/******************************************************************************** * 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 "FixedJointScene.h" #include // Namespaces using namespace openglframework; using namespace fixedjointscene; // Constructor FixedJointScene::FixedJointScene(const std::string& name, EngineSettings& settings, reactphysics3d::PhysicsCommon& physicsCommon) : SceneDemo(name, settings, physicsCommon, true, SCENE_RADIUS) { // 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); mWorldSettings.worldName = name; } // Destructor FixedJointScene::~FixedJointScene() { destroyPhysicsWorld(); } // Create the physics world void FixedJointScene::createPhysicsWorld() { // Gravity vector in the physics world mWorldSettings.gravity = rp3d::Vector3(mEngineSettings.gravity.x, mEngineSettings.gravity.y, mEngineSettings.gravity.z); // Create the physics world for the physics simulation mPhysicsWorld = mPhysicsCommon.createPhysicsWorld(mWorldSettings); mPhysicsWorld->setEventListener(this); // Create the fixed joint createFixedJoint(); } // Initialize the bodies positions void FixedJointScene::initBodiesPositions() { mBox1->setTransform(rp3d::Transform(rp3d::Vector3(0, 4, 0), rp3d::Quaternion::identity())); mBox2->setTransform(rp3d::Transform(rp3d::Vector3(4, 8, 4), rp3d::Quaternion::identity())); } // Destroy the physics world void FixedJointScene::destroyPhysicsWorld() { if (mPhysicsWorld != nullptr) { delete mBox1; delete mBox2; mPhysicsObjects.clear(); mPhysicsCommon.destroyPhysicsWorld(mPhysicsWorld); mPhysicsWorld = nullptr; } } // Reset the scene void FixedJointScene::reset() { SceneDemo::reset(); destroyPhysicsWorld(); createPhysicsWorld(); initBodiesPositions(); } /// Create the fixed joint void FixedJointScene::createFixedJoint() { // --------------- Create the first box --------------- // // Position of the box rp3d::Vector3 positionBox1(0, 4, 0); // Create a box and a corresponding rigid in the physics world openglframework::Vector3 boxDimension(4, 4, 4); mBox1 = new Box(true, boxDimension, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath); mBox1->setTransform(rp3d::Transform(positionBox1, rp3d::Quaternion::identity())); mBox1->getRigidBody()->setType(rp3d::BodyType::STATIC); // Set the box color mBox1->setColor(mObjectColorDemo); mBox1->setSleepingColor(mSleepingColorDemo); mPhysicsObjects.push_back(mBox1); // --------------- Create the second box --------------- // // Position of the box rp3d::Vector3 positionBox2(4, 8, 4); // Create a box and a corresponding rigid in the physics world mBox2 = new Box(true, boxDimension, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath); mBox2->setTransform(rp3d::Transform(positionBox2, rp3d::Quaternion::identity())); // Set the box color mBox2->setColor(mObjectColorDemo); mBox2->setSleepingColor(mSleepingColorDemo); mPhysicsObjects.push_back(mBox2); // --------------- Create the fixed joint --------------- // // Create the joint info object rp3d::RigidBody* body1 = mBox1->getRigidBody(); rp3d::RigidBody* body2 = mBox2->getRigidBody(); const rp3d::Vector3 anchorPointWorldSpace1(5, 7, 0); rp3d::FixedJointInfo jointInfo1(body1, body2, anchorPointWorldSpace1); jointInfo1.isCollisionEnabled = false; // Create the joint in the physics world mFixedJoint = dynamic_cast(mPhysicsWorld->createJoint(jointInfo1)); }