Modify the falling cubes example to make it work with the new version of reactphysis3d
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010 Daniel Chappuis *
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*********************************************************************************
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy *
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* of this software and associated documentation files (the "Software"), to deal *
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* in the Software without restriction, including without limitation the rights *
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
|
||||
* copies of the Software, and to permit persons to whom the Software is *
|
||||
* furnished to do so, subject to the following conditions: *
|
||||
* *
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* The above copyright notice and this permission notice shall be included in *
|
||||
* all copies or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
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* THE SOFTWARE. *
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********************************************************************************/
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// Libraries
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#include "Box.h"
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#include <GL/freeglut.h>
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// Use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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Box::Box(double size, double mass, Vector3D& position, rp3d::Quaternion& orientation) {
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this->size = size;
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// Local inertia tensor of a cube
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rp3d::Matrix3x3 inertiaTensor(1.0/12.0*mass*2*size*size, 0.0, 0.0,
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0.0, 1.0/12.0*mass*2*size*size, 0.0,
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0.0, 0.0, 1.0/12.0*mass*2*size*size);
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// Creation of the bounding volume for the collision
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// The bounding volume is an Oriented Bounding Box (OBB)
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// The first three arguments are the three axis direction of the OBB (here the x,y and z axis)
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// and the last three arguments are the corresponding half extents of the OBB in those direction.
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// Here the rigid body is a cube and therefore the three half extents are the half of the size
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// of the cube in all OBB directions.
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rp3d::OBB* boundingVolume = new OBB(position, Vector3D(1.0, 0.0, 0.0), Vector3D(0.0, 1.0, 0.0), Vector3D(0.0, 0.0, 1.0), size/2.0, size/2.0, size/2);
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// Create the rigid body that will be used to simulate the physics of the box
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rigidBody = new RigidBody(position, orientation, mass, inertiaTensor, boundingVolume);
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}
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// Destructor
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Box::~Box() {
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// Delete the physics body
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delete rigidBody;
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}
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// Draw the box
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void Box::draw() const {
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// Get the current position of the rigid body (for animation you should use the
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// getInterpolatedPosition() function instead of getPosition()
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Vector3D position = rigidBody->getInterpolatedPosition();
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// Get the current orientation of the rigid body (represented by a quaternion)
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Quaternion orientation = rigidBody->getInterpolatedOrientation();
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// Use the returned quaternion to get the rotation axis and rotation angle
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Vector3D orientationAxis;
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double orientationAngle;
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orientation.getRotationAngleAxis(orientationAngle, orientationAxis);
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glPushMatrix();
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// Translation of the box to its position
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glTranslatef(position.getValue(0), position.getValue(1), position.getValue(2));
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// Rotation of the box according to its orientation
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glRotatef(orientationAngle/PI*180.0, orientationAxis.getX(), orientationAxis.getY(), orientationAxis.getZ());
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// Draw the cube
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glutSolidCube(size);
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glPopMatrix();
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}
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@ -1,52 +0,0 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010 Daniel Chappuis *
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*********************************************************************************
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy *
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* of this software and associated documentation files (the "Software"), to deal *
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* in the Software without restriction, including without limitation the rights *
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
|
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* copies of the Software, and to permit persons to whom the Software is *
|
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* furnished to do so, subject to the following conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in *
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* all copies or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
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* THE SOFTWARE. *
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********************************************************************************/
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// Libraries
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#include <reactphysics3d.h>
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#ifndef BOX_H
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#define BOX_H
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class Box {
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private:
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double size;
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double mass;
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rp3d::RigidBody* rigidBody;
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public:
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Box(double size, double mass, rp3d::Vector3D& position, rp3d::Quaternion& orientation); // Constructor
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~Box(); // Destructor
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rp3d::RigidBody* getRigidBodyPointer() const; // Return the pointer to the rigid body
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void draw() const; // Draw the box
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};
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// Return the pointer to the rigid body
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inline rp3d::RigidBody* Box::getRigidBodyPointer() const {
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return rigidBody;
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}
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#endif
