/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2016 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 "CollisionShapesScene.h" // Namespaces using namespace openglframework; using namespace collisionshapesscene; // Constructor CollisionShapesScene::CollisionShapesScene(const std::string& name, EngineSettings& settings) : SceneDemo(name, settings, 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, -9.81f, 0); rp3d::WorldSettings worldSettings; worldSettings.worldName = name; // Create the dynamics world for the physics simulation mPhysicsWorld = new rp3d::DynamicsWorld(gravity, worldSettings); for (int i=0; i<NB_COMPOUND_SHAPES; i++) { // Create a convex mesh and a corresponding rigid in the dynamics world Dumbbell* dumbbell = new Dumbbell(getDynamicsWorld(), meshFolderPath); // Set the box color dumbbell->setColor(mDemoColors[i % mNbDemoColors]); dumbbell->setSleepingColor(mRedColorDemo); // Change the material properties of the rigid body rp3d::Material& material = dumbbell->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the mesh the list of dumbbells in the scene mDumbbells.push_back(dumbbell); mPhysicsObjects.push_back(dumbbell); } // Create all the boxes of the scene for (int i=0; i<NB_BOXES; i++) { // Create a sphere and a corresponding rigid in the dynamics world Box* box = new Box(BOX_SIZE, BOX_MASS, getDynamicsWorld(), mMeshFolderPath); // Set the box color box->setColor(mDemoColors[i % mNbDemoColors]); box->setSleepingColor(mRedColorDemo); // Change the material properties of the rigid body rp3d::Material& material = box->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the sphere the list of sphere in the scene mBoxes.push_back(box); mPhysicsObjects.push_back(box); } // Create all the spheres of the scene for (int i=0; i<NB_SPHERES; i++) { // Create a sphere and a corresponding rigid in the dynamics world Sphere* sphere = new Sphere(SPHERE_RADIUS, BOX_MASS, getDynamicsWorld(), meshFolderPath); // Add some rolling resistance sphere->getRigidBody()->getMaterial().setRollingResistance(rp3d::decimal(0.08)); // Set the box color sphere->setColor(mDemoColors[i % mNbDemoColors]); sphere->setSleepingColor(mRedColorDemo); // Change the material properties of the rigid body rp3d::Material& material = sphere->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the sphere the list of sphere in the scene mSpheres.push_back(sphere); mPhysicsObjects.push_back(sphere); } // Create all the capsules of the scene for (int i=0; i<NB_CAPSULES; i++) { // Create a cylinder and a corresponding rigid in the dynamics world Capsule* capsule = new Capsule(CAPSULE_RADIUS, CAPSULE_HEIGHT, CAPSULE_MASS, getDynamicsWorld(), meshFolderPath); capsule->getRigidBody()->getMaterial().setRollingResistance(rp3d::decimal(0.08f)); // Set the box color capsule->setColor(mDemoColors[i % mNbDemoColors]); capsule->setSleepingColor(mRedColorDemo); // Change the material properties of the rigid body rp3d::Material& material = capsule->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the cylinder the list of sphere in the scene mCapsules.push_back(capsule); mPhysicsObjects.push_back(capsule); } // Create all the convex meshes of the scene for (int i=0; i<NB_MESHES; i++) { // Create a convex mesh and a corresponding rigid in the dynamics world ConvexMesh* mesh = new ConvexMesh(MESH_MASS, getDynamicsWorld(), meshFolderPath + "convexmesh.obj"); // Set the box color mesh->setColor(mDemoColors[i % mNbDemoColors]); mesh->setSleepingColor(mRedColorDemo); // Change the material properties of the rigid body rp3d::Material& material = mesh->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the mesh the list of sphere in the scene mConvexMeshes.push_back(mesh); mPhysicsObjects.push_back(mesh); } // ---------- Create the floor --------- mFloor = new Box(FLOOR_SIZE, FLOOR_MASS, getDynamicsWorld(), mMeshFolderPath); mPhysicsObjects.push_back(mFloor); // Set the box color mFloor->setColor(mGreyColorDemo); mFloor->setSleepingColor(mGreyColorDemo); // The floor must be a static rigid body mFloor->getRigidBody()->setType(rp3d::BodyType::STATIC); // Change the material properties of the rigid body rp3d::Material& material = mFloor->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Get the physics engine parameters mEngineSettings.isGravityEnabled = getDynamicsWorld()->isGravityEnabled(); rp3d::Vector3 gravityVector = getDynamicsWorld()->getGravity(); mEngineSettings.gravity = openglframework::Vector3(gravityVector.x, gravityVector.y, gravityVector.z); mEngineSettings.isSleepingEnabled = getDynamicsWorld()->isSleepingEnabled(); mEngineSettings.sleepLinearVelocity = getDynamicsWorld()->getSleepLinearVelocity(); mEngineSettings.sleepAngularVelocity = getDynamicsWorld()->getSleepAngularVelocity(); mEngineSettings.nbPositionSolverIterations = getDynamicsWorld()->getNbIterationsPositionSolver(); mEngineSettings.nbVelocitySolverIterations = getDynamicsWorld()->getNbIterationsVelocitySolver(); mEngineSettings.timeBeforeSleep = getDynamicsWorld()->getTimeBeforeSleep(); } // Destructor CollisionShapesScene::~CollisionShapesScene() { // Destroy all the physics objects of the scene for (std::vector<PhysicsObject*>::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) { // Destroy the corresponding rigid body from the dynamics world getDynamicsWorld()->destroyRigidBody((*it)->getRigidBody()); // Destroy the object delete (*it); } // Destroy the dynamics world delete mPhysicsWorld; } /// Reset the scene void CollisionShapesScene::reset() { const float radius = 3.0f; for (uint i = 0; i<NB_COMPOUND_SHAPES; i++) { // Position float angle = i * 30.0f; rp3d::Vector3 position(radius * std::cos(angle), 125 + i * (DUMBBELL_HEIGHT + 0.3f), radius * std::sin(angle)); mDumbbells[i]->setTransform(rp3d::Transform(position, rp3d::Quaternion::identity())); } // Create all the boxes of the scene for (uint i = 0; i<NB_BOXES; i++) { // Position float angle = i * 30.0f; rp3d::Vector3 position(radius * std::cos(angle), 85 + i * (BOX_SIZE.y + 0.8f), radius * std::sin(angle)); mBoxes[i]->setTransform(rp3d::Transform(position, rp3d::Quaternion::identity())); } // Create all the spheres of the scene for (uint i = 0; i<NB_SPHERES; i++) { // Position float angle = i * 35.0f; rp3d::Vector3 position(radius * std::cos(angle), 75 + i * (SPHERE_RADIUS + 0.8f), radius * std::sin(angle)); mSpheres[i]->setTransform(rp3d::Transform(position, rp3d::Quaternion::identity())); } // Create all the capsules of the scene for (uint i = 0; i<NB_CAPSULES; i++) { // Position float angle = i * 45.0f; rp3d::Vector3 position(radius * std::cos(angle), 40 + i * (CAPSULE_HEIGHT + 0.3f), radius * std::sin(angle)); mCapsules[i]->setTransform(rp3d::Transform(position, rp3d::Quaternion::identity())); } // Create all the convex meshes of the scene for (uint i = 0; i<NB_MESHES; i++) { // Position float angle = i * 30.0f; rp3d::Vector3 position(radius * std::cos(angle), 30 + i * (CAPSULE_HEIGHT + 0.3f), radius * std::sin(angle)); mConvexMeshes[i]->setTransform(rp3d::Transform(position, rp3d::Quaternion::identity())); } // ---------- Create the triangular mesh ---------- // mFloor->setTransform(rp3d::Transform::identity()); }