Add Concave Mesh scene in testbed application

This commit is contained in:
Daniel Chappuis 2015-10-26 18:15:56 +01:00
parent 1c735e483c
commit e135d4b592
7 changed files with 728 additions and 0 deletions

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@ -66,6 +66,8 @@ SET(COMMON_SOURCES
common/Capsule.cpp common/Capsule.cpp
common/ConvexMesh.h common/ConvexMesh.h
common/ConvexMesh.cpp common/ConvexMesh.cpp
common/ConcaveMesh.h
common/ConcaveMesh.cpp
common/Cylinder.h common/Cylinder.h
common/Cylinder.cpp common/Cylinder.cpp
common/Dumbbell.h common/Dumbbell.h
@ -86,6 +88,8 @@ SET(SCENES_SOURCES
scenes/raycast/RaycastScene.cpp scenes/raycast/RaycastScene.cpp
scenes/collisionshapes/CollisionShapesScene.h scenes/collisionshapes/CollisionShapesScene.h
scenes/collisionshapes/CollisionShapesScene.cpp scenes/collisionshapes/CollisionShapesScene.cpp
scenes/concavemesh/ConcaveMeshScene.h
scenes/concavemesh/ConcaveMeshScene.cpp
) )
# Create the executable # Create the executable

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@ -0,0 +1,345 @@
/********************************************************************************
* 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 "ConcaveMesh.h"
// Constructor
ConcaveMesh::ConcaveMesh(const openglframework::Vector3 &position,
reactphysics3d::CollisionWorld* world,
const std::string& meshFolderPath)
: openglframework::Mesh(), mVBOVertices(GL_ARRAY_BUFFER),
mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER),
mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) {
// Load the mesh from a file
openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "concavemesh.obj", *this);
// Calculate the normals of the mesh
calculateNormals();
// Initialize the position where the sphere will be rendered
translateWorld(position);
// Convert the vertices array to the rp3d::decimal type
/*rp3d::decimal* vertices = new rp3d::decimal[3 * mVertices.size()];
for (int i=0; i < mVertices.size(); i++) {
vertices[3 * i] = static_cast<rp3d::decimal>(mVertices[i].x);
vertices[3 * i + 1] = static_cast<rp3d::decimal>(mVertices[i].y);
vertices[3 * i + 2] = static_cast<rp3d::decimal>(mVertices[i].z);
}
*/
// For each subpart of the mesh
for (int i=0; i<getNbParts(); i++) {
// Vertex and Indices array for the triangle mesh (data in shared and not copied)
rp3d::TriangleVertexArray* vertexArray =
new rp3d::TriangleVertexArray(getNbVertices(), &(mVertices[0]), sizeof(openglframework::Vector3),
getNbFaces(i), &(mIndices[i][0]), sizeof(int),
rp3d::TriangleVertexArray::VERTEX_FLOAT_TYPE,
rp3d::TriangleVertexArray::INDEX_INTEGER_TYPE);
// Add the triangle vertex array of the subpart to the triangle mesh
mPhysicsTriangleMesh.addSubpart(vertexArray);
}
// Create the collision shape for the rigid body (convex mesh shape) and
// do not forget to delete it at the end
mCollisionShape = new rp3d::ConcaveMeshShape(&mPhysicsTriangleMesh);
//delete[] vertices;
/*
// Add the edges information of the mesh into the convex mesh collision shape.
// This is optional but it really speed up the convex mesh collision detection at the
// cost of some additional memory to store the edges inside the collision shape.
for (unsigned int i=0; i<getNbFaces(); i++) { // For each triangle face of the mesh
// Get the three vertex IDs of the vertices of the face
unsigned int v1 = getVertexIndexInFace(i, 0);
unsigned int v2 = getVertexIndexInFace(i, 1);
unsigned int v3 = getVertexIndexInFace(i, 2);
// Add the three edges into the collision shape
mCollisionShape->addEdge(v1, v2);
mCollisionShape->addEdge(v1, v3);
mCollisionShape->addEdge(v2, v3);
}
mCollisionShape->setIsEdgesInformationUsed(true);// Enable the fast collision detection with edges
*/
// Initial position and orientation of the rigid body
rp3d::Vector3 initPosition(position.x, position.y, position.z);
rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
rp3d::Transform transform(initPosition, initOrientation);
mPreviousTransform = transform;
// Create a rigid body corresponding to the sphere in the dynamics world
mBody = world->createCollisionBody(transform);
// Add a collision shape to the body and specify the mass of the collision shape
mBody->addCollisionShape(mCollisionShape, rp3d::Transform::identity());
// Create the VBOs and VAO
createVBOAndVAO();
}
// Constructor
ConcaveMesh::ConcaveMesh(const openglframework::Vector3 &position, float mass,
reactphysics3d::DynamicsWorld* dynamicsWorld,
const std::string& meshFolderPath)
: openglframework::Mesh(), mVBOVertices(GL_ARRAY_BUFFER),
mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER),
mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) {
// Load the mesh from a file
openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "concavemesh.obj", *this);
// Calculate the normals of the mesh
calculateNormals();
// Initialize the position where the sphere will be rendered
translateWorld(position);
/*
// Convert the vertices array to the rp3d::decimal type
rp3d::decimal* vertices = new rp3d::decimal[3 * mVertices.size()];
for (int i=0; i < mVertices.size(); i++) {
vertices[3 * i] = static_cast<rp3d::decimal>(mVertices[i].x);
vertices[3 * i + 1] = static_cast<rp3d::decimal>(mVertices[i].y);
vertices[3 * i + 2] = static_cast<rp3d::decimal>(mVertices[i].z);
}
*/
// For each subpart of the mesh
for (int i=0; i<getNbParts(); i++) {
// Vertex and Indices array for the triangle mesh (data in shared and not copied)
rp3d::TriangleVertexArray* vertexArray =
new rp3d::TriangleVertexArray(getNbVertices(), &(mVertices[0]), sizeof(openglframework::Vector3),
getNbFaces(i), &(mIndices[i][0]), sizeof(int),
rp3d::TriangleVertexArray::VERTEX_FLOAT_TYPE,
rp3d::TriangleVertexArray::INDEX_INTEGER_TYPE);
// Add the triangle vertex array of the subpart to the triangle mesh
mPhysicsTriangleMesh.addSubpart(vertexArray);
