Add heightfield scene in Testbed application

This commit is contained in:
Daniel Chappuis 2016-01-28 23:06:17 +01:00
parent ece6db9636
commit 6489be1953
7 changed files with 723 additions and 0 deletions

View File

@ -69,6 +69,8 @@ SET(COMMON_SOURCES
common/Cylinder.cpp
common/Dumbbell.h
common/Dumbbell.cpp
common/HeightField.h
common/HeightField.cpp
common/PhysicsObject.h
common/PhysicsObject.cpp
common/VisualContactPoint.h
@ -87,6 +89,8 @@ SET(SCENES_SOURCES
scenes/collisionshapes/CollisionShapesScene.cpp
scenes/concavemesh/ConcaveMeshScene.h
scenes/concavemesh/ConcaveMeshScene.cpp
scenes/heightfield/HeightFieldScene.h
scenes/heightfield/HeightFieldScene.cpp
)
# Add .user file to set debug path in Visual Studio

View File

@ -121,6 +121,8 @@ ConcaveMesh::ConcaveMesh(const openglframework::Vector3 &position, float mass,
// do not forget to delete it at the end
mConcaveShape = new rp3d::ConcaveMeshShape(&mPhysicsTriangleMesh);
mConcaveShape->setIsSmoothMeshCollisionEnabled(false);
// Initial position and orientation of the rigid body
rp3d::Vector3 initPosition(position.x, position.y, position.z);
rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();

