Add Concave Mesh scene in testbed application
This commit is contained in:
parent
1c735e483c
commit
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@ -66,6 +66,8 @@ SET(COMMON_SOURCES
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common/Capsule.cpp
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common/ConvexMesh.h
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common/ConvexMesh.cpp
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common/ConcaveMesh.h
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common/ConcaveMesh.cpp
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common/Cylinder.h
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common/Cylinder.cpp
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common/Dumbbell.h
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@ -86,6 +88,8 @@ SET(SCENES_SOURCES
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scenes/raycast/RaycastScene.cpp
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scenes/collisionshapes/CollisionShapesScene.h
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scenes/collisionshapes/CollisionShapesScene.cpp
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scenes/concavemesh/ConcaveMeshScene.h
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scenes/concavemesh/ConcaveMeshScene.cpp
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)
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# Create the executable
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345
testbed/common/ConcaveMesh.cpp
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345
testbed/common/ConcaveMesh.cpp
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@ -0,0 +1,345 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2015 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 "ConcaveMesh.h"
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// Constructor
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ConcaveMesh::ConcaveMesh(const openglframework::Vector3 &position,
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reactphysics3d::CollisionWorld* world,
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const std::string& meshFolderPath)
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: openglframework::Mesh(), mVBOVertices(GL_ARRAY_BUFFER),
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mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER),
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mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) {
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// Load the mesh from a file
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openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "concavemesh.obj", *this);
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// Calculate the normals of the mesh
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calculateNormals();
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// Initialize the position where the sphere will be rendered
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translateWorld(position);
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// Convert the vertices array to the rp3d::decimal type
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/*rp3d::decimal* vertices = new rp3d::decimal[3 * mVertices.size()];
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for (int i=0; i < mVertices.size(); i++) {
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vertices[3 * i] = static_cast<rp3d::decimal>(mVertices[i].x);
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vertices[3 * i + 1] = static_cast<rp3d::decimal>(mVertices[i].y);
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vertices[3 * i + 2] = static_cast<rp3d::decimal>(mVertices[i].z);
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}
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*/
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// For each subpart of the mesh
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for (int i=0; i<getNbParts(); i++) {
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// Vertex and Indices array for the triangle mesh (data in shared and not copied)
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rp3d::TriangleVertexArray* vertexArray =
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new rp3d::TriangleVertexArray(getNbVertices(), &(mVertices[0]), sizeof(openglframework::Vector3),
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getNbFaces(i), &(mIndices[i][0]), sizeof(int),
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rp3d::TriangleVertexArray::VERTEX_FLOAT_TYPE,
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rp3d::TriangleVertexArray::INDEX_INTEGER_TYPE);
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// Add the triangle vertex array of the subpart to the triangle mesh
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mPhysicsTriangleMesh.addSubpart(vertexArray);
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}
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// Create the collision shape for the rigid body (convex mesh shape) and
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// do not forget to delete it at the end
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mCollisionShape = new rp3d::ConcaveMeshShape(&mPhysicsTriangleMesh);
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//delete[] vertices;
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/*
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// Add the edges information of the mesh into the convex mesh collision shape.
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// This is optional but it really speed up the convex mesh collision detection at the
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// cost of some additional memory to store the edges inside the collision shape.