}
// Create the collision shape for the rigid body (convex mesh shape) and
// do not forget to delete it at the end
mCollisionShape = new rp3d::ConcaveMeshShape(&mPhysicsTriangleMesh);
//delete[] vertices;
/*
// Add the edges information of the mesh into the convex mesh collision shape.
// This is optional but it really speed up the convex mesh collision detection at the
// cost of some additional memory to store the edges inside the collision shape.
for (unsigned int i=0; i<getNbFaces(); i++) { // For each triangle face of the mesh
// Get the three vertex IDs of the vertices of the face
unsigned int v1 = getVertexIndexInFace(i, 0);
unsigned int v2 = getVertexIndexInFace(i, 1);
unsigned int v3 = getVertexIndexInFace(i, 2);
// Add the three edges into the collision shape
mCollisionShape->addEdge(v1, v2);
mCollisionShape->addEdge(v1, v3);
mCollisionShape->addEdge(v2, v3);
}
mCollisionShape->setIsEdgesInformationUsed(true);// Enable the fast collision detection with edges
*/
// Initial position and orientation of the rigid body
rp3d::Vector3 initPosition(position.x, position.y, position.z);
rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
rp3d::Transform transform(initPosition, initOrientation);
// Create a rigid body corresponding to the sphere in the dynamics world
rp3d::RigidBody* body = dynamicsWorld->createRigidBody(transform);
// Add a collision shape to the body and specify the mass of the collision shape
body->addCollisionShape(mCollisionShape, rp3d::Transform::identity(), mass);
mBody = body;
// Create the VBOs and VAO
createVBOAndVAO();
}
// Destructor
ConcaveMesh::~ConcaveMesh() {
// Destroy the triangle mesh data for the physics engine
for (int i=0; i<mPhysicsTriangleMesh.getNbSubparts(); i++) {
delete mPhysicsTriangleMesh.getSubpart(i);
}
// Destroy the mesh
destroy();
// Destroy the VBOs and VAO
mVBOIndices.destroy();
mVBOVertices.destroy();
mVBONormals.destroy();
mVBOTextureCoords.destroy();
mVAO.destroy();
delete mCollisionShape;
}
// Render the sphere at the correct position and with the correct orientation
void ConcaveMesh::render(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix) {
// Bind the shader
shader.bind();
// Set the model to camera matrix
shader.setMatrix4x4Uniform("localToWorldMatrix", mTransformMatrix);
shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix);
// Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the
// model-view matrix)
const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * mTransformMatrix;
const openglframework::Matrix3 normalMatrix =
localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose();
shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
// Set the vertex color
openglframework::Vector4 color(mColor.r, mColor.g, mColor.b, mColor.a);
shader.setVector4Uniform("vertexColor", color, false);
// Bind the VAO
mVAO.bind();
mVBOVertices.bind();
// Get the location of shader attribute variables
GLint vertexPositionLoc = shader.getAttribLocation("vertexPosition");
GLint vertexNormalLoc = shader.getAttribLocation("vertexNormal", false);
glEnableVertexAttribArray(vertexPositionLoc);
glVertexAttribPointer(vertexPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL);
mVBONormals.bind();
if (vertexNormalLoc != -1) glVertexAttribPointer(vertexNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL);
if (vertexNormalLoc != -1) glEnableVertexAttribArray(vertexNormalLoc);
// For each part of the mesh
for (unsigned int i=0; i<getNbParts(); i++) {
glDrawElements(GL_TRIANGLES, getNbFaces(i) * 3, GL_UNSIGNED_INT, (char*)NULL);
}
glDisableVertexAttribArray(vertexPositionLoc);
if (vertexNormalLoc != -1) glDisableVertexAttribArray(vertexNormalLoc);
mVBONormals.unbind();
mVBOVertices.unbind();
// Unbind the VAO
mVAO.unbind();
// Unbind the shader
shader.unbind();
}
// Create the Vertex Buffer Objects used to render with OpenGL.
/// We create two VBOs (one for vertices and one for indices)
void ConcaveMesh::createVBOAndVAO() {
// Create the VBO for the vertices data
mVBOVertices.create();
mVBOVertices.bind();
size_t sizeVertices = mVertices.size() * sizeof(openglframework::Vector3);
mVBOVertices.copyDataIntoVBO(sizeVertices, getVerticesPointer(), GL_STATIC_DRAW);
mVBOVertices.unbind();
// Create the VBO for the normals data
mVBONormals.create();
mVBONormals.bind();
size_t sizeNormals = mNormals.size() * sizeof(openglframework::Vector3);
mVBONormals.copyDataIntoVBO(sizeNormals, getNormalsPointer(), GL_STATIC_DRAW);
mVBONormals.unbind();
if (hasTexture()) {
// Create the VBO for the texture co data
mVBOTextureCoords.create();
mVBOTextureCoords.bind();
size_t sizeTextureCoords = mUVs.size() * sizeof(openglframework::Vector2);
mVBOTextureCoords.copyDataIntoVBO(sizeTextureCoords, getUVTextureCoordinatesPointer(), GL_STATIC_DRAW);
mVBOTextureCoords.unbind();
}
// Create th VBO for the indices data
mVBOIndices.create();
mVBOIndices.bind();
size_t sizeIndices = mIndices[0].size() * sizeof(unsigned int);
mVBOIndices.copyDataIntoVBO(sizeIndices, getIndicesPointer(), GL_STATIC_DRAW);
mVBOIndices.unbind();
// Create the VAO for both VBOs
mVAO.create();
mVAO.bind();
// Bind the VBO of vertices
mVBOVertices.bind();
// Bind the VBO of normals
mVBONormals.bind();
if (hasTexture()) {
// Bind the VBO of texture coords
mVBOTextureCoords.bind();
}
// Bind the VBO of indices
mVBOIndices.bind();
// Unbind the VAO
mVAO.unbind();
}
// Reset the transform
void ConcaveMesh::resetTransform(const rp3d::Transform& transform) {
// Reset the transform
mBody->setTransform(transform);
mBody->setIsSleeping(false);
// Reset the velocity of the rigid body
rp3d::RigidBody* rigidBody = dynamic_cast<rp3d::RigidBody*>(mBody);
if (rigidBody != NULL) {
rigidBody->setLinearVelocity(rp3d::Vector3(0, 0, 0));
rigidBody->setAngularVelocity(rp3d::Vector3(0, 0, 0));
}
updateTransform(1.0f);
}

