Add Cube stack scene in the testbed application
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ceb27760cb
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@ -114,6 +114,8 @@ SET(SCENES_SOURCES
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scenes/concavemesh/ConcaveMeshScene.cpp
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scenes/heightfield/HeightFieldScene.h
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scenes/heightfield/HeightFieldScene.cpp
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scenes/cubestack/CubeStackScene.h
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scenes/cubestack/CubeStackScene.cpp
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)
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# Add .user file to set debug path in Visual Studio
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@ -37,9 +37,6 @@ class AABB {
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// -------------------- Attributes -------------------- //
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/// Size of each side of the box
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float mSize[3];
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/// Scaling matrix (applied to a cube to obtain the correct box dimensions)
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openglframework::Matrix4 mScalingMatrix;
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@ -168,8 +168,8 @@ void CollisionDetectionScene::reset() {
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mBox1->setTransform(rp3d::Transform(rp3d::Vector3(-4, -7, 0), rp3d::Quaternion::identity()));
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mBox2->setTransform(rp3d::Transform(rp3d::Vector3(0, 9, 0), rp3d::Quaternion::identity()));
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mConvexMesh->setTransform(rp3d::Transform(rp3d::Vector3(-5, 0, 0), rp3d::Quaternion::identity()));
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mConcaveMesh->setTransform(rp3d::Transform(rp3d::Vector3(0, 0, 0), rp3d::Quaternion::identity()));
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mHeightField->setTransform(rp3d::Transform(rp3d::Vector3(0, -12, 0), rp3d::Quaternion::identity()));
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mConcaveMesh->setTransform(rp3d::Transform(rp3d::Vector3(0, 15, 0), rp3d::Quaternion::identity()));
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mHeightField->setTransform(rp3d::Transform(rp3d::Vector3(0, -22, 0), rp3d::Quaternion::identity()));
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}
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// Destructor
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@ -42,10 +42,10 @@ namespace trianglemeshscene {
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// Constants
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const float SCENE_RADIUS = 70.0f; // Radius of the scene in meters
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static const int NB_BOXES = 10;
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static const int NB_SPHERES = 5;
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static const int NB_CAPSULES = 5;
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static const int NB_MESHES = 3;
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static const int NB_BOXES = 50;
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static const int NB_SPHERES = 40;
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static const int NB_CAPSULES = 20;
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static const int NB_MESHES = 15;
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static 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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146
testbed/scenes/cubestack/CubeStackScene.cpp
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146
testbed/scenes/cubestack/CubeStackScene.cpp
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@ -0,0 +1,146 @@
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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 "CubeStackScene.h"
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// Namespaces
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using namespace openglframework;
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using namespace cubestackscene;
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// Constructor
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CubeStackScene::CubeStackScene(const std::string& name, EngineSettings& settings)
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: SceneDemo(name, settings, SCENE_RADIUS) {
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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 dynamics world
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rp3d::Vector3 gravity(0, rp3d::decimal(-9.81), 0);
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// Create the dynamics world for the physics simulation
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mPhysicsWorld = new rp3d::DynamicsWorld(gravity);
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#ifdef IS_PROFILING_ACTIVE
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mPhysicsWorld->setProfilerName(name + "_profiler");
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#endif
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// Create all the cubes of the scene
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for (int i=1; i<=NB_FLOORS; i++) {
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for (int j=0; j<i; j++) {
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// Create a cube and a corresponding rigid in the dynamics world
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Box* cube = new Box(BOX_SIZE, BOX_MASS, getDynamicsWorld(), mMeshFolderPath);
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// Set the box color
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cube->setColor(mDemoColors[i % mNbDemoColors]);
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cube->setSleepingColor(mRedColorDemo);
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// Change the material properties of the rigid body
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rp3d::Material& material = cube->getRigidBody()->getMaterial();
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material.setBounciness(rp3d::decimal(0.4));
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// Add the box the list of box in the scene
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mBoxes.push_back(cube);
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mPhysicsObjects.push_back(cube);
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}
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}
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// ------------------------- FLOOR ----------------------- //
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// Create the floor
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mFloor = new Box(FLOOR_SIZE, FLOOR_MASS, getDynamicsWorld(), mMeshFolderPath);
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mFloor->setColor(mGreyColorDemo);
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mFloor->setSleepingColor(mGreyColorDemo);
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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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mPhysicsObjects.push_back(mFloor);
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// Get the physics engine parameters
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mEngineSettings.isGravityEnabled = getDynamicsWorld()->isGravityEnabled();
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rp3d::Vector3 gravityVector = getDynamicsWorld()->getGravity();
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mEngineSettings.gravity = openglframework::Vector3(gravityVector.x, gravityVector.y, gravityVector.z);
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mEngineSettings.isSleepingEnabled = getDynamicsWorld()->isSleepingEnabled();
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mEngineSettings.sleepLinearVelocity = getDynamicsWorld()->getSleepLinearVelocity();
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mEngineSettings.sleepAngularVelocity = getDynamicsWorld()->getSleepAngularVelocity();
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mEngineSettings.nbPositionSolverIterations = getDynamicsWorld()->getNbIterationsPositionSolver();