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for (unsigned int i=0; i<getNbFaces(); i++) { // For each triangle face of the mesh
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// Get the three vertex IDs of the vertices of the face
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unsigned int v1 = getVertexIndexInFace(i, 0);
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unsigned int v2 = getVertexIndexInFace(i, 1);
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unsigned int v3 = getVertexIndexInFace(i, 2);
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// Add the three edges into the collision shape
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mCollisionShape->addEdge(v1, v2);
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mCollisionShape->addEdge(v1, v3);
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mCollisionShape->addEdge(v2, v3);
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}
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mCollisionShape->setIsEdgesInformationUsed(true);// Enable the fast collision detection with edges
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*/
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// Initial position and orientation of the rigid body
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rp3d::Vector3 initPosition(position.x, position.y, position.z);
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rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
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rp3d::Transform transform(initPosition, initOrientation);
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mPreviousTransform = transform;
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// Create a rigid body corresponding to the sphere in the dynamics world
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mBody = world->createCollisionBody(transform);
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// Add a collision shape to the body and specify the mass of the collision shape
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mBody->addCollisionShape(mCollisionShape, rp3d::Transform::identity());
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// Create the VBOs and VAO
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createVBOAndVAO();
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}
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// Constructor
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ConcaveMesh::ConcaveMesh(const openglframework::Vector3 &position, float mass,
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reactphysics3d::DynamicsWorld* dynamicsWorld,
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const std::string& meshFolderPath)
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: openglframework::Mesh(), mVBOVertices(GL_ARRAY_BUFFER),
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mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER),
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mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) {
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// Load the mesh from a file
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openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "concavemesh.obj", *this);
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// Calculate the normals of the mesh
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calculateNormals();
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// Initialize the position where the sphere will be rendered
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translateWorld(position);
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/*
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// Convert the vertices array to the rp3d::decimal type
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rp3d::decimal* vertices = new rp3d::decimal[3 * mVertices.size()];
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for (int i=0; i < mVertices.size(); i++) {
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vertices[3 * i] = static_cast<rp3d::decimal>(mVertices[i].x);
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vertices[3 * i + 1] = static_cast<rp3d::decimal>(mVertices[i].y);
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vertices[3 * i + 2] = static_cast<rp3d::decimal>(mVertices[i].z);
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}
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*/
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// For each subpart of the mesh
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for (int i=0; i<getNbParts(); i++) {
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// Vertex and Indices array for the triangle mesh (data in shared and not copied)
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rp3d::TriangleVertexArray* vertexArray =
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new rp3d::TriangleVertexArray(getNbVertices(), &(mVertices[0]), sizeof(openglframework::Vector3),
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getNbFaces(i), &(mIndices[i][0]), sizeof(int),
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rp3d::TriangleVertexArray::VERTEX_FLOAT_TYPE,
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rp3d::TriangleVertexArray::INDEX_INTEGER_TYPE);
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// Add the triangle vertex array of the subpart to the triangle mesh
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mPhysicsTriangleMesh.addSubpart(vertexArray);
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}
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// Create the collision shape for the rigid body (convex mesh shape) and
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// do not forget to delete it at the end
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mCollisionShape = new rp3d::ConcaveMeshShape(&mPhysicsTriangleMesh);
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//delete[] vertices;
