Add demo scene with BallAndSocket joints net in the testbed application
This commit is contained in:
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@ -123,6 +123,8 @@ set(COMMON_SOURCES
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# Examples scenes source files
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# Examples scenes source files
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set(SCENES_SOURCES
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set(SCENES_SOURCES
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scenes/ballandsocketjointsnet/BallAndSocketJointsNetScene.h
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scenes/ballandsocketjointsnet/BallAndSocketJointsNetScene.cpp
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scenes/cubes/CubesScene.h
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scenes/cubes/CubesScene.h
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scenes/cubes/CubesScene.cpp
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scenes/cubes/CubesScene.cpp
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scenes/joints/JointsScene.h
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scenes/joints/JointsScene.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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// Libraries
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#include "BallAndSocketJointsNetScene.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 ballandsocketjointsnetscene;
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// Constructor
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BallAndSocketJointsNetScene::BallAndSocketJointsNetScene(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, 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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// Create all the spheres of the scene
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for (int i=0; i<NB_ROWS_NET_SPHERES; i++) {
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for (int j=0; j<NB_ROWS_NET_SPHERES; j++) {
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// Create a sphere and a corresponding rigid in the physics world
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Sphere* sphere = new Sphere(true, SPHERE_RADIUS, mPhysicsCommon, mPhysicsWorld, meshFolderPath);
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// Set the sphere color
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sphere->setColor(mObjectColorDemo);
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sphere->setSleepingColor(mSleepingColorDemo);
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// Change the material properties of the rigid body
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rp3d::Material& material = sphere->getCollider()->getMaterial();
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material.setBounciness(rp3d::decimal(0.0));
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// Add the sphere the list of sphere in the scene
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mNetSpheres[i][j] = sphere;
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mPhysicsObjects.push_back(sphere);
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}
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}
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// Set the position of the spheres 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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// Create the main sphere
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mMainSphere = new Sphere(true, 10, mPhysicsCommon, mPhysicsWorld, meshFolderPath);
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mMainSphere->setColor(mObjectColorDemo);
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mMainSphere->setSleepingColor(mSleepingColorDemo);
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rp3d::Vector3 initPosition(0, 0, 0);
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rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
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rp3d::Transform transform(initPosition, initOrientation);
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mMainSphere->setTransform(transform);
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mMainSphere->getRigidBody()->setType(rp3d::BodyType::STATIC);
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rp3d::Material& material = mMainSphere->getCollider()->getMaterial();
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material.setBounciness(rp3d::decimal(0.0));
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mPhysicsObjects.push_back(mMainSphere);
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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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BallAndSocketJointsNetScene::~BallAndSocketJointsNetScene() {
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// Destroy the joints
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for (uint i=0; i < mBallAndSocketJoints.size(); i++) {
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mPhysicsWorld->destroyJoint(mBallAndSocketJoints[i]);
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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_ROWS_NET_SPHERES; i++) {
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for (int j=0; j<NB_ROWS_NET_SPHERES; j++) {
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mPhysicsWorld->destroyRigidBody(mNetSpheres[i][j]->getRigidBody());
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}
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}
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mPhysicsWorld->destroyRigidBody(mMainSphere->getRigidBody());
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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 BallAndSocketJointsNetScene::createJoints() {
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for (int i=0; i<NB_ROWS_NET_SPHERES; i++) {
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for (int j=0; j<NB_ROWS_NET_SPHERES; j++) {
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if (i > 0) {
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// Create the joint info object
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rp3d::RigidBody* body1 = mNetSpheres[i-1][j]->getRigidBody();
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rp3d::RigidBody* body2 = mNetSpheres[i][j]->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 = 0.5 * (body1Position + body2Position);
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const rp3d::Vector3 anchorPointWorldSpace = body2Position;
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rp3d::BallAndSocketJointInfo jointInfo(body1, body2, anchorPointWorldSpace);
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jointInfo.isCollisionEnabled = false;
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rp3d::BallAndSocketJoint* joint = dynamic_cast<rp3d::BallAndSocketJoint*>( mPhysicsWorld->createJoint(jointInfo));
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mBallAndSocketJoints.push_back(joint);
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}
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if (j > 0) {
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// Create the joint info object
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rp3d::RigidBody* body1 = mNetSpheres[i][j-1]->getRigidBody();
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rp3d::RigidBody* body2 = mNetSpheres[i][j]->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 = body2Position;
