the physics world
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mPhysicsWorld->destroyRigidBody((*it)->getRigidBody());
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// Destroy the object
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delete (*it);
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}
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// Destroy the physics world
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mPhysicsCommon.destroyPhysicsWorld(static_cast<rp3d::PhysicsWorld*>(mPhysicsWorld));
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}
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/// Reset the scene
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void BoxTowerScene::reset() {
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SceneDemo::reset();
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float distFromCenter = 4.0f;
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bool rotated = false;
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int floorIndex = 0;
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// Create all the boxes of the scene
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for (uint i = 0; i<NB_BOXES; i++) {
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rp3d::Vector3 position = rp3d::Vector3(i % 2 == 0 ? -distFromCenter : distFromCenter, 4.0f + (floorIndex * (BOX_SIZE.y + 0.1f)), 0.0f);
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rp3d::Quaternion orientation = rp3d::Quaternion::identity();
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if (rotated) {
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orientation = rp3d::Quaternion::fromEulerAngles(0, M_PI / 2, 0);
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//orientation = rp3d::Quaternion::fromEulerAngles(0.01f, M_PI / 2, 0);
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position = rp3d::Vector3(0, 3.0f + (floorIndex * (BOX_SIZE.y + 0.2f)), i % 2 == 0 ? -distFromCenter : distFromCenter);
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}
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mBoxes[i]->setTransform(rp3d::Transform(position, orientation));
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if (i % 2 == 1) {
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rotated = !rotated;
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floorIndex++;
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}
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}
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// ---------- Create the triangular mesh ---------- //
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mFloor->setTransform(rp3d::Transform::identity());
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}
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testbed/scenes/boxtower/BoxTowerScene.h
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88
testbed/scenes/boxtower/BoxTowerScene.h
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef BOX_TOWER_SCENE_H
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#define BOX_TOWER_SCENE_H
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// Libraries
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#include "openglframework.h"
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#include <reactphysics3d/reactphysics3d.h>
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#include "SceneDemo.h"
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#include "Sphere.h"
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#include "Box.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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namespace boxtowerscene {
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// Constants
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const float SCENE_RADIUS = 30.0f;
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const int NB_BOXES = 16;
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const openglframework::Vector3 BOX_SIZE(2, 2, 16);
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const openglframework::Vector3 FLOOR_SIZE(50, 0.5f, 50); // Floor dimensions in meters
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// Class BoxTowerScene
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class BoxTowerScene : public SceneDemo {
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private :
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// -------------------- Attributes -------------------- //
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/// All the boxes of the scene
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std::vector<Box*> mBoxes;
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std::vector<Sphere*> mSpheres;
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std::vector<Capsule*> mCapsules;
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/// All the convex meshes of the scene
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std::vector<ConvexMesh*> mConvexMeshes;
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/// All the dumbbell of the scene
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std::vector<Dumbbell*> mDumbbells;
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/// Box for the floor
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Box* mFloor;
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public:
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// -------------------- Methods -------------------- //
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/// Constructor
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BoxTowerScene(const std::string& name, EngineSettings& settings);
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/// Destructor
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virtual ~BoxTowerScene() override;
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/// Reset the scene
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virtual void reset() override;
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};
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}
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#endif
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@ -38,6 +38,7 @@
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#include "concavemesh/ConcaveMeshScene.h"
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#include "cubestack/CubeStackScene.h"
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#include "pile/PileScene.h"
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#include "boxtower/BoxTowerScene.h"
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using namespace openglframework;
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using namespace jointsscene;
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@ -49,6 +50,7 @@ using namespace heightfieldscene;
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using namespace collisiondetectionscene;
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using namespace cubestackscene;
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using namespace pilescene;
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using namespace boxtowerscene;
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// Initialization of static variables
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const float TestbedApplication::SCROLL_SENSITIVITY = 0.08f;
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mScenes.push_back(cubeStackScene);
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// Joints scene
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JointsScene* jointsScene = new JointsScene("HingeJoint - Bridge", mEngineSettings);
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JointsScene* jointsScene = new JointsScene("Joints", mEngineSettings);
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mScenes.push_back(jointsScene);
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// Collision shapes scene
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mScenes.push_back(pileScene);
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assert(mScenes.size() > 0);
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// Box Tower scene
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BoxTowerScene* boxTowerScene = new BoxTowerScene("Box Tower", mEngineSettings);
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mScenes.push_back(boxTowerScene);
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assert(mScenes.size() > 0);
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const int firstSceneIndex = 0;
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switchScene(mScenes[firstSceneIndex]);
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