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/*
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// Add the edges information of the mesh into the convex mesh collision shape.
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// This is optional but it really speed up the convex mesh collision detection at the
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// cost of some additional memory to store the edges inside the collision shape.
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for (unsigned int i=0; i<getNbFaces(); i++) { // For each triangle face of the mesh
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// Get the three vertex IDs of the vertices of the face
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unsigned int v1 = getVertexIndexInFace(i, 0);
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unsigned int v2 = getVertexIndexInFace(i, 1);
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unsigned int v3 = getVertexIndexInFace(i, 2);
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// Add the three edges into the collision shape
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mCollisionShape->addEdge(v1, v2);
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mCollisionShape->addEdge(v1, v3);
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mCollisionShape->addEdge(v2, v3);
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}
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mCollisionShape->setIsEdgesInformationUsed(true);// Enable the fast collision detection with edges
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*/
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// Initial position and orientation of the rigid body
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rp3d::Vector3 initPosition(position.x, position.y, position.z);
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rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
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rp3d::Transform transform(initPosition, initOrientation);
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// Create a rigid body corresponding to the sphere in the dynamics world
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rp3d::RigidBody* body = dynamicsWorld->createRigidBody(transform);
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// Add a collision shape to the body and specify the mass of the collision shape
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body->addCollisionShape(mCollisionShape, rp3d::Transform::identity(), mass);
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mBody = body;
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// Create the VBOs and VAO
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createVBOAndVAO();
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}
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// Destructor
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ConcaveMesh::~ConcaveMesh() {
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// Destroy the triangle mesh data for the physics engine
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for (int i=0; i<mPhysicsTriangleMesh.getNbSubparts(); i++) {
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delete mPhysicsTriangleMesh.getSubpart(i);
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}
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// Destroy the mesh
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destroy();
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// Destroy the VBOs and VAO
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mVBOIndices.destroy();
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mVBOVertices.destroy();
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mVBONormals.destroy();
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mVBOTextureCoords.destroy();
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mVAO.destroy();
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delete mCollisionShape;
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}
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// Render the sphere at the correct position and with the correct orientation
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void ConcaveMesh::render(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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// Set the model to camera matrix
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shader.setMatrix4x4Uniform("localToWorldMatrix", mTransformMatrix);
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shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix);
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// Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the
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// model-view matrix)
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const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * mTransformMatrix;
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const openglframework::Matrix3 normalMatrix =
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localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose();
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
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// Set the vertex color
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openglframework::Vector4 color(mColor.r, mColor.g, mColor.b, mColor.a);
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shader.setVector4Uniform("vertexColor", color, false);
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// Bind the VAO
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mVAO.bind();
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mVBOVertices.bind();
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// Get the location of shader attribute variables
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GLint vertexPositionLoc = shader.getAttribLocation("vertexPosition");
