Refactor the testbed application
This commit is contained in:
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cdaa297a78
commit
b1aad2b7c4
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@ -86,7 +86,7 @@ class Box : public PhysicsObject {
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~Box();
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/// Render the cube at the correct position and with the correct orientation
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void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix, bool wireframe);
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virtual void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix, bool wireframe) override;
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/// Update the transform matrix of the object
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virtual void updateTransform(float interpolationFactor) override;
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@ -94,8 +94,7 @@ class Capsule : public PhysicsObject {
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~Capsule();
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/// Render the sphere at the correct position and with the correct orientation
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void render(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix, bool wireframe);
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virtual void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix, bool wireframe) override;
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/// Update the transform matrix of the object
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virtual void updateTransform(float interpolationFactor) override;
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@ -90,8 +90,7 @@ class ConvexMesh : public PhysicsObject {
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~ConvexMesh();
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/// Render the mesh at the correct position and with the correct orientation
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void render(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix, bool wireframe);
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virtual void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix, bool wireframe) override;
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/// Update the transform matrix of the object
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virtual void updateTransform(float interpolationFactor) override;
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@ -89,13 +89,11 @@ class Dumbbell : public PhysicsObject {
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Dumbbell(const openglframework::Vector3& position, rp3d::CollisionWorld* world,
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const std::string& meshFolderPath);
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/// Destructor
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~Dumbbell();
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/// Render the sphere at the correct position and with the correct orientation
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void render(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix, bool wireframe);
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virtual void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix, bool wireframe) override;
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/// Update the transform matrix of the object
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virtual void updateTransform(float interpolationFactor) override;
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@ -62,6 +62,9 @@ class PhysicsObject : public openglframework::Mesh {
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/// Update the transform matrix of the object
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virtual void updateTransform(float interpolationFactor)=0;
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/// Render the sphere at the correct position and with the correct orientation
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virtual void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix, bool wireframe)=0;
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/// Set the color of the box
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void setColor(const openglframework::Color& color);
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@ -90,8 +90,7 @@ class Sphere : public PhysicsObject {
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~Sphere();
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/// Render the sphere at the correct position and with the correct orientation
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void render(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix, bool wireframe);
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void virtual render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix, bool wireframe) override;
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/// Update the transform matrix of the object
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virtual void updateTransform(float interpolationFactor) override;
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@ -59,6 +59,7 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name)
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// Set the color
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mSphere1->setColor(mGreyColorDemo);
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mSphere1->setSleepingColor(mRedColorDemo);
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mPhysicsObjects.push_back(mSphere1);
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// ---------- Sphere 2 ---------- //
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openglframework::Vector3 position2(12, 8, 0);
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@ -70,6 +71,7 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name)
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// Set the color
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mSphere2->setColor(mGreyColorDemo);
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mSphere2->setSleepingColor(mRedColorDemo);
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mPhysicsObjects.push_back(mSphere2);
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// ---------- Capsule 1 ---------- //
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openglframework::Vector3 position3(-6, 7, 0);
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@ -81,6 +83,7 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name)
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// Set the color
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mCapsule1->setColor(mGreyColorDemo);
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mCapsule1->setSleepingColor(mRedColorDemo);
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mPhysicsObjects.push_back(mCapsule1);
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// ---------- Capsule 2 ---------- //
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openglframework::Vector3 position4(11, -8, 0);
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@ -92,6 +95,7 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name)
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// Set the color
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mCapsule2->setColor(mGreyColorDemo);
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mCapsule2->setSleepingColor(mRedColorDemo);
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mPhysicsObjects.push_back(mCapsule2);
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// ---------- Box 1 ---------- //
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openglframework::Vector3 position5(-4, -7, 0);
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@ -103,6 +107,7 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name)