View File

@ -0,0 +1,329 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 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 "HeightField.h"
// Constructor
HeightField::HeightField(const openglframework::Vector3 &position,
reactphysics3d::CollisionWorld* world)
: openglframework::Mesh(), mVBOVertices(GL_ARRAY_BUFFER),
mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER),
mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) {
// Initialize the position where the sphere will be rendered
translateWorld(position);
// Compute the scaling matrix
mScalingMatrix = openglframework::Matrix4::identity();
// Generate the height field
generateHeightField();
// Generate the graphics mesh
generateGraphicsMesh();
// Create the collision shape for the rigid body (convex mesh shape) and
// do not forget to delete it at the end
mHeightFieldShape = new rp3d::HeightFieldShape(HEIGHTFIELD_WIDTH, HEIGHTFIELD_LENGTH, 0, 5,
mHeightData, rp3d::HeightFieldShape::HEIGHT_FLOAT_TYPE);
// Initial position and orientation of the rigid body
rp3d::Vector3 initPosition(position.x, position.y, position.z);
rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
rp3d::Transform transform(initPosition, initOrientation);
mPreviousTransform = transform;
// Create a rigid body corresponding to the sphere in the dynamics world
mBody = world->createCollisionBody(transform);
// Add a collision shape to the body and specify the mass of the collision shape
mProxyShape = mBody->addCollisionShape(mHeightFieldShape, rp3d::Transform::identity());
// Create the VBOs and VAO
createVBOAndVAO();
mTransformMatrix = mTransformMatrix * mScalingMatrix;
}
// Constructor
HeightField::HeightField(const openglframework::Vector3 &position, float mass,
reactphysics3d::DynamicsWorld* dynamicsWorld)
: openglframework::Mesh(), mVBOVertices(GL_ARRAY_BUFFER),
mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER),
mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) {
// Initialize the position where the sphere will be rendered
translateWorld(position);
// Compute the scaling matrix
mScalingMatrix = openglframework::Matrix4::identity();
// Generate the height field
generateHeightField();
// Generate the graphics mesh
generateGraphicsMesh();
// Create the collision shape for the rigid body (convex mesh shape) and
// do not forget to delete it at the end
mHeightFieldShape = new rp3d::HeightFieldShape(HEIGHTFIELD_WIDTH, HEIGHTFIELD_LENGTH, 0, 5,
mHeightData, rp3d::HeightFieldShape::HEIGHT_FLOAT_TYPE);
// Initial position and orientation of the rigid body
rp3d::Vector3 initPosition(position.x, position.y, position.z);
rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
rp3d::Transform transform(initPosition, initOrientation);
// Create a rigid body corresponding to the sphere in the dynamics world
rp3d::RigidBody* body = dynamicsWorld->createRigidBody(transform);
// Add a collision shape to the body and specify the mass of the collision shape
mProxyShape = body->addCollisionShape(mHeightFieldShape, rp3d::Transform::identity(), mass);
mBody = body;
// Create the VBOs and VAO
createVBOAndVAO();
mTransformMatrix = mTransformMatrix * mScalingMatrix;
}
// Destructor
HeightField::~HeightField() {
// Destroy the mesh
destroy();
// Destroy the VBOs and VAO
mVBOIndices.destroy();
mVBOVertices.destroy();
mVBONormals.destroy();
mVBOTextureCoords.destroy();
mVAO.destroy();
delete mHeightFieldShape;
}
// Render the sphere at the correct position and with the correct orientation
void HeightField::render(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix) {
// Bind the shader
shader.bind();
// Set the model to camera matrix
shader.setMatrix4x4Uniform("localToWorldMatrix", mTransformMatrix);
shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix);
// Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the
// model-view matrix)
const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * mTransformMatrix;
const openglframework::Matrix3 normalMatrix =
localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose();
shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
// Set the vertex color
openglframework::Vector4 color(mColor.r, mColor.g, mColor.b, mColor.a);
shader.setVector4Uniform("vertexColor", color, false);
// Bind the VAO
mVAO.bind();
mVBOVertices.bind();
// Get the location of shader attribute variables
GLint vertexPositionLoc = shader.getAttribLocation("vertexPosition");
GLint vertexNormalLoc = shader.getAttribLocation("vertexNormal", false);
glEnableVertexAttribArray(vertexPositionLoc);
glVertexAttribPointer(vertexPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL);
mVBONormals.bind();
if (vertexNormalLoc != -1) glVertexAttribPointer(vertexNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL);
if (vertexNormalLoc != -1) glEnableVertexAttribArray(vertexNormalLoc);
// For each part of the mesh
for (unsigned int i=0; i<getNbParts(); i++) {
glDrawElements(GL_TRIANGLES, getNbFaces(i) * 3, GL_UNSIGNED_INT, (char*)NULL);
}
glDisableVertexAttribArray(vertexPositionLoc);
if (vertexNormalLoc != -1) glDisableVertexAttribArray(vertexNormalLoc);
mVBONormals.unbind();
mVBOVertices.unbind();
// Unbind the VAO
mVAO.unbind();
// Unbind the shader
shader.unbind();
}
// Compute the heights of the height field
void HeightField::generateHeightField() {
mMinHeight = 0.0;
mMaxHeight = 5.0;
for (int i=0; i<HEIGHTFIELD_WIDTH; i++) {
for (int j=0; j<HEIGHTFIELD_LENGTH; j++) {
mHeightData[i][j] = 5.0f;
}
}
}
// Generate the graphics mesh to render the height field
void HeightField::generateGraphicsMesh() {
std::vector<uint> indices;
int vertexId = 0;
for (int i=0; i<HEIGHTFIELD_WIDTH; i++) {
for (int j=0; j<HEIGHTFIELD_LENGTH; j++) {
float height = mHeightData[i][j] - (mMaxHeight - mMinHeight) * 0.5f;
openglframework::Vector3 vertex(-HEIGHTFIELD_WIDTH * 0.5f + i, height, -HEIGHTFIELD_LENGTH * 0.5 + j);
mVertices.push_back(vertex);
// Triangle indices
if ((i < HEIGHTFIELD_WIDTH - 1) && (j < HEIGHTFIELD_LENGTH - 1)) {
int v1 = vertexId;
int v2 = vertexId + 1;
int v3 = vertexId + HEIGHTFIELD_LENGTH;
int v4 = vertexId + HEIGHTFIELD_LENGTH + 1;
// First triangle
indices.push_back(v1);
indices.push_back(v2);
indices.push_back(v3);
// Second triangle
indices.push_back(v2);
indices.push_back(v4);
indices.push_back(v3);
}
vertexId++;
}
}
mIndices.push_back(indices);
calculateNormals();
}
// Create the Vertex Buffer Objects used to render with OpenGL.
/// We create two VBOs (one for vertices and one for indices)
void HeightField::createVBOAndVAO() {
// Create the VBO for the vertices data
mVBOVertices.create();
mVBOVertices.bind();
size_t sizeVertices = mVertices.size() * sizeof(openglframework::Vector3);
mVBOVertices.copyDataIntoVBO(sizeVertices, getVerticesPointer(), GL_STATIC_DRAW);
mVBOVertices.unbind();
// Create the VBO for the normals data
mVBONormals.create();
mVBONormals.bind();
size_t sizeNormals = mNormals.size() * sizeof(openglframework::Vector3);
mVBONormals.copyDataIntoVBO(sizeNormals, getNormalsPointer(), GL_STATIC_DRAW);
mVBONormals.unbind();
if (hasTexture()) {
// Create the VBO for the texture co data
mVBOTextureCoords.create();
mVBOTextureCoords.bind();
size_t sizeTextureCoords = mUVs.size() * sizeof(openglframework::Vector2);
mVBOTextureCoords.copyDataIntoVBO(sizeTextureCoords, getUVTextureCoordinatesPointer(), GL_STATIC_DRAW);
mVBOTextureCoords.unbind();
}
// Create th VBO for the indices data
mVBOIndices.create();
mVBOIndices.bind();
size_t sizeIndices = mIndices[0].size() * sizeof(unsigned int);
mVBOIndices.copyDataIntoVBO(sizeIndices, getIndicesPointer(), GL_STATIC_DRAW);
mVBOIndices.unbind();
// Create the VAO for both VBOs
mVAO.create();
mVAO.bind();
// Bind the VBO of vertices
mVBOVertices.bind();
// Bind the VBO of normals
mVBONormals.bind();
if (hasTexture()) {
// Bind the VBO of texture coords
mVBOTextureCoords.bind();
}
// Bind the VBO of indices
mVBOIndices.bind();
// Unbind the VAO
mVAO.unbind();
}
// Reset the transform
void HeightField::resetTransform(const rp3d::Transform& transform) {
// Reset the transform
mBody->setTransform(transform);
mBody->setIsSleeping(false);
// Reset the velocity of the rigid body
rp3d::RigidBody* rigidBody = dynamic_cast<rp3d::RigidBody*>(mBody);
if (rigidBody != NULL) {
rigidBody->setLinearVelocity(rp3d::Vector3(0, 0, 0));
rigidBody->setAngularVelocity(rp3d::Vector3(0, 0, 0));
}
updateTransform(1.0f);
}
// Set the scaling of the object
void HeightField::setScaling(const openglframework::Vector3& scaling) {
// Scale the collision shape
mProxyShape->setLocalScaling(rp3d::Vector3(scaling.x, scaling.y, scaling.z));
// Scale the graphics object
mScalingMatrix = openglframework::Matrix4(scaling.x, 0, 0, 0,
0, scaling.y, 0,0,
0, 0, scaling.z, 0,
0, 0, 0, 1.0f);
}