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@ -1,194 +0,0 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010 Daniel Chappuis *
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*********************************************************************************
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy *
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* of this software and associated documentation files (the "Software"), to deal *
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* in the Software without restriction, including without limitation the rights *
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
|
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* copies of the Software, and to permit persons to whom the Software is *
|
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* furnished to do so, subject to the following conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in *
|
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* all copies or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
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* THE SOFTWARE. *
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********************************************************************************/
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// Libraries
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#include <stdlib.h>
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#include <GL/freeglut.h>
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#include <GL/glu.h>
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#include "Box.h"
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#include <reactphysics3d.h>
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// Prototypes
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void init();
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void display();
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void simulate();
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void clean();
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void reshape(int w, int h);
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// Use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constants
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const double FLOOR_SIZE = 20;
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const double FLOOR_THICKNESS = 0.2;
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// Global variables
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PhysicsWorld* physicsWorld; // Physics world
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PhysicsEngine* physicsEngine; // Physics engine
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Box* boxes[2]; // Falling boxes
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RigidBody* floorRigidBody; // Rigid body corresponding the floor
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// Simulation function
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void simulate() {
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// Update the physics simulation
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physicsEngine->update();
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// Display the scene
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display();
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}
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// Main function
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int main(int argc, char** argv) {
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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glutInitWindowSize(600, 600);
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glutInitWindowPosition(100, 100);
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glutCreateWindow("ReactPhysics3D Example - Falling Cubes");
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init();
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glutIdleFunc(simulate);
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glutReshapeFunc(reshape);
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glutMainLoop();
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physicsEngine->stop(); // Stop the physics simulation
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clean();
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return 0;
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}
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// Initialization function
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void init() {
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glClearColor(0.0, 0.0, 0.0, 0.0);
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// Light
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glShadeModel(GL_SMOOTH);
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GLfloat light_position[] = {5.0f, 5.0f, 5.0f, 1.0f};
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_DEPTH_TEST);
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// Gravity vector of the physics world
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Vector3D gravity(0.0, -9.81, 0.0);
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// Create the physics world
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physicsWorld = new PhysicsWorld(gravity);
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// Create the physics engine with the previous physis world and a timestep
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// of 0.005 seconds
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physicsEngine = new PhysicsEngine(physicsWorld, 0.005);
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// Create a falling box with a size of 1m and weight of 3kg
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Vector3D position1(-2.0, 15.0, 0.0); // Position of the box
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Quaternion orientation(0.2, 1.0, 0.6, 0.0); // Orientation of the box
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boxes[0] = new Box(1.0, 3.0, position1, orientation); // Creation of the box
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boxes[0]->getRigidBodyPointer()->setRestitution(0.5); // How bouncy is the rigid body
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physicsWorld->addBody(boxes[0]->getRigidBodyPointer()); // Add the rigid body created in the constructor
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// of the Box to the physics world
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// Create a second falling box with a size of 2m and weight of 4.5kg
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Vector3D position2 = Vector3D(2.0, 10.0, 0.0); // Position of the box
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orientation = Quaternion(1.0, 1.0, 0.5, 0.0); // Orientation of the box
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boxes[1] = new Box(2.0, 4.5, position2, orientation); // Creation of the box
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boxes[1]->getRigidBodyPointer()->setRestitution(0.5); // How bouncy is the rigid body
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physicsWorld->addBody(boxes[1]->getRigidBodyPointer()); // Add the rigid body created in the constructor
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// of the Box to the physics world
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// Create the rigid body corresponding to the floor
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Vector3D positionFloor = Vector3D(0.0, 0.0, 0.0);
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orientation = Quaternion(0.0, 1.0, 0.0, 0.0);
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double mass = 100.0;
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// Local inertia tensor of a cube
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rp3d::Matrix3x3 inertiaTensor(1.0/12.0*mass*2*FLOOR_SIZE*FLOOR_SIZE, 0.0, 0.0,
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0.0, 1.0/12.0*mass*2*FLOOR_SIZE*FLOOR_SIZE, 0.0,
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0.0, 0.0, 1.0/12.0*mass*2*FLOOR_SIZE*FLOOR_SIZE);
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// Creation of the bounding volume for the collision
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// The bounding volume is an Oriented Bounding Box (OBB)
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// The first three arguments are the three axis direction of the OBB (here the x,y and z axis)
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// and the last three arguments are the corresponding half extents of the OBB in those direction.