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// Set the color
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mBox1->setColor(mGreyColorDemo);
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mBox1->setSleepingColor(mRedColorDemo);
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mPhysicsObjects.push_back(mBox1);
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// ---------- Box 2 ---------- //
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openglframework::Vector3 position6(0, 8, 0);
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@ -114,6 +119,7 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name)
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// Set the color
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mBox2->setColor(mGreyColorDemo);
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mBox2->setSleepingColor(mRedColorDemo);
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mPhysicsObjects.push_back(mBox2);
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// ---------- Convex Mesh ---------- //
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openglframework::Vector3 position7(-5, 0, 0);
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@ -125,9 +131,10 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name)
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// Set the color
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mConvexMesh->setColor(mGreyColorDemo);
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mConvexMesh->setSleepingColor(mRedColorDemo);
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mPhysicsObjects.push_back(mConvexMesh);
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// ---------- Concave Mesh ---------- //
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openglframework::Vector3 position8(0, 0, 0);
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openglframework::Vector3 position8(0, 100, 0);
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// Create a convex mesh and a corresponding collision body in the dynamics world
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mConcaveMesh = new ConcaveMesh(position8, mCollisionWorld, mMeshFolderPath + "city.obj");
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@ -136,16 +143,18 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name)
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// Set the color
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mConcaveMesh->setColor(mGreyColorDemo);
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mConcaveMesh->setSleepingColor(mRedColorDemo);
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mPhysicsObjects.push_back(mConcaveMesh);
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// ---------- Heightfield ---------- //
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//openglframework::Vector3 position9(0, 0, 0);
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openglframework::Vector3 position9(0, -12, 0);
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// Create a convex mesh and a corresponding collision body in the dynamics world
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//mHeightField = new HeightField(position9, mCollisionWorld);
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mHeightField = new HeightField(position9, mCollisionWorld);
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// Set the color
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//mHeightField->setColor(mGreyColorDemo);
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//mHeightField->setSleepingColor(mRedColorDemo);
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mHeightField->setColor(mGreyColorDemo);
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mHeightField->setSleepingColor(mRedColorDemo);
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mPhysicsObjects.push_back(mHeightField);
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mAllShapes[mSelectedShapeIndex]->setColor(mBlueColorDemo);
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}
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@ -187,6 +196,9 @@ CollisionDetectionScene::~CollisionDetectionScene() {
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mCollisionWorld->destroyCollisionBody(mConcaveMesh->getCollisionBody());
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delete mConcaveMesh;
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mCollisionWorld->destroyCollisionBody(mHeightField->getCollisionBody());
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delete mHeightField;
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/*
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// Destroy the corresponding rigid body from the dynamics world
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mCollisionWorld->destroyCollisionBody(mCone->getCollisionBody());
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@ -210,11 +222,7 @@ CollisionDetectionScene::~CollisionDetectionScene() {
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// Destroy the dumbbell
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delete mDumbbell;
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// Destroy the corresponding rigid body from the dynamics world
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mCollisionWorld->destroyCollisionBody(mHeightField->getCollisionBody());
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// Destroy the convex mesh
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delete mHeightField;
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*/
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mContactManager.resetPoints();
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@ -226,12 +234,6 @@ CollisionDetectionScene::~CollisionDetectionScene() {
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delete mCollisionWorld;
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}
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// Update the physics world (take a simulation step)
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void CollisionDetectionScene::updatePhysics() {
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}
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// Take a step for the simulation
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void CollisionDetectionScene::update() {
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@ -242,32 +244,6 @@ void CollisionDetectionScene::update() {
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SceneDemo::update();
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}
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// Render the scene
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void CollisionDetectionScene::renderSinglePass(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix) {
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// Render the shapes
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if (mSphere1->getCollisionBody()->isActive()) mSphere1->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
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if (mSphere2->getCollisionBody()->isActive()) mSphere2->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
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if (mCapsule1->getCollisionBody()->isActive()) mCapsule1->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
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if (mCapsule2->getCollisionBody()->isActive()) mCapsule2->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
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if (mBox1->getCollisionBody()->isActive()) mBox1->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
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if (mBox2->getCollisionBody()->isActive()) mBox2->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