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GLint vertexNormalLoc = shader.getAttribLocation("vertexNormal", false);
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glEnableVertexAttribArray(vertexPositionLoc);
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glVertexAttribPointer(vertexPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL);
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mVBONormals.bind();
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if (vertexNormalLoc != -1) glVertexAttribPointer(vertexNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL);
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if (vertexNormalLoc != -1) glEnableVertexAttribArray(vertexNormalLoc);
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// For each part of the mesh
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for (unsigned int i=0; i<getNbParts(); i++) {
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glDrawElements(GL_TRIANGLES, getNbFaces(i) * 3, GL_UNSIGNED_INT, (char*)NULL);
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}
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glDisableVertexAttribArray(vertexPositionLoc);
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if (vertexNormalLoc != -1) glDisableVertexAttribArray(vertexNormalLoc);
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mVBONormals.unbind();
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mVBOVertices.unbind();
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// Unbind the VAO
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mVAO.unbind();
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// Unbind the shader
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shader.unbind();
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}
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// Create the Vertex Buffer Objects used to render with OpenGL.
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/// We create two VBOs (one for vertices and one for indices)
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void ConcaveMesh::createVBOAndVAO() {
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// Create the VBO for the vertices data
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mVBOVertices.create();
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mVBOVertices.bind();
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size_t sizeVertices = mVertices.size() * sizeof(openglframework::Vector3);
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mVBOVertices.copyDataIntoVBO(sizeVertices, getVerticesPointer(), GL_STATIC_DRAW);
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mVBOVertices.unbind();
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// Create the VBO for the normals data
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mVBONormals.create();
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mVBONormals.bind();
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size_t sizeNormals = mNormals.size() * sizeof(openglframework::Vector3);
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mVBONormals.copyDataIntoVBO(sizeNormals, getNormalsPointer(), GL_STATIC_DRAW);
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mVBONormals.unbind();
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if (hasTexture()) {
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// Create the VBO for the texture co data
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mVBOTextureCoords.create();
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mVBOTextureCoords.bind();
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size_t sizeTextureCoords = mUVs.size() * sizeof(openglframework::Vector2);
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mVBOTextureCoords.copyDataIntoVBO(sizeTextureCoords, getUVTextureCoordinatesPointer(), GL_STATIC_DRAW);
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mVBOTextureCoords.unbind();
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}
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// Create th VBO for the indices data
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mVBOIndices.create();
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mVBOIndices.bind();
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size_t sizeIndices = mIndices[0].size() * sizeof(unsigned int);
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mVBOIndices.copyDataIntoVBO(sizeIndices, getIndicesPointer(), GL_STATIC_DRAW);
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mVBOIndices.unbind();
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// Create the VAO for both VBOs
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mVAO.create();
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mVAO.bind();
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// Bind the VBO of vertices
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mVBOVertices.bind();
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// Bind the VBO of normals
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mVBONormals.bind();
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if (hasTexture()) {
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// Bind the VBO of texture coords
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mVBOTextureCoords.bind();
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}
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// Bind the VBO of indices
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mVBOIndices.bind();
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// Unbind the VAO
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mVAO.unbind();
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}
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// Reset the transform
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void ConcaveMesh::resetTransform(const rp3d::Transform& transform) {
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// Reset the transform
