Refactor testbed application

This commit is contained in:
Daniel Chappuis 2017-01-28 00:59:04 +01:00
parent d1cb0d9275
commit a9da0d6d3c
21 changed files with 41 additions and 45 deletions

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@ -39,8 +39,7 @@ int Box::totalNbBoxes = 0;
// Constructor
Box::Box(const openglframework::Vector3& size, const openglframework::Vector3 &position,
reactphysics3d::CollisionWorld* world, const std::string& meshFolderPath)
: openglframework::Mesh() {
reactphysics3d::CollisionWorld* world, const std::string& meshFolderPath) {
// Load the mesh from a file
openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "cube.obj", *this);
@ -94,8 +93,7 @@ Box::Box(const openglframework::Vector3& size, const openglframework::Vector3 &p
// Constructor
Box::Box(const openglframework::Vector3& size, const openglframework::Vector3& position,
float mass, reactphysics3d::DynamicsWorld* world, const std::string& meshFolderPath)
: openglframework::Mesh() {
float mass, reactphysics3d::DynamicsWorld* world, const std::string& meshFolderPath) {
// Load the mesh from a file
openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "cube.obj", *this);

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@ -32,7 +32,7 @@
#include "PhysicsObject.h"
// Class Box
class Box : public openglframework::Mesh, public PhysicsObject {
class Box : public PhysicsObject {
private :

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@ -37,7 +37,7 @@ int Capsule::totalNbCapsules = 0;
Capsule::Capsule(float radius, float height, const openglframework::Vector3& position,
reactphysics3d::CollisionWorld* world,
const std::string& meshFolderPath)
: openglframework::Mesh(), mRadius(radius), mHeight(height) {
: mRadius(radius), mHeight(height) {
// Load the mesh from a file
openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "capsule.obj", *this);
@ -86,7 +86,7 @@ Capsule::Capsule(float radius, float height, const openglframework::Vector3& pos
Capsule::Capsule(float radius, float height, const openglframework::Vector3& position,
float mass, reactphysics3d::DynamicsWorld* dynamicsWorld,
const std::string& meshFolderPath)
: openglframework::Mesh(), mRadius(radius), mHeight(height) {
: mRadius(radius), mHeight(height) {
// Load the mesh from a file
openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "capsule.obj", *this);

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@ -32,7 +32,7 @@
#include "PhysicsObject.h"
// Class Sphere
class Capsule : public openglframework::Mesh, public PhysicsObject {
class Capsule : public PhysicsObject {
private :

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@ -30,7 +30,7 @@
ConcaveMesh::ConcaveMesh(const openglframework::Vector3 &position,
reactphysics3d::CollisionWorld* world,
const std::string& meshPath)
: openglframework::Mesh(), mVBOVertices(GL_ARRAY_BUFFER),
: mVBOVertices(GL_ARRAY_BUFFER),
mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER),
mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) {
@ -87,7 +87,7 @@ ConcaveMesh::ConcaveMesh(const openglframework::Vector3 &position,
ConcaveMesh::ConcaveMesh(const openglframework::Vector3 &position, float mass,
reactphysics3d::DynamicsWorld* dynamicsWorld,
const std::string& meshPath)
: openglframework::Mesh(), mVBOVertices(GL_ARRAY_BUFFER),
: mVBOVertices(GL_ARRAY_BUFFER),
mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER),
mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) {

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@ -32,7 +32,7 @@
#include "PhysicsObject.h"
// Class ConcaveMesh
class ConcaveMesh : public openglframework::Mesh, public PhysicsObject {
class ConcaveMesh : public PhysicsObject {
private :

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@ -37,7 +37,7 @@ int Cone::totalNbCones = 0;
Cone::Cone(float radius, float height, const openglframework::Vector3 &position,
reactphysics3d::CollisionWorld* world,
const std::string& meshFolderPath)
: openglframework::Mesh(), mRadius(radius), mHeight(height) {
: mRadius(radius), mHeight(height) {
// Load the mesh from a file
openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "cone.obj", *this);
@ -85,7 +85,7 @@ Cone::Cone(float radius, float height, const openglframework::Vector3 &position,
Cone::Cone(float radius, float height, const openglframework::Vector3 &position,
float mass, reactphysics3d::DynamicsWorld* dynamicsWorld,
const std::string& meshFolderPath)
: openglframework::Mesh(), mRadius(radius), mHeight(height) {
: mRadius(radius), mHeight(height) {
// Load the mesh from a file
openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "cone.obj", *this);

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@ -32,7 +32,7 @@
#include "PhysicsObject.h"
// Class Cone
class Cone : public openglframework::Mesh, public PhysicsObject {
class Cone : public PhysicsObject {
private :

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@ -30,7 +30,7 @@
ConvexMesh::ConvexMesh(const openglframework::Vector3 &position,
reactphysics3d::CollisionWorld* world,
const std::string& meshPath)
: openglframework::Mesh(), mVBOVertices(GL_ARRAY_BUFFER),
: mVBOVertices(GL_ARRAY_BUFFER),
mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER),
mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) {
@ -81,7 +81,7 @@ ConvexMesh::ConvexMesh(const openglframework::Vector3 &position,
ConvexMesh::ConvexMesh(const openglframework::Vector3 &position, float mass,
reactphysics3d::DynamicsWorld* dynamicsWorld,
const std::string& meshPath)
: openglframework::Mesh(), mVBOVertices(GL_ARRAY_BUFFER),
: mVBOVertices(GL_ARRAY_BUFFER),
mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER),
mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) {

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@ -32,7 +32,7 @@
#include "PhysicsObject.h"
// Class ConvexMesh
class ConvexMesh : public openglframework::Mesh, public PhysicsObject {
class ConvexMesh : public PhysicsObject {
private :