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if (mConvexMesh->getCollisionBody()->isActive()) mConvexMesh->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
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if (mConcaveMesh->getCollisionBody()->isActive()) mConcaveMesh->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
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/*
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if (mBox->getCollisionBody()->isActive()) mBox->render(shader, worldToCameraMatrix);
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if (mCone->getCollisionBody()->isActive()) mCone->render(shader, worldToCameraMatrix);
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if (mCylinder->getCollisionBody()->isActive()) mCylinder->render(shader, worldToCameraMatrix);
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if (mCapsule->getCollisionBody()->isActive()) mCapsule->render(shader, worldToCameraMatrix);
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if (mDumbbell->getCollisionBody()->isActive()) mDumbbell->render(shader, worldToCameraMatrix);
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if (mHeightField->getCollisionBody()->isActive()) mHeightField->render(shader, worldToCameraMatrix);
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*/
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shader.unbind();
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}
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void CollisionDetectionScene::selectNextShape() {
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int previousIndex = mSelectedShapeIndex;
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@ -148,7 +148,7 @@ class CollisionDetectionScene : public SceneDemo {
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ConvexMesh* mConvexMesh;
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//Dumbbell* mDumbbell;
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ConcaveMesh* mConcaveMesh;
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//HeightField* mHeightField;
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HeightField* mHeightField;
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std::vector<PhysicsObject*> mAllShapes;
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@ -170,17 +170,9 @@ class CollisionDetectionScene : public SceneDemo {
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/// Destructor
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virtual ~CollisionDetectionScene() override;
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/// Update the physics world (take a simulation step)
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/// Can be called several times per frame
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virtual void updatePhysics() override;
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/// Take a step for the simulation
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virtual void update() override;
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/// Render the scene in a single pass
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virtual void renderSinglePass(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix) override;
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/// Reset the scene
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virtual void reset() override;
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@ -71,6 +71,7 @@ CollisionShapesScene::CollisionShapesScene(const std::string& name)
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// Add the mesh the list of dumbbells in the scene
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mDumbbells.push_back(dumbbell);
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mPhysicsObjects.push_back(dumbbell);
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}
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// Create all the boxes of the scene
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@ -95,6 +96,7 @@ CollisionShapesScene::CollisionShapesScene(const std::string& name)
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// Add the sphere the list of sphere in the scene
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mBoxes.push_back(box);
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mPhysicsObjects.push_back(box);
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}
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// Create all the spheres of the scene
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@ -123,6 +125,7 @@ CollisionShapesScene::CollisionShapesScene(const std::string& name)
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// Add the sphere the list of sphere in the scene
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mSpheres.push_back(sphere);
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mPhysicsObjects.push_back(sphere);
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}
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// Create all the capsules of the scene
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@ -150,6 +153,7 @@ CollisionShapesScene::CollisionShapesScene(const std::string& name)
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// Add the cylinder the list of sphere in the scene
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mCapsules.push_back(capsule);
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mPhysicsObjects.push_back(capsule);
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}
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// Create all the convex meshes of the scene
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@ -174,12 +178,14 @@ CollisionShapesScene::CollisionShapesScene(const std::string& name)
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// Add the mesh the list of sphere in the scene
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mConvexMeshes.push_back(mesh);
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mPhysicsObjects.push_back(mesh);
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}
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// ---------- Create the floor ---------
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openglframework::Vector3 floorPosition(0, 0, 0);
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mFloor = new Box(FLOOR_SIZE, floorPosition, FLOOR_MASS, mDynamicsWorld, mMeshFolderPath);
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mPhysicsObjects.push_back(mFloor);
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// Set the box color
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mFloor->setColor(mGreyColorDemo);
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@ -230,68 +236,16 @@ CollisionShapesScene::CollisionShapesScene(const std::string& name)
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// Destructor
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CollisionShapesScene::~CollisionShapesScene() {
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// Destroy all the boxes of the scene
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for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
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// Destroy all the physics objects of the scene
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for (std::vector<PhysicsObject*>::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) {
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// Destroy the corresponding rigid body from the dynamics world
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mDynamicsWorld->destroyRigidBody((*it)->getRigidBody());
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// Destroy the box
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// Destroy the object
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delete (*it);
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}