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mBody->setTransform(transform);
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mBody->setIsSleeping(false);
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// Reset the velocity of the rigid body
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rp3d::RigidBody* rigidBody = dynamic_cast<rp3d::RigidBody*>(mBody);
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if (rigidBody != NULL) {
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rigidBody->setLinearVelocity(rp3d::Vector3(0, 0, 0));
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rigidBody->setAngularVelocity(rp3d::Vector3(0, 0, 0));
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}
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updateTransform(1.0f);
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}
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101
testbed/common/ConcaveMesh.h
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101
testbed/common/ConcaveMesh.h
Normal file
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@ -0,0 +1,101 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2015 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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* *
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim *
|
||||
* that you wrote the original software. If you use this software in a *
|
||||
* product, an acknowledgment in the product documentation would be *
|
||||
* appreciated but is not required. *
|
||||
* *
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be *
|
||||
* misrepresented as being the original software. *
|
||||
* *
|
||||
* 3. This notice may not be removed or altered from any source distribution. *
|
||||
* *
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********************************************************************************/
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#ifndef CONCAVE_MESH_H
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#define CONCAVE_MESH_H
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// Libraries
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#include "openglframework.h"
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#include "reactphysics3d.h"
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#include "PhysicsObject.h"
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// Class ConcaveMesh
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class ConcaveMesh : public openglframework::Mesh, public PhysicsObject {
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private :
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// -------------------- Attributes -------------------- //
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/// Previous transform (for interpolation)
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rp3d::Transform mPreviousTransform;
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/// Collision shape
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rp3d::ConcaveMeshShape* mCollisionShape;
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/// Vertex Buffer Object for the vertices data
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openglframework::VertexBufferObject mVBOVertices;
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/// Vertex Buffer Object for the normals data
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openglframework::VertexBufferObject mVBONormals;
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/// Vertex Buffer Object for the texture coords
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openglframework::VertexBufferObject mVBOTextureCoords;
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/// Vertex Buffer Object for the indices
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openglframework::VertexBufferObject mVBOIndices;
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/// Vertex Array Object for the vertex data
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openglframework::VertexArrayObject mVAO;
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/// Structure with pointer to the shared mesh data (vertices, indices, ...)
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rp3d::TriangleMesh mPhysicsTriangleMesh;
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// -------------------- Methods -------------------- //
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// Create the Vertex Buffer Objects used to render with OpenGL.
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void createVBOAndVAO();
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public :
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// -------------------- Methods -------------------- //
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/// Constructor
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ConcaveMesh(const openglframework::Vector3& position,
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rp3d::CollisionWorld* world, const std::string& meshFolderPath);
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/// Constructor
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ConcaveMesh(const openglframework::Vector3& position, float mass,
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rp3d::DynamicsWorld* dynamicsWorld, const std::string& meshFolderPath);
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/// Destructor
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~ConcaveMesh();
|
||||
|
||||
/// Render the mesh at the correct position and with the correct orientation
|
||||
void render(openglframework::Shader& shader,
|
||||
const openglframework::Matrix4& worldToCameraMatrix);
|
||||
|
||||
/// Set the position of the box
|
||||
void resetTransform(const rp3d::Transform& transform);
|
||||
|
||||
/// Update the transform matrix of the object
|
||||
virtual void updateTransform(float interpolationFactor);
|
||||
};
|
||||
|
||||
// Update the transform matrix of the object
|
||||