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// Here the rigid body is a cube and therefore the three half extents are the half of the size
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// of the cube in all OBB directions.
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rp3d::OBB* boundingVolume = new OBB(positionFloor, Vector3D(1.0, 0.0, 0.0), Vector3D(0.0, 1.0, 0.0), Vector3D(0.0, 0.0, 1.0), FLOOR_SIZE, FLOOR_THICKNESS, FLOOR_SIZE);
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// Create the rigid body that will be used to simulate the physics of the box
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floorRigidBody = new RigidBody(positionFloor, orientation, mass, inertiaTensor, boundingVolume);
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// The floor is a rigid body that cannot move
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floorRigidBody->setIsMotionEnabled(false);
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// Set the bouncing restitution factor of the floor
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floorRigidBody->setRestitution(0.5);
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// Add the floor rigid body to the physics world
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physicsWorld->addBody(floorRigidBody);
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// Start the physics simulation
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physicsEngine->start();
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}
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// Display function
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void display() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Display each falling box of the scene
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for (int i=0; i<2; i++) {
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boxes[i]->draw();
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}
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// Display the plane for the floor
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glBegin(GL_POLYGON);
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glNormal3f(0.0, 1.0, 0.0);
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glVertex3f(-FLOOR_SIZE/2, 0.0, -FLOOR_SIZE/2);
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glVertex3f(-FLOOR_SIZE/2, 0.0, FLOOR_SIZE/2);
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glVertex3f(FLOOR_SIZE/2, 0.0, FLOOR_SIZE/2);
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glVertex3f(FLOOR_SIZE/2, 0.0, -FLOOR_SIZE/2);
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glEnd();
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glutSwapBuffers();
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}
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// Reshape function
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void reshape(int w, int h) {
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float ratio = ((float)w / h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glViewport(0, 0, w, h);
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gluPerspective(45, ratio,1,1000);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(20.0, 5.0, 20.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
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}
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// Clean the memory allocation
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void clean() {
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delete physicsEngine;
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delete physicsWorld;
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delete boxes[0];
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delete boxes[1];
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delete floorRigidBody;
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}
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63
examples/fallingcubes/Box.cpp
Normal file
63
examples/fallingcubes/Box.cpp
Normal file
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 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 "Box.h"
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// Use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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Box::Box(double size, RigidBody* rigidBody) {
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mSize = size;
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mRigidBody = rigidBody;