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// Destroy all the sphere of the scene
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for (std::vector<Sphere*>::iterator it = mSpheres.begin(); it != mSpheres.end(); ++it) {
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// Destroy the corresponding rigid body from the dynamics world
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mDynamicsWorld->destroyRigidBody((*it)->getRigidBody());
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// Destroy the sphere
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delete (*it);
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}
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// Destroy all the capsules of the scene
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for (std::vector<Capsule*>::iterator it = mCapsules.begin(); it != mCapsules.end(); ++it) {
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// Destroy the corresponding rigid body from the dynamics world
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mDynamicsWorld->destroyRigidBody((*it)->getRigidBody());
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// Destroy the sphere
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delete (*it);
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}
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// Destroy all the convex meshes of the scene
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for (std::vector<ConvexMesh*>::iterator it = mConvexMeshes.begin();
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it != mConvexMeshes.end(); ++it) {
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// Destroy the corresponding rigid body from the dynamics world
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mDynamicsWorld->destroyRigidBody((*it)->getRigidBody());
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// Destroy the convex mesh
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delete (*it);
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}
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// Destroy all the dumbbell of the scene
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for (std::vector<Dumbbell*>::iterator it = mDumbbells.begin();
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it != mDumbbells.end(); ++it) {
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// Destroy the corresponding rigid body from the dynamics world
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mDynamicsWorld->destroyRigidBody((*it)->getRigidBody());
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// Destroy the convex mesh
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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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mDynamicsWorld->destroyRigidBody(mFloor->getRigidBody());
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//mDynamicsWorld->destroyRigidBody(mConcaveMesh->getRigidBody());
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// Destroy the floor
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delete mFloor;
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// Destroy the convex mesh
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//delete mConcaveMesh;
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// Destroy the dynamics world
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delete mDynamicsWorld;
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}
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@ -315,96 +269,6 @@ void CollisionShapesScene::updatePhysics() {
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mDynamicsWorld->update(mEngineSettings.timeStep);
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}
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// Take a step for the simulation
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void CollisionShapesScene::update() {
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SceneDemo::update();
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// Update the position and orientation of the boxes
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for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
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// Update the transform used for the rendering
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(*it)->updateTransform(mInterpolationFactor);
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}
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// Update the position and orientation of the sphere
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for (std::vector<Sphere*>::iterator it = mSpheres.begin(); it != mSpheres.end(); ++it) {
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// Update the transform used for the rendering
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(*it)->updateTransform(mInterpolationFactor);
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}
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// Update the position and orientation of the capsules
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for (std::vector<Capsule*>::iterator it = mCapsules.begin(); it != mCapsules.end(); ++it) {
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// Update the transform used for the rendering
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(*it)->updateTransform(mInterpolationFactor);
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}
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// Update the position and orientation of the convex meshes
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for (std::vector<ConvexMesh*>::iterator it = mConvexMeshes.begin();
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it != mConvexMeshes.end(); ++it) {
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// Update the transform used for the rendering
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(*it)->updateTransform(mInterpolationFactor);
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}
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// Update the position and orientation of the dumbbells
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for (std::vector<Dumbbell*>::iterator it = mDumbbells.begin();
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it != mDumbbells.end(); ++it) {
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// Update the transform used for the rendering
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(*it)->updateTransform(mInterpolationFactor);
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}
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//mConcaveMesh->updateTransform(mInterpolationFactor);
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mFloor->updateTransform(mInterpolationFactor);
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}
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// Render the scene
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void CollisionShapesScene::renderSinglePass(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix) {
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// Bind the shader
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shader.bind();
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// Render all the boxes of the scene
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for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
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(*it)->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
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}
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// Render all the sphere of the scene
|
||||
for (std::vector<Sphere*>::iterator it = mSpheres.begin(); it != mSpheres.end(); ++it) {
|
||||
(*it)->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
||||
}
|
||||
|
||||
// Render all the capsules of the scene
|
||||
for (std::vector<Capsule*>::iterator it = mCapsules.begin(); it != mCapsules.end(); ++it) {