inline void ConcaveMesh::updateTransform(float interpolationFactor) {
|
||||
mTransformMatrix = computeTransform(interpolationFactor, openglframework::Matrix4::identity());
|
||||
}
|
||||
|
||||
#endif
|
9
testbed/meshes/concavemesh.obj
Normal file
9
testbed/meshes/concavemesh.obj
Normal file
|
@ -0,0 +1,9 @@
|
|||
# Blender v2.72 (sub 0) OBJ File: ''
|
||||
# www.blender.org
|
||||
v -10.000000 0.000000 10.000000
|
||||
v 10.000000 0.000000 10.000000
|
||||
v -10.000000 0.000000 -10.000000
|
||||
v 10.000000 0.000000 -10.000000
|
||||
s off
|
||||
f 2 4 3
|
||||
f 1 2 3
|
171
testbed/scenes/concavemesh/ConcaveMeshScene.cpp
Normal file
171
testbed/scenes/concavemesh/ConcaveMeshScene.cpp
Normal file
|
@ -0,0 +1,171 @@
|
|||
|
||||
/********************************************************************************
|
||||
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
|
||||
* Copyright (c) 2010-2015 Daniel Chappuis *
|
||||
*********************************************************************************
|
||||
* *
|
||||
* This software is provided 'as-is', without any express or implied warranty. *
|
||||
* In no event will the authors be held liable for any damages arising from the *
|
||||
* use of this software. *
|
||||
* *
|
||||
* Permission is granted to anyone to use this software for any purpose, *
|
||||
* including commercial applications, and to alter it and redistribute it *
|
||||
* freely, subject to the following restrictions: *
|
||||
* *
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim *
|
||||
* that you wrote the original software. If you use this software in a *
|
||||
* product, an acknowledgment in the product documentation would be *
|
||||
* appreciated but is not required. *
|
||||
* *
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be *
|
||||
* misrepresented as being the original software. *
|
||||
* *
|
||||
* 3. This notice may not be removed or altered from any source distribution. *
|
||||
* *
|
||||
********************************************************************************/
|
||||
|
||||
// Libraries
|
||||
#include "ConcaveMeshScene.h"
|
||||
|
||||
// Namespaces
|
||||
using namespace openglframework;
|
||||
using namespace trianglemeshscene;
|
||||
|
||||
// Constructor
|
||||
ConcaveMeshScene::ConcaveMeshScene(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);
|
||||
|
||||
// Set the center of the scene
|
||||
setScenePosition(center, SCENE_RADIUS);
|
||||
|
||||
// Gravity vector in the dynamics world
|
||||
rp3d::Vector3 gravity(0, rp3d::decimal(-9.81), 0);
|
||||
|
||||
// Create the dynamics world for the physics simulation
|
||||
mDynamicsWorld = new rp3d::DynamicsWorld(gravity);
|
||||
|
||||
// Set the number of iterations of the constraint solver
|
||||
mDynamicsWorld->setNbIterationsVelocitySolver(15);
|
||||
|
||||
// ---------- Create the sphere ----------- //
|
||||
|
||||
// Position
|
||||
rp3d::decimal radius = 2.0;
|
||||
openglframework::Vector3 spherePos(0, 10, 0);
|
||||
|
||||
// Create a sphere and a corresponding rigid in the dynamics world
|
||||
mSphere = new Sphere(radius, spherePos , 1.0, mDynamicsWorld, meshFolderPath);
|
||||
|
||||
// Set the sphere color
|
||||
mSphere->setColor(mDemoColors[1]);
|
||||
mSphere->setSleepingColor(mRedColorDemo);
|
||||
|
||||
// Change the material properties of the rigid body
|
||||
rp3d::Material& sphereMat = mSphere->getRigidBody()->getMaterial();
|
||||
sphereMat.setBounciness(rp3d::decimal(0.2));
|
||||
|
||||
// ---------- Create the triangular mesh ---------- //
|
||||
|
||||
// Position
|
||||
openglframework::Vector3 position(0, 0, 0);
|
||||
rp3d::decimal mass = 1.0;
|
||||
|
||||
// Create a convex mesh and a corresponding rigid in the dynamics world
|
||||
mConcaveMesh = new ConcaveMesh(position, mass, mDynamicsWorld, meshFolderPath);
|
||||
|
||||
// Set the mesh as beeing static
|
||||
mConcaveMesh->getRigidBody()->setType(rp3d::STATIC);
|
||||
|
||||
// Set the box color
|
||||
mConcaveMesh->setColor(mDemoColors[0]);
|
||||
mConcaveMesh->setSleepingColor(mRedColorDemo);
|
||||
|
||||
// Change the material properties of the rigid body
|
||||
rp3d::Material& material = mConcaveMesh->getRigidBody()->getMaterial();
|
||||
material.setBounciness(rp3d::decimal(0.2));
|
||||
|
||||
// Get the physics engine parameters
|
||||
mEngineSettings.isGravityEnabled = mDynamicsWorld->isGravityEnabled();
|
||||
rp3d::Vector3 gravityVector = mDynamicsWorld->getGravity();
|
||||
mEngineSettings.gravity = openglframework::Vector3(gravityVector.x, gravityVector.y, gravityVector.z);
|
||||
mEngineSettings.isSleepingEnabled = mDynamicsWorld->isSleepingEnabled();
|
||||
mEngineSettings.sleepLinearVelocity = mDynamicsWorld->getSleepLinearVelocity();
|
||||
mEngineSettings.sleepAngularVelocity = mDynamicsWorld->getSleepAngularVelocity();
|
||||
mEngineSettings.nbPositionSolverIterations = mDynamicsWorld->getNbIterationsPositionSolver();
|
||||
mEngineSettings.nbVelocitySolverIterations = mDynamicsWorld->getNbIterationsVelocitySolver();
|
||||
mEngineSettings.timeBeforeSleep = mDynamicsWorld->getTimeBeforeSleep();
|
||||
}
|
||||
|
||||
// Destructor
|
||||
ConcaveMeshScene::~ConcaveMeshScene() {
|
||||
|
||||
mDynamicsWorld->destroyRigidBody(mSphere->getRigidBody());
|
||||
// Destroy the corresponding rigid body from the dynamics world
|
||||
mDynamicsWorld->destroyRigidBody(mConcaveMesh->getRigidBody());
|
||||
|
||||
delete mSphere;
|
||||
|
||||
// Destroy the convex mesh
|
||||
delete mConcaveMesh;
|
||||
|
||||
// Destroy the dynamics world
|
||||
delete mDynamicsWorld;
|
||||
}
|
||||
|
||||
// Update the physics world (take a simulation step)
|
||||
void ConcaveMeshScene::updatePhysics() {
|
||||
|
||||
// Update the physics engine parameters
|
||||
mDynamicsWorld->setIsGratityEnabled(mEngineSettings.isGravityEnabled);
|
||||
rp3d::Vector3 gravity(mEngineSettings.gravity.x, mEngineSettings.gravity.y,
|
||||
mEngineSettings.gravity.z);
|
||||
mDynamicsWorld->setGravity(gravity);
|
||||
mDynamicsWorld->enableSleeping(mEngineSettings.isSleepingEnabled);