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}
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// Destructor
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Box::~Box() {
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}
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// Draw the box
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void Box::draw() const {
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// Get the interpolated transform of the rigid body
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Transform transform = mRigidBody->getInterpolatedTransform();
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// Get the corresponding OpenGL matrix
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float openGLMatrix[16];
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transform.getOpenGLMatrix(openGLMatrix);
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glPushMatrix();
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// Multiply by the OpenGL transform matrix
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glMultMatrixf(openGLMatrix);
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// Draw the cube
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glutSolidCube(mSize);
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glPopMatrix();
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}
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82
examples/fallingcubes/Box.h
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82
examples/fallingcubes/Box.h
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 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 *
|
||||
* product, an acknowledgment in the product documentation would be *
|
||||
* 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 *
|
||||
* misrepresented as being the original software. *
|
||||
* *
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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 <reactphysics3d.h>
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#ifdef APPLE_OS
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#include <OpenGL/glu.h>
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#else
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#include <GL/glu.h>
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#endif
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#ifdef USE_FREEGLUT
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#ifdef APPLE_OS
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#include <OpenGL/freeglut.h>
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#else
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#include <GL/freeglut.h>
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#endif
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#else
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#ifdef APPLE_OS
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#include <GLUT/glut.h>
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#else
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#include <GL/glut.h>
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#endif
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#endif
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#ifndef BOX_H
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#define BOX_H
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/// This class represents a cube box
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class Box {
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private:
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||||
|
||||
/// Size of the box
|
||||
double mSize;
|
||||
|
||||
/// Pointer to the rigid body associated to the box
|
||||
rp3d::RigidBody* mRigidBody;
|
||||
|
||||
public:
|
||||
|
||||
/// Constructor
|
||||
Box(double size, rp3d::RigidBody* rigidBody);
|
||||
|
||||
/// Destructor
|
||||
~Box();
|
||||
|
||||
/// Return the pointer to the rigid body
|
||||
rp3d::RigidBody* getRigidBodyPointer() const;
|
||||
|
||||
/// Draw the box
|
||||
void draw() const;
|
||||
};
|
||||
|
||||
// Return the pointer to the rigid body
|
||||
inline rp3d::RigidBody* Box::getRigidBodyPointer() const {
|
||||
return mRigidBody;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
@ -4,14 +4,9 @@ cmake_minimum_required(VERSION 2.6)
|
|||
# Project configuration
|
||||
PROJECT(FallingCubes)
|
||||
|
||||
# Headers
|
||||
INCLUDE_DIRECTORIES(${REACTPHYSICS3D_SOURCE_DIR}/src)
|
||||
|
||||
# Find Glut or Freeglut
|