View File

@ -0,0 +1,120 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 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 HEIGHT_FIELD_H
#define HEIGHT_FIELD_H
// Libraries
#include "openglframework.h"
#include "reactphysics3d.h"
#include "PhysicsObject.h"
// Class HeightField
class HeightField : public openglframework::Mesh, public PhysicsObject {
private :
static const int HEIGHTFIELD_WIDTH = 10;
static const int HEIGHTFIELD_LENGTH = 5;
// -------------------- Attributes -------------------- //
/// Height field data
float mHeightData[HEIGHTFIELD_WIDTH][HEIGHTFIELD_LENGTH];
/// Previous transform (for interpolation)
rp3d::Transform mPreviousTransform;
/// Collision shape
rp3d::HeightFieldShape* mHeightFieldShape;
rp3d::ProxyShape* mProxyShape;
/// Scaling matrix
openglframework::Matrix4 mScalingMatrix;
/// Vertex Buffer Object for the vertices data
openglframework::VertexBufferObject mVBOVertices;
/// Vertex Buffer Object for the normals data
openglframework::VertexBufferObject mVBONormals;
/// Vertex Buffer Object for the texture coords
openglframework::VertexBufferObject mVBOTextureCoords;
/// Vertex Buffer Object for the indices
openglframework::VertexBufferObject mVBOIndices;
/// Vertex Array Object for the vertex data
openglframework::VertexArrayObject mVAO;
/// Min/Max height of the height field values
float mMinHeight, mMaxHeight;
// -------------------- Methods -------------------- //
// Create the Vertex Buffer Objects used to render with OpenGL.
void createVBOAndVAO();
// Compute the heights of the height field
void generateHeightField();
// Generate the graphics mesh to render the height field
void generateGraphicsMesh();
public :
// -------------------- Methods -------------------- //
/// Constructor
HeightField(const openglframework::Vector3& position,
rp3d::CollisionWorld* world);
/// Constructor
HeightField(const openglframework::Vector3& position, float mass,
rp3d::DynamicsWorld* dynamicsWorld);
/// Destructor
~HeightField();
/// Render the mesh at the correct position and with the correct orientation
void render(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix);
/// Set the position of the box
void resetTransform(const rp3d::Transform& transform);
/// Update the transform matrix of the object
virtual void updateTransform(float interpolationFactor);
/// Set the scaling of the object
void setScaling(const openglframework::Vector3& scaling);
};
// Update the transform matrix of the object
inline void HeightField::updateTransform(float interpolationFactor) {
mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix);
}
#endif