|
||||
(*it)->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
||||
}
|
||||
|
||||
// Render all the convex meshes of the scene
|
||||
for (std::vector<ConvexMesh*>::iterator it = mConvexMeshes.begin();
|
||||
it != mConvexMeshes.end(); ++it) {
|
||||
(*it)->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
||||
}
|
||||
|
||||
// Render all the dumbbells of the scene
|
||||
for (std::vector<Dumbbell*>::iterator it = mDumbbells.begin();
|
||||
it != mDumbbells.end(); ++it) {
|
||||
(*it)->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
||||
}
|
||||
|
||||
// Render the floor
|
||||
mFloor->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
||||
|
||||
//mConcaveMesh->render(shader, worldToCameraMatrix);
|
||||
|
||||
// Unbind the shader
|
||||
shader.unbind();
|
||||
}
|
||||
|
||||
/// Reset the scene
|
||||
void CollisionShapesScene::reset() {
|
||||
|
||||
|
|
|
@ -71,7 +71,7 @@ class CollisionShapesScene : public SceneDemo {
|
|||
|
||||
// -------------------- Attributes -------------------- //
|
||||
|
||||
/// All the spheres of the scene
|
||||
/// All the boxes of the scene
|
||||
std::vector<Box*> mBoxes;
|
||||
|
||||
std::vector<Sphere*> mSpheres;
|
||||
|
@ -104,13 +104,6 @@ class CollisionShapesScene : public SceneDemo {
|
|||
/// Can be called several times per frame
|
||||
virtual void updatePhysics() override;
|
||||
|
||||
/// Take a step for the simulation
|
||||
virtual void update() override;
|
||||
|
||||
/// Render the scene in a single pass
|
||||
virtual void renderSinglePass(openglframework::Shader& shader,
|
||||
const openglframework::Matrix4& worldToCameraMatrix) override;
|
||||
|
||||
/// Reset the scene
|
||||
virtual void reset() override;
|
||||
|
||||
|
|
35
testbed/scenes/cubes/CubesScene.cpp
Normal file → Executable file
35
testbed/scenes/cubes/CubesScene.cpp
Normal file → Executable file
|
@ -82,6 +82,7 @@ CubesScene::CubesScene(const std::string& name)
|
|||
|
||||
// The floor must be a static rigid body
|
||||
mFloor->getRigidBody()->setType(rp3d::BodyType::STATIC);
|
||||
mPhysicsObjects.push_back(mFloor);
|
||||
|
||||
// Change the material properties of the floor rigid body
|
||||
//rp3d::Material& material = mFloor->getRigidBody()->getMaterial();
|
||||
|
@ -102,6 +103,7 @@ CubesScene::CubesScene(const std::string& name)
|
|||
|
||||
// Add the box the list of box in the scene
|
||||
mBoxes.push_back(cube);
|
||||
mPhysicsObjects.push_back(cube);
|
||||
|
||||
// Get the physics engine parameters
|
||||
mEngineSettings.isGravityEnabled = mDynamicsWorld->isGravityEnabled();
|
||||
|
@ -157,39 +159,6 @@ void CubesScene::updatePhysics() {
|
|||
mDynamicsWorld->update(mEngineSettings.timeStep);
|
||||
}
|
||||
|
||||
// Update the scene
|
||||
void CubesScene::update() {
|
||||
|
||||
SceneDemo::update();
|
||||
|
||||
// Update the position and orientation of the boxes
|
||||
for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
|
||||
|
||||
// Update the transform used for the rendering
|
||||
(*it)->updateTransform(mInterpolationFactor);
|
||||
}
|
||||
|
||||
mFloor->updateTransform(mInterpolationFactor);
|
||||
}
|
||||
|
||||
// Render the scene in a single pass
|
||||
void CubesScene::renderSinglePass(Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) {
|
||||
|
||||
// Bind the shader
|
||||
shader.bind();
|
||||
|
||||
// Render all the cubes of the scene
|
||||
for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
|
||||
(*it)->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
||||
}
|
||||
|
||||
// Render the floor
|
||||
mFloor->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
||||
|
||||
// Unbind the shader
|
||||
shader.unbind();
|
||||
}
|
||||
|
||||
// Reset the scene
|
||||
void CubesScene::reset() {
|
||||
|
||||
|
|
7
testbed/scenes/cubes/CubesScene.h
Normal file → Executable file
7
testbed/scenes/cubes/CubesScene.h
Normal file → Executable file
|
@ -72,13 +72,6 @@ class CubesScene : public SceneDemo {
|
|||
/// Can be called several times per frame
|
||||
virtual void updatePhysics() override;
|
||||
|
||||
/// Update the scene (take a simulation step)
|
||||
virtual void update() override;
|
||||
|
||||
/// Render the scene in a single pass
|
||||
virtual void renderSinglePass(openglframework::Shader& shader,
|
||||
const openglframework::Matrix4& worldToCameraMatrix) override;
|
||||
|
||||
/// Reset the scene
|
||||
virtual void reset() override;
|
||||
|
||||
|
|
|
@ -33,6 +33,8 @@ using namespace heightfieldscene;
|
|||
// Constructor
|
||||
HeightFieldScene::HeightFieldScene(const std::string& name) : SceneDemo(name, SCENE_RADIUS) {
|
||||
|
||||
std::string meshFolderPath("meshes/");
|
||||
|
||||
// Compute the radius and the center of the scene
|
||||
openglframework::Vector3 center(0, 5, 0);
|
||||
|
||||
|
@ -45,25 +47,138 @@ HeightFieldScene::HeightFieldScene(const std::string& name) : SceneDemo(name, SC
|
|||
// Create the dynamics world for the physics simulation
|
||||
mDynamicsWorld = new rp3d::DynamicsWorld(gravity);
|
||||
|
||||
// ---------- Create the boxes ----------- //
|
||||
float radius = 3.0f;
|
||||
|
||||
// For each box
|
||||
for (int i=0; i<NB_BOXES; i++) {
|
||||
for (int i = 0; i<NB_COMPOUND_SHAPES; i++) {
|
||||
|
||||
// Position
|
||||
openglframework::Vector3 position(15, 10 + 6 * i, 0);
|
||||
// Position
|
||||
float angle = i * 30.0f;
|
||||
openglframework::Vector3 position(radius * cos(angle),
|
||||
100 + i * (DUMBBELL_HEIGHT + 0.3f),
|
||||
radius * sin(angle));
|
||||
|
||||
// Create a box and a corresponding rigid in the dynamics world
|
||||
mBoxes[i] = new Box(Vector3(3, 3, 3), position, 80.1, mDynamicsWorld, mMeshFolderPath);
|
||||
// Create a convex mesh and a corresponding rigid in the dynamics world
|
||||
Dumbbell* dumbbell = new Dumbbell(position, mDynamicsWorld, meshFolderPath);
|
||||
|
||||
// Set the box color
|
||||
mBoxes[i]->setColor(mDemoColors[2]);
|
||||
mBoxes[i]->setSleepingColor(mRedColorDemo);
|
||||
// Set the box color
|
||||
dumbbell->setColor(mDemoColors[i % mNbDemoColors]);
|
||||
dumbbell->setSleepingColor(mRedColorDemo);
|
||||
|
||||
// Change the material properties of the rigid body
|
||||
rp3d::Material& boxMaterial = mBoxes[i]->getRigidBody()->getMaterial();
|
||||
boxMaterial.setBounciness(rp3d::decimal(0.2));
|
||||
}
|
||||
// Change the material properties of the rigid body
|
||||
rp3d::Material& material = dumbbell->getRigidBody()->getMaterial();
|
||||
material.setBounciness(rp3d::decimal(0.2));
|
||||
|
||||
// Add the mesh the list of dumbbells in the scene
|
||||
mDumbbells.push_back(dumbbell);
|
||||
mPhysicsObjects.push_back(dumbbell);
|
||||
}
|
||||
|
||||
// Create all the boxes of the scene
|
||||
for (int i = 0; i<NB_BOXES; i++) {
|
||||
|
||||
// Position
|
||||
float angle = i * 30.0f;
|
||||
openglframework::Vector3 position(radius * cos(angle),
|
||||
60 + i * (BOX_SIZE.y + 0.8f),
|
||||
radius * sin(angle));
|
||||
|
||||
// Create a sphere and a corresponding rigid in the dynamics world
|
||||
Box* box = new Box(BOX_SIZE, position, BOX_MASS, mDynamicsWorld, mMeshFolderPath);
|
||||
|
||||
// Set the box color
|
||||
box->setColor(mDemoColors[i % mNbDemoColors]);
|
||||
box->setSleepingColor(mRedColorDemo);
|
||||
|
||||
// Change the material properties of the rigid body
|
||||
rp3d::Material& material = box->getRigidBody()->getMaterial();
|
||||
material.setBounciness(rp3d::decimal(0.2));
|
||||
|
||||
// Add the sphere the list of sphere in the scene
|
||||
mBoxes.push_back(box);
|
||||
mPhysicsObjects.push_back(box);
|
||||
}
|
||||
|
||||
// Create all the spheres of the scene
|
||||
for (int i = 0; i<NB_SPHERES; i++) {
|
||||
|
||||
// Position
|
||||
float angle = i * 35.0f;
|
||||
openglframework::Vector3 position(radius * cos(angle),
|
||||
50 + i * (SPHERE_RADIUS + 0.8f),
|
||||
radius * sin(angle));
|
||||
|
||||
// Create a sphere and a corresponding rigid in the dynamics world
|
||||