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@ -37,7 +37,7 @@ int Cylinder::totalNbCylinders = 0;
Cylinder::Cylinder(float radius, float height, const openglframework::Vector3& position,
reactphysics3d::CollisionWorld* world,
const std::string& meshFolderPath)
: openglframework::Mesh(), mRadius(radius), mHeight(height) {
: mRadius(radius), mHeight(height) {
// Load the mesh from a file
openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "cylinder.obj", *this);
@ -85,7 +85,7 @@ Cylinder::Cylinder(float radius, float height, const openglframework::Vector3& p
Cylinder::Cylinder(float radius, float height, const openglframework::Vector3& position,
float mass, reactphysics3d::DynamicsWorld* dynamicsWorld,
const std::string& meshFolderPath)
: openglframework::Mesh(), mRadius(radius), mHeight(height) {
: mRadius(radius), mHeight(height) {
// Load the mesh from a file
openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "cylinder.obj", *this);

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@ -32,7 +32,7 @@
#include "PhysicsObject.h"
// Class Cylinder
class Cylinder : public openglframework::Mesh, public PhysicsObject {
class Cylinder : public PhysicsObject {
private :

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@ -35,8 +35,7 @@ int Dumbbell::totalNbDumbbells = 0;
// Constructor
Dumbbell::Dumbbell(const openglframework::Vector3 &position,
reactphysics3d::DynamicsWorld* dynamicsWorld, const std::string& meshFolderPath)
: openglframework::Mesh() {
reactphysics3d::DynamicsWorld* dynamicsWorld, const std::string& meshFolderPath) {
// Load the mesh from a file
openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "dumbbell.obj", *this);
@ -106,8 +105,7 @@ Dumbbell::Dumbbell(const openglframework::Vector3 &position,
// Constructor
Dumbbell::Dumbbell(const openglframework::Vector3 &position,
reactphysics3d::CollisionWorld* world, const std::string& meshFolderPath)
: openglframework::Mesh() {
reactphysics3d::CollisionWorld* world, const std::string& meshFolderPath) {
// Load the mesh from a file
openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "dumbbell.obj", *this);

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@ -32,7 +32,7 @@
#include "PhysicsObject.h"
// Class Sphere
class Dumbbell : public openglframework::Mesh, public PhysicsObject {
class Dumbbell : public PhysicsObject {
private :

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@ -30,7 +30,7 @@
// Constructor
HeightField::HeightField(const openglframework::Vector3 &position,
reactphysics3d::CollisionWorld* world)
: openglframework::Mesh(), mVBOVertices(GL_ARRAY_BUFFER),
: mVBOVertices(GL_ARRAY_BUFFER),
mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER),
mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) {
@ -73,7 +73,7 @@ HeightField::HeightField(const openglframework::Vector3 &position,
// Constructor
HeightField::HeightField(const openglframework::Vector3 &position, float mass,
reactphysics3d::DynamicsWorld* dynamicsWorld)
: openglframework::Mesh(), mVBOVertices(GL_ARRAY_BUFFER),
: mVBOVertices(GL_ARRAY_BUFFER),
mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER),
mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) {

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@ -33,7 +33,7 @@
// Class HeightField
class HeightField : public openglframework::Mesh, public PhysicsObject {
class HeightField : public PhysicsObject {
private :

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@ -27,7 +27,7 @@
#include "PhysicsObject.h"
/// Constructor
PhysicsObject::PhysicsObject() {
PhysicsObject::PhysicsObject() : openglframework::Mesh() {
mColor = openglframework::Color(1, 1, 1, 1);
mSleepingColor = openglframework::Color(1, 0, 0, 1);

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@ -31,7 +31,7 @@
#include "reactphysics3d.h"
// Class PhysicsObject
class PhysicsObject {
class PhysicsObject : public openglframework::Mesh {
protected:

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@ -37,7 +37,7 @@ int Sphere::totalNbSpheres = 0;
Sphere::Sphere(float radius, const openglframework::Vector3 &position,
reactphysics3d::CollisionWorld* world,
const std::string& meshFolderPath)
: openglframework::Mesh(), mRadius(radius) {
: mRadius(radius) {
// Load the mesh from a file
openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "sphere.obj", *this);
@ -86,7 +86,7 @@ Sphere::Sphere(float radius, const openglframework::Vector3 &position,
Sphere::Sphere(float radius, const openglframework::Vector3 &position,
float mass, reactphysics3d::DynamicsWorld* world,
const std::string& meshFolderPath)
: openglframework::Mesh(), mRadius(radius) {
: mRadius(radius) {
// Load the mesh from a file
openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "sphere.obj", *this);

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@ -32,7 +32,7 @@
#include "PhysicsObject.h"
// Class Sphere
class Sphere : public openglframework::Mesh, public PhysicsObject {
class Sphere : public PhysicsObject {
private :

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@ -195,19 +195,19 @@ void CubesScene::reset() {
float radius = 2.0f;
for (int i=0; i<NB_CUBES; i++) {
// for (int i=0; i<NB_CUBES; i++) {
// Position of the cubes
float angle = i * 30.0f;
openglframework::Vector3 position(radius * cos(angle),
10 + i * (BOX_SIZE.y + 0.3f),
0);
// // Position of the cubes
// float angle = i * 30.0f;
// openglframework::Vector3 position(radius * cos(angle),
// 10 + i * (BOX_SIZE.y + 0.3f),
// 0);
// 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);
// // 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);
mBoxes[i]->resetTransform(transform);
}
// mBoxes[i]->resetTransform(transform);
// }
}