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rp3d::BallAndSocketJointInfo jointInfo(body1, body2, anchorPointWorldSpace);
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jointInfo.isCollisionEnabled = false;
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rp3d::BallAndSocketJoint* joint = dynamic_cast<rp3d::BallAndSocketJoint*>( mPhysicsWorld->createJoint(jointInfo));
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mBallAndSocketJoints.push_back(joint);
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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 BallAndSocketJointsNetScene::reset() {
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SceneDemo::reset();
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const float space = 0.3f;
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const float startX = -(NB_ROWS_NET_SPHERES / 2.0f * (2.0 * SPHERE_RADIUS + space));
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const float startZ = -(NB_ROWS_NET_SPHERES / 2.0f * (2.0 * SPHERE_RADIUS + space));
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const rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
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for (int i=0; i<NB_ROWS_NET_SPHERES; i++) {
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for (int j=0; j<NB_ROWS_NET_SPHERES; j++) {
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// Initial position and orientation of the rigid body
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rp3d::Vector3 initPosition(startX + i * (2 * SPHERE_RADIUS + space), 12, startZ + j * (2 * SPHERE_RADIUS + space));
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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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mNetSpheres[i][j]->setTransform(transform);
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}
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}
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}
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@ -0,0 +1,79 @@
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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 BALL_AND_SOCKET_JOINTS_NET_SCENE_H
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#define BALL_AND_SOCKET_JOINTS_NET_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 "Sphere.h"
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#include "SceneDemo.h"
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namespace ballandsocketjointsnetscene {
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// Constants
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const float SCENE_RADIUS = 40.0f;
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const float SPHERE_RADIUS = 0.5f;
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const int NB_ROWS_NET_SPHERES = 40;
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// Class JointsScene
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class BallAndSocketJointsNetScene : public SceneDemo {
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protected :
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// -------------------- Attributes -------------------- //
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/// Spheres in the Ball-And-Socket joint net
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Sphere* mNetSpheres[NB_ROWS_NET_SPHERES][NB_ROWS_NET_SPHERES];
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/// Main sphere
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Sphere* mMainSphere;
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/// Ball-And-Socket joints of the chain
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std::vector<rp3d::BallAndSocketJoint*> mBallAndSocketJoints;
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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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BallAndSocketJointsNetScene(const std::string& name, EngineSettings& settings);
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/// Destructor
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virtual ~BallAndSocketJointsNetScene() 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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#include "cubestack/CubeStackScene.h"
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#include "cubestack/CubeStackScene.h"
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#include "pile/PileScene.h"
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#include "pile/PileScene.h"
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#include "boxtower/BoxTowerScene.h"
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#include "boxtower/BoxTowerScene.h"
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#include "ballandsocketjointsnet/BallAndSocketJointsNetScene.h"
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using namespace openglframework;
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using namespace openglframework;
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using namespace jointsscene;
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using namespace jointsscene;
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@ -51,6 +52,7 @@ using namespace collisiondetectionscene;
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using namespace cubestackscene;
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using namespace cubestackscene;
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using namespace pilescene;
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using namespace pilescene;
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using namespace boxtowerscene;
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using namespace boxtowerscene;
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using namespace ballandsocketjointsnetscene;
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// Initialization of static variables
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// Initialization of static variables
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const float TestbedApplication::SCROLL_SENSITIVITY = 0.08f;
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const float TestbedApplication::SCROLL_SENSITIVITY = 0.08f;
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@ -152,7 +154,12 @@ void TestbedApplication::createScenes() {
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mScenes.push_back(boxTowerScene);
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mScenes.push_back(boxTowerScene);
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assert(mScenes.size() > 0);
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assert(mScenes.size() > 0);
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const int firstSceneIndex = 0;
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// Ball and Socket joints Net scene
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BallAndSocketJointsNetScene* ballAndSocketJointsNetScene = new BallAndSocketJointsNetScene("BallAndSocket Joints Net", mEngineSettings);
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mScenes.push_back(ballAndSocketJointsNetScene);
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assert(mScenes.size() > 0);
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const int firstSceneIndex = 10;
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switchScene(mScenes[firstSceneIndex]);
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switchScene(mScenes[firstSceneIndex]);
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}
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}
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