Sphere* sphere = new Sphere(SPHERE_RADIUS, position, BOX_MASS, mDynamicsWorld,
|
||||
meshFolderPath);
|
||||
|
||||
// Add some rolling resistance
|
||||
sphere->getRigidBody()->getMaterial().setRollingResistance(0.08);
|
||||
|
||||
// Set the box color
|
||||
sphere->setColor(mDemoColors[i % mNbDemoColors]);
|
||||
sphere->setSleepingColor(mRedColorDemo);
|
||||
|
||||
// Change the material properties of the rigid body
|
||||
rp3d::Material& material = sphere->getRigidBody()->getMaterial();
|
||||
material.setBounciness(rp3d::decimal(0.2));
|
||||
|
||||
// Add the sphere the list of sphere in the scene
|
||||
mSpheres.push_back(sphere);
|
||||
mPhysicsObjects.push_back(sphere);
|
||||
}
|
||||
|
||||
// Create all the capsules of the scene
|
||||
for (int i = 0; i<NB_CAPSULES; i++) {
|
||||
|
||||
// Position
|
||||
float angle = i * 45.0f;
|
||||
openglframework::Vector3 position(radius * cos(angle),
|
||||
15 + i * (CAPSULE_HEIGHT + 0.3f),
|
||||
radius * sin(angle));
|
||||
|
||||
// Create a cylinder and a corresponding rigid in the dynamics world
|
||||
Capsule* capsule = new Capsule(CAPSULE_RADIUS, CAPSULE_HEIGHT, position,
|
||||
CAPSULE_MASS, mDynamicsWorld, meshFolderPath);
|
||||
|
||||
capsule->getRigidBody()->getMaterial().setRollingResistance(0.08);
|
||||
|
||||
// Set the box color
|
||||
capsule->setColor(mDemoColors[i % mNbDemoColors]);
|
||||
capsule->setSleepingColor(mRedColorDemo);
|
||||
|
||||
// Change the material properties of the rigid body
|
||||
rp3d::Material& material = capsule->getRigidBody()->getMaterial();
|
||||
material.setBounciness(rp3d::decimal(0.2));
|
||||
|
||||
// Add the cylinder the list of sphere in the scene
|
||||
mCapsules.push_back(capsule);
|
||||
mPhysicsObjects.push_back(capsule);
|
||||
}
|
||||
|
||||
// Create all the convex meshes of the scene
|
||||
for (int i = 0; i<NB_MESHES; i++) {
|
||||
|
||||
// Position
|
||||
float angle = i * 30.0f;
|
||||
openglframework::Vector3 position(radius * cos(angle),
|
||||
5 + i * (CAPSULE_HEIGHT + 0.3f),
|
||||
radius * sin(angle));
|
||||
|
||||
// Create a convex mesh and a corresponding rigid in the dynamics world
|
||||
ConvexMesh* mesh = new ConvexMesh(position, MESH_MASS, mDynamicsWorld, meshFolderPath + "convexmesh.obj");
|
||||
|
||||
// Set the box color
|
||||
mesh->setColor(mDemoColors[i % mNbDemoColors]);
|
||||
mesh->setSleepingColor(mRedColorDemo);
|
||||
|
||||
// Change the material properties of the rigid body
|
||||
rp3d::Material& material = mesh->getRigidBody()->getMaterial();
|
||||
material.setBounciness(rp3d::decimal(0.2));
|
||||
|
||||
// Add the mesh the list of sphere in the scene
|
||||
mConvexMeshes.push_back(mesh);
|
||||
mPhysicsObjects.push_back(mesh);
|
||||
}
|
||||
|
||||
// ---------- Create the height field ---------- //
|
||||
|
||||
|
@ -77,6 +192,8 @@ HeightFieldScene::HeightFieldScene(const std::string& name) : SceneDemo(name, SC
|
|||
// Set the mesh as beeing static
|
||||
mHeightField->getRigidBody()->setType(rp3d::BodyType::STATIC);
|
||||
|
||||
mPhysicsObjects.push_back(mHeightField);
|
||||
|
||||
// Set the color
|
||||
mHeightField->setColor(mGreyColorDemo);
|
||||
mHeightField->setSleepingColor(mGreyColorDemo);
|
||||
|
@ -101,18 +218,15 @@ HeightFieldScene::HeightFieldScene(const std::string& name) : SceneDemo(name, SC
|
|||
// Destructor
|
||||
HeightFieldScene::~HeightFieldScene() {
|
||||
|
||||
// Destroy the corresponding rigid body from the dynamics world
|
||||
for (int i=0; i<NB_BOXES; i++) {
|
||||
mDynamicsWorld->destroyRigidBody(mBoxes[i]->getRigidBody());
|
||||
}
|
||||
mDynamicsWorld->destroyRigidBody(mHeightField->getRigidBody());
|
||||
// Destroy all the physics objects of the scene
|
||||
for (std::vector<PhysicsObject*>::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) {
|
||||
|
||||
for (int i=0; i<NB_BOXES; i++) {
|
||||
delete mBoxes[i];
|
||||
}
|
||||
// Destroy the corresponding rigid body from the dynamics world
|
||||
mDynamicsWorld->destroyRigidBody((*it)->getRigidBody());
|
||||
|
||||
// Destroy the convex mesh
|
||||
delete mHeightField;
|
||||
// Destroy the object
|
||||
delete (*it);
|
||||
}
|
||||
|
||||
// Destroy the dynamics world
|
||||
delete mDynamicsWorld;
|
||||
|
@ -137,35 +251,6 @@ void HeightFieldScene::updatePhysics() {
|
|||
mDynamicsWorld->update(mEngineSettings.timeStep);
|
||||
}
|
||||
|
||||
// Update the scene
|
||||
void HeightFieldScene::update() {
|
||||
|
||||
SceneDemo::update();
|
||||
|
||||
// Update the transform used for the rendering
|
||||
mHeightField->updateTransform(mInterpolationFactor);
|
||||
|
||||
for (int i=0; i<NB_BOXES; i++) {
|
||||
mBoxes[i]->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, mIsWireframeEnabled);
|
||||
|
||||
for (int i=0; i<NB_BOXES; i++) {
|
||||
mBoxes[i]->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
||||
}
|
||||
|
||||
// Unbind the shader
|
||||
shader.unbind();
|
||||
}
|
||||
|
||||
// Reset the scene
|
||||
void HeightFieldScene::reset() {
|
||||
|
||||
|
|
|
@ -30,6 +30,10 @@
|
|||
#include "openglframework.h"
|
||||
#include "reactphysics3d.h"
|
||||
#include "Box.h"
|
||||
#include "Sphere.h"
|
||||
#include "ConvexMesh.h"
|
||||
#include "Capsule.h"
|
||||
#include "Dumbbell.h"
|
||||
#include "SceneDemo.h"
|
||||
#include "HeightField.h"
|
||||
|
||||
|
@ -37,17 +41,47 @@ namespace heightfieldscene {
|
|||
|
||||
// Constants
|
||||
const float SCENE_RADIUS = 50.0f;
|
||||
static const int NB_BOXES = 10;
|
||||
static const int NB_SPHERES = 5;
|
||||
static const int NB_CAPSULES = 5;
|
||||
static const int NB_MESHES = 3;
|
||||
static const int NB_COMPOUND_SHAPES = 3;
|
||||
const openglframework::Vector3 BOX_SIZE(2, 2, 2);
|
||||
const float SPHERE_RADIUS = 1.5f;
|
||||
const float CONE_RADIUS = 2.0f;
|
||||
const float CONE_HEIGHT = 3.0f;
|
||||
const float CYLINDER_RADIUS = 1.0f;
|
||||
const float CYLINDER_HEIGHT = 5.0f;
|
||||
const float CAPSULE_RADIUS = 1.0f;
|
||||
const float CAPSULE_HEIGHT = 1.0f;
|
||||
const float DUMBBELL_HEIGHT = 1.0f;
|
||||
const openglframework::Vector3 FLOOR_SIZE(50, 0.5f, 50); // Floor dimensions in meters
|
||||
const float BOX_MASS = 1.0f;
|
||||
const float CONE_MASS = 1.0f;
|
||||
const float CYLINDER_MASS = 1.0f;
|
||||
const float CAPSULE_MASS = 1.0f;
|
||||
const float MESH_MASS = 1.0f;
|
||||
const float FLOOR_MASS = 100.0f;
|
||||
|
||||
// Class HeightFieldScene
|
||||
class HeightFieldScene : public SceneDemo {
|
||||
|
||||
static const int NB_BOXES = 10;
|
||||
|
||||
protected :
|
||||
|
||||
// -------------------- Attributes -------------------- //
|
||||
|
||||
Box* mBoxes[NB_BOXES];
|
||||
/// All the boxes of the scene
|
||||
std::vector<Box*> mBoxes;
|
||||
|
||||
std::vector<Sphere*> mSpheres;
|
||||
|
||||
std::vector<Capsule*> mCapsules;
|
||||
|
||||
/// All the convex meshes of the scene
|
||||
std::vector<ConvexMesh*> mConvexMeshes;
|
||||
|
||||
/// All the dumbbell of the scene
|
||||
std::vector<Dumbbell*> mDumbbells;
|
||||
|
||||
/// Height field
|
||||
HeightField* mHeightField;
|
||||
|
@ -69,13 +103,6 @@ class HeightFieldScene : public SceneDemo {
|
|||
/// Can be called several times per frame
|
||||
virtual void updatePhysics() override;
|
||||
|
||||
/// Update the scene (take a simulation step)
|
||||
virtual void update() override;
|
||||
|
||||
/// Render the scene in a single pass
|
||||
virtual void renderSinglePass(openglframework::Shader& shader,
|
||||
const openglframework::Matrix4& worldToCameraMatrix) override ;
|
||||
|
||||
/// Reset the scene
|
||||
virtual void reset() override ;
|
||||
|
||||
|
|
|
@ -136,25 +136,6 @@ void JointsScene::updatePhysics() {
|
|||
mDynamicsWorld->update(mEngineSettings.timeStep);
|
||||
}
|
||||
|
||||
// Take a step for the simulation
|
||||
void JointsScene::update() {
|
||||
|
||||
SceneDemo::update();
|
||||
|
||||
// Update the position and orientation of the boxes
|
||||
mSliderJointBottomBox->updateTransform(mInterpolationFactor);
|
||||
