Add bridge scene to the testbed application
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@ -15,6 +15,7 @@ do not hesitate to take a look at the user manual.
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- Method Joint::getReactionTorque() has been added to retrieve the current reaction torque of a joint
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- Method RigidBody::setLinearLockAxisFactor() to lock the translational movement of a body along the world-space x, y and z axes
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- Method RigidBody::setAngularLockAxisFactor() to lock the rotational movement of a body around the world-space x, y and z axes
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- Bridge scene has been added to the testbed application
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### Changed
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@ -150,6 +150,8 @@ set(SCENES_SOURCES
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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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scenes/bridge/BridgeScene.h
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scenes/bridge/BridgeScene.cpp
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)
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# Create the executable
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241
testbed/scenes/bridge/BridgeScene.cpp
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241
testbed/scenes/bridge/BridgeScene.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 "BridgeScene.h"
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#include <cmath>
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// Namespaces
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using namespace openglframework;
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using namespace bridgescene;
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// Constructor
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BridgeScene::BridgeScene(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, 0, 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, rp3d::decimal(-9.81), 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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for (int b=0; b < NB_BRIDGES; b++) {
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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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const uint boxIndex = b * NB_BOXES + i;
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// Create a box and a corresponding rigid in the physics world
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mBoxes[boxIndex] = new Box(true, BOX_SIZE, mPhysicsCommon, mPhysicsWorld, meshFolderPath);
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// Set the box color
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mBoxes[boxIndex]->setColor(mObjectColorDemo);
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mBoxes[boxIndex]->setSleepingColor(mSleepingColorDemo);
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// Change the material properties of the rigid body
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rp3d::Material& material = mBoxes[boxIndex]->getCollider()->getMaterial();
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material.setBounciness(rp3d::decimal(0.0));
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if (i == 0 || i == NB_BOXES-1) {
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mBoxes[boxIndex]->getRigidBody()->setType(rp3d::BodyType::STATIC);
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}
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// Add the box the list of boxes in the scene
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mPhysicsObjects.push_back(mBoxes[boxIndex]);
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}
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}
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// Create all the spheres of the scene
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for (int i=0; i<NB_BRIDGES; i++) {
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// Create a sphere and a corresponding rigid in the physics world
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mSpheres[i] = new Sphere(true, SPHERE_RADIUS, mPhysicsCommon, mPhysicsWorld, meshFolderPath);
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// Set the box color
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mSpheres[i]->setColor(mObjectColorDemo);
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mSpheres[i]->setSleepingColor(mSleepingColorDemo);
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// Change the material properties of the rigid body
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rp3d::Material& material = mSpheres[i]->getCollider()->getMaterial();
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material.setBounciness(rp3d::decimal(0.2));
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mSpheres[i]->getRigidBody()->setMass(SPHERE_MASS);
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// Add the sphere the list of sphere in the scene
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mPhysicsObjects.push_back(mSpheres[i]);
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}
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// Set the position of the boxes before the joints creation
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reset();
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// Create the Ball-and-Socket joints
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createJoints();
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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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BridgeScene::~BridgeScene() {
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// Destroy the joints
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for (uint i=0; i < mHingeJoints.size(); i++) {
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if (mHingeJoints[i] != nullptr) {
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mPhysicsWorld->destroyJoint(mHingeJoints[i]);
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}
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}
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// Destroy all the rigid bodies of the scene
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for (int i=0; i<NB_BOXES * NB_BRIDGES; i++) {
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mPhysicsWorld->destroyRigidBody(mBoxes[i]->getRigidBody());
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}
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// Destroy the physics world
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mPhysicsCommon.destroyPhysicsWorld(mPhysicsWorld);
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}
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// Create the joints
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void BridgeScene::createJoints() {
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for (int b=0; b < NB_BRIDGES; b++) {
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for (int i=0; i < NB_BOXES-1; i++) {
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const uint box1Index = b * NB_BOXES + i;
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const uint box2Index = b * NB_BOXES + i + 1;
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// Create the joint info object
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rp3d::RigidBody* body1 = mBoxes[box1Index]->getRigidBody();
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rp3d::RigidBody* body2 = mBoxes[box2Index]->getRigidBody();
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rp3d::Vector3 body1Position = body1->getTransform().getPosition();
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rp3d::Vector3 body2Position = body2->getTransform().getPosition();
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const rp3d::Vector3 anchorPointWorldSpace = body1Position + rp3d::Vector3(BOX_SIZE.x / 2.0f, 0, 0);
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rp3d::HingeJointInfo jointInfo(body1, body2, anchorPointWorldSpace, rp3d::Vector3(0, 0, 1));
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jointInfo.isCollisionEnabled = false;
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rp3d::HingeJoint* joint = dynamic_cast<rp3d::HingeJoint*>(mPhysicsWorld->createJoint(jointInfo));
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mHingeJoints.push_back(joint);
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}
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}
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}
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// Update the physics simulation
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void BridgeScene::updatePhysics() {
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SceneDemo::updatePhysics();
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// Test if the joints of the last bridge should break or not