|
||||
mDynamicsWorld->setSleepLinearVelocity(mEngineSettings.sleepLinearVelocity);
|
||||
mDynamicsWorld->setSleepAngularVelocity(mEngineSettings.sleepAngularVelocity);
|
||||
mDynamicsWorld->setNbIterationsPositionSolver(mEngineSettings.nbPositionSolverIterations);
|
||||
mDynamicsWorld->setNbIterationsVelocitySolver(mEngineSettings.nbVelocitySolverIterations);
|
||||
mDynamicsWorld->setTimeBeforeSleep(mEngineSettings.timeBeforeSleep);
|
||||
|
||||
// Take a simulation step
|
||||
mDynamicsWorld->update(mEngineSettings.timeStep);
|
||||
}
|
||||
|
||||
// Update the scene
|
||||
void ConcaveMeshScene::update() {
|
||||
|
||||
SceneDemo::update();
|
||||
|
||||
// Update the transform used for the rendering
|
||||
mConcaveMesh->updateTransform(mInterpolationFactor);
|
||||
mSphere->updateTransform(mInterpolationFactor);
|
||||
}
|
||||
|
||||
// Render the scene in a single pass
|
||||
void ConcaveMeshScene::renderSinglePass(Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) {
|
||||
|
||||
// Bind the shader
|
||||
shader.bind();
|
||||
|
||||
mConcaveMesh->render(shader, worldToCameraMatrix);
|
||||
mSphere->render(shader, worldToCameraMatrix);
|
||||
|
||||
// Unbind the shader
|
||||
shader.unbind();
|
||||
}
|
||||
|
||||
// Reset the scene
|
||||
void ConcaveMeshScene::reset() {
|
||||
|
||||
// Reset the transform
|
||||
mConcaveMesh->resetTransform(rp3d::Transform::identity());
|
||||
|
||||
rp3d::Vector3 spherePos(10.1, 10, 0);
|
||||
rp3d::Transform sphereTransform(spherePos, rp3d::Quaternion::identity());
|
||||
mSphere->resetTransform(sphereTransform);
|
||||
}
|
92
testbed/scenes/concavemesh/ConcaveMeshScene.h
Normal file
92
testbed/scenes/concavemesh/ConcaveMeshScene.h
Normal file
|
@ -0,0 +1,92 @@
|
|||
/********************************************************************************
|
||||
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
|
||||
* Copyright (c) 2010-2015 Daniel Chappuis *
|
||||
*********************************************************************************
|
||||
* *
|
||||
* This software is provided 'as-is', without any express or implied warranty. *
|
||||
* In no event will the authors be held liable for any damages arising from the *
|
||||
* use of this software. *
|
||||
* *
|
||||
* Permission is granted to anyone to use this software for any purpose, *
|
||||
* including commercial applications, and to alter it and redistribute it *
|
||||
* freely, subject to the following restrictions: *
|
||||
* *
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim *
|
||||
* that you wrote the original software. If you use this software in a *
|
||||
* product, an acknowledgment in the product documentation would be *
|
||||
* appreciated but is not required. *
|
||||
* *
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be *
|
||||
* misrepresented as being the original software. *
|
||||
* *
|
||||
* 3. This notice may not be removed or altered from any source distribution. *
|
||||
* *
|
||||
********************************************************************************/
|
||||
|
||||
#ifndef TRIANGLE_MESH_SCENE_H
|
||||
#define TRIANGLE_MESH_SCENE_H
|
||||
|
||||
// Libraries
|
||||
#include "openglframework.h"
|
||||
#include "reactphysics3d.h"
|
||||
#include "Box.h"
|
||||
#include "SceneDemo.h"
|
||||
#include "ConcaveMesh.h"
|
||||
#include "Sphere.h"
|
||||
|
||||
namespace trianglemeshscene {
|
||||
|
||||
// Constants
|
||||
const float SCENE_RADIUS = 30.0f; // Radius of the scene in meters
|
||||
|
||||
// Class TriangleMeshScene
|
||||
class ConcaveMeshScene : public SceneDemo {
|
||||
|
||||
protected :
|
||||
|
||||
// -------------------- Attributes -------------------- //
|
||||
|
||||
Sphere* mSphere;
|
||||
|
||||
/// Concave triangles mesh
|
||||
ConcaveMesh* mConcaveMesh;
|
||||
|
||||
/// Dynamics world used for the physics simulation
|
||||
rp3d::DynamicsWorld* mDynamicsWorld;
|
||||
|
||||
public:
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Constructor
|
||||
ConcaveMeshScene(const std::string& name);
|
||||
|
||||
/// Destructor
|
||||
virtual ~ConcaveMeshScene();
|
||||
|
||||
/// Update the physics world (take a simulation step)
|
||||
/// Can be called several times per frame
|
||||
virtual void updatePhysics();
|
||||
|
||||
/// Update the scene (take a simulation step)
|
||||
virtual void update();
|
||||
|
||||
/// Render the scene in a single pass
|
||||
virtual void renderSinglePass(openglframework::Shader& shader,
|
||||
const openglframework::Matrix4& worldToCameraMatrix);
|
||||
|
||||
/// Reset the scene
|
||||
virtual void reset();
|
||||
|
||||
/// Return all the contact points of the scene
|
||||
virtual std::vector<ContactPoint> getContactPoints() const;
|
||||
};
|
||||
|
||||
// Return all the contact points of the scene
|
||||
inline std::vector<ContactPoint> ConcaveMeshScene::getContactPoints() const {
|
||||
return computeContactPointsOfWorld(mDynamicsWorld);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -33,12 +33,14 @@
|
|||
#include "joints/JointsScene.h"
|
||||
#include "collisionshapes/CollisionShapesScene.h"
|
||||
#include "raycast/RaycastScene.h"
|
||||
#include "concavemesh/ConcaveMeshScene.h"
|
||||
|
||||
using namespace openglframework;
|
||||
using namespace jointsscene;
|
||||
using namespace cubesscene;
|
||||
using namespace raycastscene;
|
||||
using namespace collisionshapesscene;
|
||||
using namespace trianglemeshscene;
|
||||
|
||||
// Initialization of static variables
|
||||
const float TestbedApplication::SCROLL_SENSITIVITY = 0.02f;
|
||||
|
@ -166,6 +168,10 @@ void TestbedApplication::createScenes() {
|
|||
RaycastScene* raycastScene = new RaycastScene("Raycast");
|
||||
mScenes.push_back(raycastScene);
|
||||
|
||||
// Raycast scene
|
||||
ConcaveMeshScene* concaveMeshScene = new ConcaveMeshScene("Concave Mesh");
|
||||
mScenes.push_back(concaveMeshScene);
|
||||
|
||||
assert(mScenes.size() > 0);
|
||||
mCurrentScene = mScenes[0];
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user