mSliderJointTopBox->updateTransform(mInterpolationFactor);
|
||||
mPropellerBox->updateTransform(mInterpolationFactor);
|
||||
mFixedJointBox1->updateTransform(mInterpolationFactor);
|
||||
mFixedJointBox2->updateTransform(mInterpolationFactor);
|
||||
for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
|
||||
mBallAndSocketJointChainBoxes[i]->updateTransform(mInterpolationFactor);
|
||||
}
|
||||
|
||||
// Update the position and orientation of the floor
|
||||
mFloor->updateTransform(mInterpolationFactor);
|
||||
}
|
||||
|
||||
// Render the scene
|
||||
void JointsScene::renderSinglePass(openglframework::Shader& shader,
|
||||
const openglframework::Matrix4& worldToCameraMatrix) {
|
||||
|
@ -281,6 +262,8 @@ void JointsScene::createBallAndSocketJoints() {
|
|||
rp3d::Material& material = mBallAndSocketJointChainBoxes[i]->getRigidBody()->getMaterial();
|
||||
material.setBounciness(rp3d::decimal(0.4));
|
||||
|
||||
mPhysicsObjects.push_back(mBallAndSocketJointChainBoxes[i]);
|
||||
|
||||
positionBox.y -= boxDimension.y + 0.5f;
|
||||
}
|
||||
|
||||
|
@ -324,6 +307,7 @@ void JointsScene::createSliderJoint() {
|
|||
// Change the material properties of the rigid body
|
||||
rp3d::Material& material1 = mSliderJointBottomBox->getRigidBody()->getMaterial();
|
||||
material1.setBounciness(0.4f);
|
||||
mPhysicsObjects.push_back(mSliderJointBottomBox);
|
||||
|
||||
// --------------- Create the second box --------------- //
|
||||
|
||||
|
@ -341,6 +325,7 @@ void JointsScene::createSliderJoint() {
|
|||
// Change the material properties of the rigid body
|
||||
rp3d::Material& material2 = mSliderJointTopBox->getRigidBody()->getMaterial();
|
||||
material2.setBounciness(0.4f);
|
||||
mPhysicsObjects.push_back(mSliderJointTopBox);
|
||||
|
||||
// --------------- Create the joint --------------- //
|
||||
|
||||
|
@ -381,6 +366,7 @@ void JointsScene::createPropellerHingeJoint() {
|
|||
// Change the material properties of the rigid body
|
||||
rp3d::Material& material = mPropellerBox->getRigidBody()->getMaterial();
|
||||
material.setBounciness(rp3d::decimal(0.4));
|
||||
mPhysicsObjects.push_back(mPropellerBox);
|
||||
|
||||
// --------------- Create the Hinge joint --------------- //
|
||||
|
||||
|
@ -420,6 +406,7 @@ void JointsScene::createFixedJoints() {
|
|||
// Change the material properties of the rigid body
|
||||
rp3d::Material& material1 = mFixedJointBox1->getRigidBody()->getMaterial();
|
||||
material1.setBounciness(rp3d::decimal(0.4));
|
||||
mPhysicsObjects.push_back(mFixedJointBox1);
|
||||
|
||||
// --------------- Create the second box --------------- //
|
||||
|
||||
|
@ -436,6 +423,7 @@ void JointsScene::createFixedJoints() {
|
|||
// Change the material properties of the rigid body
|
||||
rp3d::Material& material2 = mFixedJointBox2->getRigidBody()->getMaterial();
|
||||
material2.setBounciness(rp3d::decimal(0.4));
|
||||
mPhysicsObjects.push_back(mFixedJointBox2);
|
||||
|
||||
// --------------- Create the first fixed joint --------------- //
|
||||
|
||||
|
@ -478,4 +466,5 @@ void JointsScene::createFloor() {
|
|||
// Change the material properties of the rigid body
|
||||
rp3d::Material& material = mFloor->getRigidBody()->getMaterial();
|
||||
material.setBounciness(rp3d::decimal(0.3));
|
||||
mPhysicsObjects.push_back(mFloor);
|
||||
}
|
||||
|
|
|
@ -126,9 +126,6 @@ class JointsScene : public SceneDemo {
|
|||
/// Can be called several times per frame
|
||||
virtual void updatePhysics() override;
|
||||
|
||||
/// Take a step for the simulation
|
||||
virtual void update() override;
|
||||
|
||||
/// Render the scene in a single pass
|
||||
virtual void renderSinglePass(openglframework::Shader& shader,
|
||||
const openglframework::Matrix4& worldToCameraMatrix) override;
|
||||
|
|
|
@ -56,6 +56,7 @@ RaycastScene::RaycastScene(const std::string& name)
|
|||
// Set the box color
|
||||
mDumbbell->setColor(mGreyColorDemo);
|
||||
mDumbbell->setSleepingColor(mRedColorDemo);
|
||||
mPhysicsObjects.push_back(mDumbbell);
|
||||
|
||||
// ---------- Box ---------- //
|
||||
openglframework::Vector3 position2(0, 0, 0);
|
||||
|
@ -67,6 +68,7 @@ RaycastScene::RaycastScene(const std::string& name)
|
|||
// Set the box color
|
||||
mBox->setColor(mGreyColorDemo);
|
||||
mBox->setSleepingColor(mRedColorDemo);
|
||||
mPhysicsObjects.push_back(mBox);
|
||||
|
||||
// ---------- Sphere ---------- //
|
||||
openglframework::Vector3 position3(0, 0, 0);
|
||||
|
@ -78,6 +80,7 @@ RaycastScene::RaycastScene(const std::string& name)
|
|||
// Set the color
|
||||
mSphere->setColor(mGreyColorDemo);
|
||||
mSphere->setSleepingColor(mRedColorDemo);
|
||||
mPhysicsObjects.push_back(mSphere);
|
||||
|
||||
// ---------- Capsule ---------- //
|
||||
openglframework::Vector3 position6(0, 0, 0);
|
||||
|
@ -89,6 +92,7 @@ RaycastScene::RaycastScene(const std::string& name)
|
|||
// Set the color
|
||||
mCapsule->setColor(mGreyColorDemo);
|
||||
mCapsule->setSleepingColor(mRedColorDemo);
|
||||
mPhysicsObjects.push_back(mCapsule);
|
||||
|
||||
// ---------- Convex Mesh ---------- //
|
||||
openglframework::Vector3 position7(0, 0, 0);
|
||||
|
@ -99,6 +103,7 @@ RaycastScene::RaycastScene(const std::string& name)
|
|||
// Set the color
|
||||
mConvexMesh->setColor(mGreyColorDemo);
|
||||
mConvexMesh->setSleepingColor(mRedColorDemo);
|
||||
mPhysicsObjects.push_back(mConvexMesh);
|
||||
|
||||
// ---------- Concave Mesh ---------- //
|
||||
openglframework::Vector3 position8(0, 0, 0);
|
||||
|
@ -109,6 +114,7 @@ RaycastScene::RaycastScene(const std::string& name)
|
|||
// Set the color
|
||||
mConcaveMesh->setColor(mGreyColorDemo);
|
||||
mConcaveMesh->setSleepingColor(mRedColorDemo);
|
||||
mPhysicsObjects.push_back(mConcaveMesh);
|
||||
|
||||
// ---------- Heightfield ---------- //
|
||||
openglframework::Vector3 position9(0, 0, 0);
|
||||
|
@ -119,6 +125,7 @@ RaycastScene::RaycastScene(const std::string& name)
|
|||
// Set the color
|
||||
mHeightField->setColor(mGreyColorDemo);
|
||||
mHeightField->setSleepingColor(mRedColorDemo);
|
||||
mPhysicsObjects.push_back(mHeightField);
|
||||
|
||||
// Create the lines that will be used for raycasting
|
||||
createLines();
|
||||
|
@ -256,12 +263,6 @@ RaycastScene::~RaycastScene() {
|
|||
mVAO.destroy();
|
||||
}
|
||||
|
||||
// Update the physics world (take a simulation step)
|
||||
void RaycastScene::updatePhysics() {
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Take a step for the simulation
|
||||
void RaycastScene::update() {
|
||||
|
||||
|
@ -327,14 +328,18 @@ void RaycastScene::renderSinglePass(openglframework::Shader& shader, const openg
|
|||
|
||||
mColorShader.unbind();
|
||||
|
||||
// Render the shapes
|
||||
if (mBox->getCollisionBody()->isActive()) mBox->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
||||
if (mSphere->getCollisionBody()->isActive()) mSphere->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
||||
if (mCapsule->getCollisionBody()->isActive()) mCapsule->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
||||
if (mConvexMesh->getCollisionBody()->isActive()) mConvexMesh->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
||||
if (mDumbbell->getCollisionBody()->isActive()) mDumbbell->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
||||
if (mConcaveMesh->getCollisionBody()->isActive()) mConcaveMesh->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
||||
if (mHeightField->getCollisionBody()->isActive()) mHeightField->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
||||
// Bind the shader
|
||||
shader.bind();
|
||||
|
||||
// Render all the physics objects of the scene
|
||||
for (std::vector<PhysicsObject*>::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) {
|
||||
if ((*it)->getCollisionBody()->isActive()) {
|
||||
(*it)->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
||||
}
|
||||
}
|
||||
|
||||
// Unbind the shader
|
||||
shader.unbind();
|
||||
}
|
||||
|
||||
// Create the Vertex Buffer Objects used to render with OpenGL.