View File

@ -0,0 +1,171 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 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 "HeightFieldScene.h"
// Namespaces
using namespace openglframework;
using namespace heightfieldscene;
// Constructor
HeightFieldScene::HeightFieldScene(const std::string& name) : SceneDemo(name, SCENE_RADIUS) {
// Compute the radius and the center of the scene
openglframework::Vector3 center(0, 5, 0);
// Set the center of the scene
setScenePosition(center, SCENE_RADIUS);
// Gravity vector in the dynamics world
rp3d::Vector3 gravity(0, rp3d::decimal(-9.81), 0);
// Create the dynamics world for the physics simulation
mDynamicsWorld = new rp3d::DynamicsWorld(gravity);
// Set the number of iterations of the constraint solver
mDynamicsWorld->setNbIterationsVelocitySolver(15);
// ---------- Create the cube ----------- //
// Position
rp3d::decimal radius = 2.0;
openglframework::Vector3 spherePos(15, 10, 0);
// Create a sphere and a corresponding rigid in the dynamics world
mBox = new Box(Vector3(3, 3, 3), spherePos, 80.1, mDynamicsWorld);
// Set the sphere color
mBox->setColor(mDemoColors[1]);
mBox->setSleepingColor(mRedColorDemo);
// Change the material properties of the rigid body
rp3d::Material& sphereMat = mBox->getRigidBody()->getMaterial();
sphereMat.setBounciness(rp3d::decimal(0.2));
// ---------- Create the height field ---------- //
// Position
openglframework::Vector3 position(0, 0, 0);
rp3d::decimal mass = 1.0;
// Create a convex mesh and a corresponding rigid in the dynamics world
mHeightField = new HeightField(position, mass, mDynamicsWorld);
// Set the mesh as beeing static
mHeightField->getRigidBody()->setType(rp3d::STATIC);
// Set the color
mHeightField->setColor(mDemoColors[0]);
mHeightField->setSleepingColor(mRedColorDemo);
// Change the material properties of the rigid body
rp3d::Material& material = mHeightField->getRigidBody()->getMaterial();
material.setBounciness(rp3d::decimal(0.2));
material.setFrictionCoefficient(0.1);
// Get the physics engine parameters
mEngineSettings.isGravityEnabled = mDynamicsWorld->isGravityEnabled();
rp3d::Vector3 gravityVector = mDynamicsWorld->getGravity();
mEngineSettings.gravity = openglframework::Vector3(gravityVector.x, gravityVector.y, gravityVector.z);
mEngineSettings.isSleepingEnabled = mDynamicsWorld->isSleepingEnabled();
mEngineSettings.sleepLinearVelocity = mDynamicsWorld->getSleepLinearVelocity();
mEngineSettings.sleepAngularVelocity = mDynamicsWorld->getSleepAngularVelocity();
mEngineSettings.nbPositionSolverIterations = mDynamicsWorld->getNbIterationsPositionSolver();
mEngineSettings.nbVelocitySolverIterations = mDynamicsWorld->getNbIterationsVelocitySolver();
mEngineSettings.timeBeforeSleep = mDynamicsWorld->getTimeBeforeSleep();
}
// Destructor
HeightFieldScene::~HeightFieldScene() {
mDynamicsWorld->destroyRigidBody(mBox->getRigidBody());
// Destroy the corresponding rigid body from the dynamics world
mDynamicsWorld->destroyRigidBody(mHeightField->getRigidBody());
delete mBox;
// Destroy the convex mesh
delete mHeightField;
// Destroy the dynamics world
delete mDynamicsWorld;
}
// Update the physics world (take a simulation step)
void HeightFieldScene::updatePhysics() {
// Update the physics engine parameters
mDynamicsWorld->setIsGratityEnabled(mEngineSettings.isGravityEnabled);
rp3d::Vector3 gravity(mEngineSettings.gravity.x, mEngineSettings.gravity.y,
mEngineSettings.gravity.z);
mDynamicsWorld->setGravity(gravity);
mDynamicsWorld->enableSleeping(mEngineSettings.isSleepingEnabled);
mDynamicsWorld->setSleepLinearVelocity(mEngineSettings.sleepLinearVelocity);
mDynamicsWorld->setSleepAngularVelocity(mEngineSettings.sleepAngularVelocity);
mDynamicsWorld->setNbIterationsPositionSolver(mEngineSettings.nbPositionSolverIterations);
mDynamicsWorld->setNbIterationsVelocitySolver(mEngineSettings.nbVelocitySolverIterations);
mDynamicsWorld->setTimeBeforeSleep(mEngineSettings.timeBeforeSleep);
// Take a simulation step
mDynamicsWorld->update(mEngineSettings.timeStep);
}
// Update the scene
void HeightFieldScene::update() {
SceneDemo::update();
// Update the transform used for the rendering
mHeightField->updateTransform(mInterpolationFactor);
mBox->updateTransform(mInterpolationFactor);
}
// Render the scene in a single pass
void HeightFieldScene::renderSinglePass(Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) {
// Bind the shader
shader.bind();
mHeightField->render(shader, worldToCameraMatrix);
mBox->render(shader, worldToCameraMatrix);
// Unbind the shader
shader.unbind();
}
// Reset the scene
void HeightFieldScene::reset() {
// Reset the transform
rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
rp3d::Transform transform(rp3d::Vector3(0, 0, 0), initOrientation);
mHeightField->resetTransform(transform);
rp3d::Vector3 spherePos(2, 15, 0);
rp3d::Transform sphereTransform(spherePos, initOrientation);
mBox->resetTransform(sphereTransform);
}