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@ -0,0 +1,101 @@
/********************************************************************************
* 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 CONCAVE_MESH_H
#define CONCAVE_MESH_H
// Libraries
#include "openglframework.h"
#include "reactphysics3d.h"
#include "PhysicsObject.h"
// Class ConcaveMesh
class ConcaveMesh : public openglframework::Mesh, public PhysicsObject {
private :
// -------------------- Attributes -------------------- //
/// Previous transform (for interpolation)
rp3d::Transform mPreviousTransform;
/// Collision shape
rp3d::ConcaveMeshShape* mCollisionShape;
/// Vertex Buffer Object for the vertices data
openglframework::VertexBufferObject mVBOVertices;
/// Vertex Buffer Object for the normals data
openglframework::VertexBufferObject mVBONormals;
/// Vertex Buffer Object for the texture coords
openglframework::VertexBufferObject mVBOTextureCoords;
/// Vertex Buffer Object for the indices
openglframework::VertexBufferObject mVBOIndices;
/// Vertex Array Object for the vertex data
openglframework::VertexArrayObject mVAO;
/// Structure with pointer to the shared mesh data (vertices, indices, ...)
rp3d::TriangleMesh mPhysicsTriangleMesh;
// -------------------- Methods -------------------- //
// Create the Vertex Buffer Objects used to render with OpenGL.
void createVBOAndVAO();
public :
// -------------------- Methods -------------------- //
/// Constructor
ConcaveMesh(const openglframework::Vector3& position,
rp3d::CollisionWorld* world, const std::string& meshFolderPath);
/// Constructor
ConcaveMesh(const openglframework::Vector3& position, float mass,
rp3d::DynamicsWorld* dynamicsWorld, const std::string& meshFolderPath);
/// Destructor
~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