|
||||
|
|
|
@ -57,7 +57,7 @@ const float CAPSULE_HEIGHT = 5.0f;
|
|||
const float DUMBBELL_HEIGHT = 5.0f;
|
||||
const int NB_RAYS = 100;
|
||||
const float RAY_LENGTH = 30.0f;
|
||||
const int NB_BODIES = 9;
|
||||
const int NB_BODIES = 7;
|
||||
|
||||
// Raycast manager
|
||||
class RaycastManager : public rp3d::RaycastCallback {
|
||||
|
@ -175,10 +175,6 @@ class RaycastScene : public SceneDemo {
|
|||
/// Destructor
|
||||
virtual ~RaycastScene() override;
|
||||
|
||||
/// Update the physics world (take a simulation step)
|
||||
/// Can be called several times per frame
|
||||
virtual void updatePhysics() override;
|
||||
|
||||
/// Take a step for the simulation
|
||||
virtual void update() override;
|
||||
|
||||
|
|
|
@ -101,6 +101,19 @@ void SceneDemo::update() {
|
|||
|
||||
// Update the contact points
|
||||
updateContactPoints();
|
||||
|
||||
// Update the position and orientation of the physics objects
|
||||
for (std::vector<PhysicsObject*>::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) {
|
||||
|
||||
// Update the transform used for the rendering
|
||||
(*it)->updateTransform(mInterpolationFactor);
|
||||
}
|
||||
}
|
||||
|
||||
// Update the physics world (take a simulation step)
|
||||
// Can be called several times per frame
|
||||
void SceneDemo::updatePhysics() {
|
||||
|
||||
}
|
||||
|
||||
// Render the scene (in multiple passes for shadow mapping)
|
||||
|
@ -202,6 +215,21 @@ void SceneDemo::render() {
|
|||
//drawTextureQuad();
|
||||
}
|
||||
|
||||
// Render the scene in a single pass
|
||||
void SceneDemo::renderSinglePass(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) {
|
||||
|
||||
// Bind the shader
|
||||
shader.bind();
|
||||
|
||||
// Render all the physics objects of the scene
|
||||
for (std::vector<PhysicsObject*>::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) {
|
||||
(*it)->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
|
||||
}
|
||||
|
||||
// Unbind the shader
|
||||
shader.unbind();
|
||||
}
|
||||
|
||||
// Create the Shadow map FBO and texture
|
||||
void SceneDemo::createShadowMapFBOAndTexture() {
|
||||
|
||||
|
@ -345,7 +373,7 @@ std::vector<ContactPoint> SceneDemo::computeContactPointsOfWorld(const rp3d::Dyn
|
|||
rp3d::ContactPoint* contactPoint = manifold->getContactPoints();
|
||||
while (contactPoint != nullptr) {
|
||||
|
||||
rp3d::Vector3 point = contactPoint->getWorldPointOnBody1();
|
||||
rp3d::Vector3 point = manifold->getShape1()->getLocalToWorldTransform() * contactPoint->getLocalPointOnBody1();
|
||||
rp3d::Vector3 normalWorld = contactPoint->getNormal();
|
||||
openglframework::Vector3 normal = openglframework::Vector3(normalWorld.x, normalWorld.y, normalWorld.z);
|
||||
ContactPoint contact(openglframework::Vector3(point.x, point.y, point.z), normal, openglframework::Color::red());
|
||||
|
|
|
@ -30,6 +30,7 @@
|
|||
#include "Scene.h"
|
||||
#include "VisualContactPoint.h"
|
||||
#include "reactphysics3d.h"
|
||||
#include "PhysicsObject.h"
|
||||
|
||||
// Constants
|
||||
const int SHADOWMAP_WIDTH = 2048;
|
||||
|
@ -95,6 +96,8 @@ class SceneDemo : public Scene {
|
|||
|
||||
std::string mMeshFolderPath;
|
||||
|
||||
std::vector<PhysicsObject*> mPhysicsObjects;
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
||||
// Create the Shadow map FBO and texture
|
||||
|
@ -128,12 +131,15 @@ class SceneDemo : public Scene {
|
|||
/// Update the scene
|
||||
virtual void update() override;
|
||||
|
||||
/// Update the physics world (take a simulation step)
|
||||
/// Can be called several times per frame
|
||||
virtual void updatePhysics() override;
|
||||
|
||||
/// Render the scene (possibly in multiple passes for shadow mapping)
|
||||
virtual void render() override;
|
||||
|
||||
/// Render the scene in a single pass
|
||||
virtual void renderSinglePass(openglframework::Shader& shader,
|
||||
const openglframework::Matrix4& worldToCameraMatrix)=0 ;
|
||||
virtual void renderSinglePass(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix);
|
||||
|
||||
/// Enabled/Disable the shadow mapping
|
||||
virtual void setIsShadowMappingEnabled(bool isShadowMappingEnabled) override;
|
||||
|
|
|
@ -125,7 +125,7 @@ void TestbedApplication::createScenes() {
|
|||
mScenes.push_back(concaveMeshScene);
|
||||
|
||||
assert(mScenes.size() > 0);
|
||||
mCurrentScene = mScenes[0];
|
||||
mCurrentScene = mScenes[5];
|
||||
|
||||
// Get the engine settings from the scene
|
||||
mEngineSettings = mCurrentScene->getEngineSettings();
|
||||
|
|
Loading…
Reference in New Issue
Block a user