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mEngineSettings.nbVelocitySolverIterations = getDynamicsWorld()->getNbIterationsVelocitySolver();
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mEngineSettings.timeBeforeSleep = getDynamicsWorld()->getTimeBeforeSleep();
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}
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// Destructor
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CubeStackScene::~CubeStackScene() {
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// Destroy all the cubes of the scene
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for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
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// Destroy the corresponding rigid body from the dynamics world
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getDynamicsWorld()->destroyRigidBody((*it)->getRigidBody());
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// Destroy the cube
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delete (*it);
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}
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// Destroy the rigid body of the floor
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getDynamicsWorld()->destroyRigidBody(mFloor->getRigidBody());
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// Destroy the floor
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delete mFloor;
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// Destroy the dynamics world
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delete getDynamicsWorld();
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}
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// Reset the scene
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void CubeStackScene::reset() {
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int index = 0;
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for (int i=NB_FLOORS; i > 0; i--) {
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for (int j=0; j<i; j++) {
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// Create all the cubes of the scene
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Box* box = mBoxes[index];
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// Position of the cubes
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rp3d::Vector3 position((-i * 0.5f + j) * (0.1f + BOX_SIZE.x),
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BOX_SIZE.y + (NB_FLOORS - i) * (BOX_SIZE.y + 0.1f),
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0);
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box->setTransform(rp3d::Transform(position, rp3d::Quaternion::identity()));
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index++;
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}
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}
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mFloor->setTransform(rp3d::Transform(rp3d::Vector3::zero(), rp3d::Quaternion::identity()));
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}
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testbed/scenes/cubestack/CubeStackScene.h
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82
testbed/scenes/cubestack/CubeStackScene.h
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@ -0,0 +1,82 @@
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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 CUBESTACK_SCENE_H
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#define CUBESTACK_SCENE_H
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// Libraries
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#include "openglframework.h"
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#include "reactphysics3d.h"
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#include "Box.h"
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#include "SceneDemo.h"
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namespace cubestackscene {
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// Constants
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const float SCENE_RADIUS = 30.0f; // Radius of the scene in meters
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const int NB_FLOORS = 15; // Number of boxes in the scene
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const openglframework::Vector3 BOX_SIZE(2, 2, 2); // Box dimensions in meters
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const openglframework::Vector3 FLOOR_SIZE(50, 1, 50); // Floor dimensions in meters
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const float BOX_MASS = 1.0f; // Box mass in kilograms
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const float FLOOR_MASS = 100.0f; // Floor mass in kilograms
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// Class CubeStackScene
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class CubeStackScene : public SceneDemo {
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protected :
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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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/// 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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CubeStackScene(const std::string& name, EngineSettings& settings);
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/// Destructor
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virtual ~CubeStackScene() override;
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/// Reset the scene
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virtual void reset() override;
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/// Return all the contact points of the scene
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virtual std::vector<ContactPoint> getContactPoints() const override;
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};
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// Return all the contact points of the scene
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inline std::vector<ContactPoint> CubeStackScene::getContactPoints() const {
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return computeContactPointsOfWorld(getDynamicsWorld());
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}
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}
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#endif
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@ -36,6 +36,7 @@
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#include "heightfield/HeightFieldScene.h"
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#include "raycast/RaycastScene.h"
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#include "concavemesh/ConcaveMeshScene.h"
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#include "cubestack/CubeStackScene.h"
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using namespace openglframework;
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using namespace jointsscene;
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@ -45,6 +46,7 @@ using namespace collisionshapesscene;
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using namespace trianglemeshscene;
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using namespace heightfieldscene;
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using namespace collisiondetectionscene;
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using namespace cubestackscene;
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// Initialization of static variables
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const float TestbedApplication::SCROLL_SENSITIVITY = 0.08f;
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@ -102,6 +104,10 @@ void TestbedApplication::createScenes() {
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CubesScene* cubeScene = new CubesScene("Cubes", mEngineSettings);
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mScenes.push_back(cubeScene);
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// Cube Stack scene
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CubeStackScene* cubeStackScene = new CubeStackScene("Cube Stack", mEngineSettings);
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mScenes.push_back(cubeStackScene);
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// Joints scene
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JointsScene* jointsScene = new JointsScene("Joints", mEngineSettings);
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mScenes.push_back(jointsScene);
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