View File

@ -0,0 +1,91 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 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 HEIGHT_FIELD_SCENE_H
#define HEIGHT_FIELD_SCENE_H
// Libraries
#include "openglframework.h"
#include "reactphysics3d.h"
#include "Box.h"
#include "SceneDemo.h"
#include "HeightField.h"
namespace heightfieldscene {
// Constants
const float SCENE_RADIUS = 30.0f;
// Class HeightFieldScene
class HeightFieldScene : public SceneDemo {
protected :
// -------------------- Attributes -------------------- //
Box* mBox;
/// Height field
HeightField* mHeightField;
/// Dynamics world used for the physics simulation
rp3d::DynamicsWorld* mDynamicsWorld;
public:
// -------------------- Methods -------------------- //
/// Constructor
HeightFieldScene(const std::string& name);
/// Destructor
virtual ~HeightFieldScene();
/// Update the physics world (take a simulation step)
/// Can be called several times per frame
virtual void updatePhysics();
/// Update the scene (take a simulation step)
virtual void update();
/// Render the scene in a single pass
virtual void renderSinglePass(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix);
/// Reset the scene
virtual void reset();
/// Return all the contact points of the scene
virtual std::vector<ContactPoint> getContactPoints() const;
};
// Return all the contact points of the scene
inline std::vector<ContactPoint> HeightFieldScene::getContactPoints() const {
return computeContactPointsOfWorld(mDynamicsWorld);
}
}
#endif

View File

@ -32,6 +32,7 @@
#include "cubes/CubesScene.h"
#include "joints/JointsScene.h"
#include "collisionshapes/CollisionShapesScene.h"
#include "heightfield/HeightFieldScene.h"
#include "raycast/RaycastScene.h"
#include "concavemesh/ConcaveMeshScene.h"
@ -41,6 +42,7 @@ using namespace cubesscene;
using namespace raycastscene;
using namespace collisionshapesscene;
using namespace trianglemeshscene;
using namespace heightfieldscene;
// Initialization of static variables
const float TestbedApplication::SCROLL_SENSITIVITY = 0.02f;
@ -164,6 +166,10 @@ void TestbedApplication::createScenes() {
CollisionShapesScene* collisionShapesScene = new CollisionShapesScene("Collision Shapes");
mScenes.push_back(collisionShapesScene);
// Heightfield shape scene
HeightFieldScene* heightFieldScene = new HeightFieldScene("Heightfield");
mScenes.push_back(heightFieldScene);
// Raycast scene
RaycastScene* raycastScene = new RaycastScene("Raycast");
mScenes.push_back(raycastScene);