||||
if(WIN32 OR APPLE)
|
||||
# Find the necessary libraries
|
||||
FIND_PACKAGE(GLUT)
|
||||
else()
|
||||
FIND_PACKAGE(GLUT)
|
||||
if (NOT GLUT_FOUND)
|
||||
# Find the Freeglut library
|
||||
FIND_PATH(FREEGLUT_INCLUDE_DIR NAMES GL/freeglut.h
|
||||
/usr/include/GL
|
||||
|
@ -38,12 +33,23 @@ else()
|
|||
MESSAGE("OpenGL not found")
|
||||
endif()
|
||||
|
||||
# Headers
|
||||
if(GLUT_FOUND)
|
||||
INCLUDE_DIRECTORIES(${REACTPHYSICS3D_SOURCE_DIR}/src ${GLUT_INCLUDE_DIR})
|
||||
elseif(FREEGLUT_FOUND)
|
||||
INCLUDE_DIRECTORIES(${REACTPHYSICS3D_SOURCE_DIR}/src ${FREEGLUT_INCLUDE_DIRS})
|
||||
endif()
|
||||
|
||||
# Definitions
|
||||
if (FREEGLUT_FOUND)
|
||||
add_definition(-DUSE_FREEGLUT)
|
||||
endif()
|
||||
|
||||
# Create the example executable using the
|
||||
# compiled reactphysics3d static library
|
||||
ADD_EXECUTABLE(fallingcubes main.cpp Box.cpp Box.h)
|
||||
|
||||
if(WIN32 OR APPLE)
|
||||
if(GLUT_FOUND)
|
||||
TARGET_LINK_LIBRARIES(fallingcubes reactphysics3d ${GLUT_LIBRARY} ${OPENGL_LIBRARY})
|
||||
elseif(FREEGLUT_FOUND)
|
||||
TARGET_LINK_LIBRARIES(fallingcubes reactphysics3d ${FREEGLUT_LIBRARY} ${OPENGL_LIBRARY})
|
248
examples/fallingcubes/main.cpp
Normal file
248
examples/fallingcubes/main.cpp
Normal file
|
@ -0,0 +1,248 @@
|
|||
/********************************************************************************
|
||||
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
|
||||
* Copyright (c) 2010-2013 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 <stdlib.h>
|
||||
#include <reactphysics3d.h>
|
||||
#include "Box.h"
|
||||
|
||||
// Prototypes
|
||||
void init();
|
||||
void display();
|
||||
void simulate();
|
||||
void clean();
|
||||
void reshape(int w, int h);
|
||||
|
||||
// Use the ReactPhysics3D namespace
|
||||
using namespace reactphysics3d;
|
||||
|
||||
// Constants
|
||||
const double FLOOR_SIZE = 20;
|
||||
const double FLOOR_THICKNESS = 0.02;
|
||||
|
||||
// Global variables
|
||||
DynamicsWorld* dynamicsWorld; // Dynamics world
|
||||
Box* boxes[2]; // Falling boxes
|
||||
BoxShape* collisionShapeBox1; // Collision shape of the first box
|
||||
BoxShape* collisionShapeBox2; // Collision shape of the second box
|
||||
BoxShape* collisionShapeFloor; // Collision shape of the floor
|
||||
RigidBody* floorRigidBody; // Rigid body corresponding the floor
|
||||
|
||||
|
||||
// Simulation function
|
||||
void simulate() {
|
||||
|
||||
// Update the physics simulation
|
||||
dynamicsWorld->update();
|
||||
|
||||
// Display the scene
|
||||
display();
|
||||
}
|
||||
|
||||
// Main function
|
||||
int main(int argc, char** argv) {
|
||||
|
||||
// Initialize GLUT
|
||||
glutInit(&argc, argv);
|
||||
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
|
||||
glutInitWindowSize(800, 600);
|
||||
glutInitWindowPosition(100, 100);
|
||||
glutCreateWindow("ReactPhysics3D Example - Falling Cubes");
|
||||
|
||||
init();
|
||||
|
||||
glutIdleFunc(simulate);
|
||||
glutDisplayFunc(display);
|
||||
glutReshapeFunc(reshape);
|
||||
glutMainLoop();
|
||||
|
||||
// Stop the physics simulation
|
||||
dynamicsWorld->stop();
|
||||
|
||||
clean();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Initialization function
|
||||
void init() {
|
||||
|
||||
glClearColor(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
// Light
|
||||
glShadeModel(GL_SMOOTH);
|
||||
GLfloat light_position[] = {5.0f, 5.0f, 5.0f, 1.0f};
|
||||
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_LIGHT0);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Gravity vector of the physics world
|
||||
Vector3 gravity(0.0, -9.81, 0.0);
|
||||
|
||||
// Timestep of the simulation
|
||||
decimal timeStep = 1.0/60.0;
|
||||
|
||||
// Create the dynamics world
|
||||
dynamicsWorld = new DynamicsWorld(gravity, timeStep);
|
||||
|
||||
// --- Create a falling box with a size of 1m and weight of 3kg --- //
|
||||
|
||||
float size = 1.0f;
|
||||
|
||||
// Initial position and orientation of the box
|
||||
Vector3 positionBox1(-2.0f, 7.0f, 0.0f);
|
||||
Quaternion orientationBox1(0.3, 1.0, 0.8, 0.0);
|
||||
Transform initTransform(positionBox1, orientationBox1);
|
||||
|
||||
// Create a box collision shape for the box (used for collision detection)
|
||||
collisionShapeBox1 = new BoxShape(Vector3(size/2.0f, size/2.0f, size/2.0f));
|
||||
|
||||
// Compute the inertia tensor of the box using the collision shape
|
||||
Matrix3x3 inertiaTensorBox1;
|
||||
float massBox1 = 3.0f;
|
||||
collisionShapeBox1->computeLocalInertiaTensor(inertiaTensorBox1, massBox1);