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@ -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

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@ -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);
}

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@ -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

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@ -33,12 +33,14 @@
#include "joints/JointsScene.h" #include "joints/JointsScene.h"
#include "collisionshapes/CollisionShapesScene.h" #include "collisionshapes/CollisionShapesScene.h"
#include "raycast/RaycastScene.h" #include "raycast/RaycastScene.h"
#include "concavemesh/ConcaveMeshScene.h"
using namespace openglframework; using namespace openglframework;
using namespace jointsscene; using namespace jointsscene;
using namespace cubesscene; using namespace cubesscene;
using namespace raycastscene; using namespace raycastscene;
using namespace collisionshapesscene; using namespace collisionshapesscene;
using namespace trianglemeshscene;
// Initialization of static variables // Initialization of static variables
const float TestbedApplication::SCROLL_SENSITIVITY = 0.02f; const float TestbedApplication::SCROLL_SENSITIVITY = 0.02f;
@ -166,6 +168,10 @@ void TestbedApplication::createScenes() {
RaycastScene* raycastScene = new RaycastScene("Raycast"); RaycastScene* raycastScene = new RaycastScene("Raycast");
mScenes.push_back(raycastScene); mScenes.push_back(raycastScene);
// Raycast scene
ConcaveMeshScene* concaveMeshScene = new ConcaveMeshScene("Concave Mesh");
mScenes.push_back(concaveMeshScene);
assert(mScenes.size() > 0); assert(mScenes.size() > 0);
mCurrentScene = mScenes[0]; mCurrentScene = mScenes[0];