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for (int i=0; i <NB_BOXES-1; i++) {
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const uint jointIndex = mHingeJoints.size() - 1 - i;
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rp3d::HingeJoint* joint = mHingeJoints[jointIndex];
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if (joint != nullptr) {
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if (joint->getReactionForce(mEngineSettings.timeStep).lengthSquare() > 60000000) {
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mPhysicsWorld->destroyJoint(joint);
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mHingeJoints[jointIndex] = nullptr;
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}
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}
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}
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}
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// Reset the scene
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void BridgeScene::reset() {
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SceneDemo::reset();
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const rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
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// Bridges
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for (int b=0; b < NB_BRIDGES; b++) {
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for (int i=0; i < NB_BOXES; i++) {
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// Initial position and orientation of the rigid body
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rp3d::Vector3 initPosition((-NB_BOXES/2 + i) * (BOX_SIZE.x + 0.2),
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-7,
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(-NB_BRIDGES/2 + b) * (BOX_SIZE.z + 4));
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rp3d::Transform transform(initPosition, initOrientation);
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// Create a box and a corresponding rigid in the physics world
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mBoxes[b * NB_BOXES + i]->setTransform(transform);
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}
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}
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// Spheres
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for (int i=0; i < NB_BRIDGES; i++) {
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// Initial position and orientation of the rigid body
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rp3d::Vector3 initPosition(0,
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10,
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(-NB_BRIDGES/2 + i) * (BOX_SIZE.z + 4));
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rp3d::Transform transform(initPosition, initOrientation);
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// Create a box and a corresponding rigid in the physics world
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mSpheres[i]->setTransform(transform);
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}
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// Destroy the joints
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for (uint i=0; i < mHingeJoints.size(); i++) {
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if (mHingeJoints[i] != nullptr) {
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mPhysicsWorld->destroyJoint(mHingeJoints[i]);
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}
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}
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mHingeJoints.clear();
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createJoints();
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}
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86
testbed/scenes/bridge/BridgeScene.h
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86
testbed/scenes/bridge/BridgeScene.h
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@ -0,0 +1,86 @@
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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 BRIDGE_SCENE_H
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#define BRIDGE_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 "Box.h"
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#include "Sphere.h"
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#include "SceneDemo.h"
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namespace bridgescene {
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// Constants
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const float SCENE_RADIUS = 60.0f;
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const float SPHERE_RADIUS = 2.0f;
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const float SPHERE_MASS = 40.0f;
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const openglframework::Vector3 BOX_SIZE = openglframework::Vector3(2, 0.5, 4);
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const int NB_BRIDGES = 4;
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const int NB_BOXES = 16;
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// Class BridgeScene scene
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class BridgeScene : public SceneDemo {
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protected :
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// -------------------- Attributes -------------------- //
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/// Boxes
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Box* mBoxes[NB_BOXES * NB_BRIDGES];
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/// Spheres
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Sphere* mSpheres[NB_BRIDGES];
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/// Hinge joints of the bridge
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std::vector<rp3d::HingeJoint*> mHingeJoints;
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// -------------------- Methods -------------------- //
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/// Create the joints
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void createJoints();
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public:
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// -------------------- Methods -------------------- //
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/// Constructor
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BridgeScene(const std::string& name, EngineSettings& settings);
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/// Destructor
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virtual ~BridgeScene() override ;
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/// Update the physics simulation
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virtual void updatePhysics() 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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@ -42,6 +42,7 @@
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#include "ballandsocketjointsnet/BallAndSocketJointsNetScene.h"
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#include "ballandsocketjointschain/BallAndSocketJointsChainScene.h"
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#include "hingejointschain/HingeJointsChainScene.h"
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#include "bridge/BridgeScene.h"
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using namespace openglframework;
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using namespace jointsscene;
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using namespace ballandsocketjointsnetscene;
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using namespace ballandsocketjointschainscene;
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using namespace hingejointschainscene;
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using namespace bridgescene;
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// Initialization of static variables
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const float TestbedApplication::SCROLL_SENSITIVITY = 0.08f;
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@ -171,6 +173,10 @@ void TestbedApplication::createScenes() {
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HingeJointsChainScene* hingeJointsChainScene = new HingeJointsChainScene("Hinge Joints Chain", mEngineSettings);
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mScenes.push_back(hingeJointsChainScene);
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// Bridge scene
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BridgeScene* bridgeScene = new BridgeScene("Bridge", mEngineSettings);
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mScenes.push_back(bridgeScene);
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assert(mScenes.size() > 0);
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const int firstSceneIndex = 0;
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