|
||||
|
||||
// Create the rigid body associated with the box in the dynamics world
|
||||
RigidBody* rigidBody = dynamicsWorld->createRigidBody(initTransform, massBox1,
|
||||
inertiaTensorBox1, collisionShapeBox1);
|
||||
|
||||
// Set the contact velocity restitution factor of the rigid body
|
||||
rigidBody->setRestitution(0.5f);
|
||||
|
||||
// Create the box object (used for display)
|
||||
boxes[0] = new Box(size, rigidBody);
|
||||
|
||||
// --- Create a second falling box with a size of 1.5m and weight of 4.5kg --- //
|
||||
|
||||
size = 1.5;
|
||||
|
||||
// Initial position and orientation of the box
|
||||
Vector3 positionBox2(2.0, 4.0, 0.0);
|
||||
Quaternion orientationBox2(1.0, 1.0, 0.5, 0.0);
|
||||
Transform initTransform2(positionBox2, orientationBox2);
|
||||
|
||||
// Create a box collision shape for the box (used for collision detection)
|
||||
collisionShapeBox2 = new BoxShape(Vector3(size/2.0f, size/2.0f, size/2.0f));
|
||||
|
||||
// Compute the inertia tensor using the collision shape
|
||||
Matrix3x3 inertiaTensorBox2;
|
||||
float massBox2 = 4.5f;
|
||||
collisionShapeBox2->computeLocalInertiaTensor(inertiaTensorBox2, massBox2);
|
||||
|
||||
// Create the rigid body associated with the box in the dynamcis world
|
||||
RigidBody* rigidBody2 = dynamicsWorld->createRigidBody(initTransform2, massBox2,
|
||||
inertiaTensorBox2, collisionShapeBox2);
|
||||
|
||||
// Set the contact velocity restitution factor of the rigid body
|
||||
rigidBody2->setRestitution(0.5);
|
||||
|
||||
// Create the box object (used for display)
|
||||
boxes[1] = new Box(size, rigidBody2);
|
||||
|
||||
// --- Create the rigid body corresponding to the floor --- //
|
||||
|
||||
// Initial position and orientation of the floor
|
||||
Vector3 positionFloor(0.0, 0.0, 0.0);
|
||||
Quaternion orientationFloor(0.0, 1.0, 0.0, 0.0);
|
||||
Transform initTransformFloor(positionFloor, orientationFloor);
|
||||
|
||||
// Create a box collision shape for the floor (used for collision detection)
|
||||
collisionShapeFloor = new BoxShape(Vector3(FLOOR_SIZE, FLOOR_THICKNESS, FLOOR_SIZE));
|
||||
|
||||
// Compute the inertia tensor of the floor using the collision shape
|
||||
float massFloor = 100.0f;
|
||||
rp3d::Matrix3x3 inertiaTensorFloor;
|
||||
collisionShapeFloor->computeLocalInertiaTensor(inertiaTensorFloor, massFloor);
|
||||
|
||||
// Create the rigid body associated with the floor in the dynamcis world
|
||||
floorRigidBody = dynamicsWorld->createRigidBody(initTransformFloor, massFloor,
|
||||
inertiaTensorFloor, collisionShapeFloor);
|
||||
|
||||
// The floor is a rigid body that cannot move
|
||||
floorRigidBody->setIsMotionEnabled(false);
|
||||
|
||||
// Set the contact velocity restitution factor of the floor
|
||||
floorRigidBody->setRestitution(0.5);
|
||||
|
||||
// Start the dynamics simulation
|
||||
dynamicsWorld->start();
|
||||
}
|
||||
|
||||
// Display function
|
||||
void display() {
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Display each falling box of the scene
|
||||
for (int i=0; i<2; i++) {
|
||||
boxes[i]->draw();
|
||||
}
|
||||
|
||||
// Display the plane for the floor
|
||||
glBegin(GL_POLYGON);
|
||||
glNormal3f(0.0, 1.0, 0.0);
|
||||
glVertex3f(-FLOOR_SIZE/2, 0.0, -FLOOR_SIZE/2);
|
||||
glVertex3f(-FLOOR_SIZE/2, 0.0, FLOOR_SIZE/2);
|
||||
glVertex3f(FLOOR_SIZE/2, 0.0, FLOOR_SIZE/2);
|
||||
glVertex3f(FLOOR_SIZE/2, 0.0, -FLOOR_SIZE/2);
|
||||
glEnd();
|
||||
|
||||
glutSwapBuffers();
|
||||
}
|
||||
|
||||
// Reshape function
|
||||
void reshape(int w, int h) {
|
||||
float ratio = ((float)w / h);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glViewport(0, 0, w, h);
|
||||
gluPerspective(45, ratio,1,1000);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
gluLookAt(20.0, 4.0, 20.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
|
||||
}
|
||||
|
||||
// Clean the memory allocation
|
||||
void clean() {
|
||||
|
||||
// Destroy the rigid bodies from the dynamics world
|
||||
dynamicsWorld->destroyRigidBody(boxes[0]->getRigidBodyPointer());
|
||||
dynamicsWorld->destroyRigidBody(boxes[1]->getRigidBodyPointer());
|
||||
dynamicsWorld->destroyRigidBody(floorRigidBody);
|
||||
|
||||
// Destroy the dynamics world
|
||||
delete dynamicsWorld;
|
||||
|
||||
// Destroy the boxes
|
||||
delete boxes[0];
|
||||
delete boxes[1];
|
||||
|
||||
// Destroy the collision shapes
|
||||
delete collisionShapeBox1;
|
||||
delete collisionShapeBox2;
|
||||
delete collisionShapeFloor;
|
||||
}
|
Loading…
Reference in New Issue
Block a user