/******************************************************************************** * 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. * * * ********************************************************************************/ #ifndef SCENE_H #define SCENE_H // Libraries #include "openglframework.h" #include "reactphysics3d.h" // Structure ContactPoint struct ContactPoint { public: openglframework::Vector3 point; openglframework::Vector3 normal; openglframework::Color color; /// Constructor ContactPoint(const openglframework::Vector3& pointWorld, const openglframework::Vector3& normalWorld, const openglframework::Color colorPoint) : point(pointWorld), normal(normalWorld), color(colorPoint) { } }; /// Structure EngineSettings /// This structure contains several physics engine parameters struct EngineSettings { public: long double elapsedTime; // Elapsed time (in seconds) float timeStep; // Current time step (in seconds) uint nbVelocitySolverIterations; // Nb of velocity solver iterations uint nbPositionSolverIterations; // Nb of position solver iterations bool isSleepingEnabled; // True if sleeping technique is enabled float timeBeforeSleep; // Time of inactivity before a body sleep float sleepLinearVelocity; // Sleep linear velocity float sleepAngularVelocity; // Sleep angular velocity bool isGravityEnabled; // True if gravity is enabled openglframework::Vector3 gravity; // Gravity vector /// Constructor EngineSettings() : elapsedTime(0.0f), timeStep(0.0f) { } /// Return default engine settings static EngineSettings defaultSettings() { EngineSettings defaultSettings; defaultSettings.timeStep = 1.0f / 60.0f; defaultSettings.nbVelocitySolverIterations = rp3d::DEFAULT_VELOCITY_SOLVER_NB_ITERATIONS; defaultSettings.nbPositionSolverIterations = rp3d::DEFAULT_POSITION_SOLVER_NB_ITERATIONS; defaultSettings.isSleepingEnabled = rp3d::SLEEPING_ENABLED; defaultSettings.timeBeforeSleep = rp3d::DEFAULT_TIME_BEFORE_SLEEP; defaultSettings.sleepLinearVelocity = rp3d::DEFAULT_SLEEP_LINEAR_VELOCITY; defaultSettings.sleepAngularVelocity = rp3d::DEFAULT_SLEEP_ANGULAR_VELOCITY; defaultSettings.isGravityEnabled = true; return defaultSettings; } }; // Class Scene // Abstract class that represents a 3D scene. class Scene { protected: // -------------------- Attributes -------------------- // /// Scene name std::string mName; /// Physics engine settings EngineSettings& mEngineSettings; /// Camera openglframework::Camera mCamera; /// Center of the scene openglframework::Vector3 mCenterScene; /// Last mouse coordinates on the windows double mLastMouseX, mLastMouseY; /// Window dimension int mWindowWidth, mWindowHeight; /// Last point computed on a sphere (for camera rotation) openglframework::Vector3 mLastPointOnSphere; /// True if the last point computed on a sphere (for camera rotation) is valid bool mIsLastPointOnSphereValid; /// Interpolation factor for the bodies in the current frame float mInterpolationFactor; /// Viewport x,y, width and height values int mViewportX, mViewportY, mViewportWidth, mViewportHeight; /// True if the shadow mapping is enabled bool mIsShadowMappingEnabled; /// True if contact points are displayed bool mIsContactPointsDisplayed; /// True if the AABBs of the phycis objects are displayed bool mIsAABBsDisplayed; /// True if we render shapes in wireframe mode bool mIsWireframeEnabled; // -------------------- Methods -------------------- // /// Set the scene position (where the camera needs to look at) void setScenePosition(const openglframework::Vector3& position, float sceneRadius); /// Set the camera so that we can view the whole scene void resetCameraToViewAll(); /// Map mouse coordinates to coordinates on the sphere bool mapMouseCoordinatesToSphere(double xMouse, double yMouse, openglframework::Vector3& spherePoint) const; /// Zoom the camera void zoom(float zoomDiff); /// Translate the camera void translate(int xMouse, int yMouse); /// Rotate the camera void rotate(int xMouse, int yMouse); public: // -------------------- Methods -------------------- // /// Constructor Scene(const std::string& name, EngineSettings& engineSettings, bool isShadowMappingEnabled = false); /// Destructor virtual ~Scene(); /// Reshape the view virtual void reshape(int width, int height); /// Update the physics world (take a simulation step) /// Can be called several times per frame virtual void updatePhysics()=0; /// Update the scene virtual void update()=0; /// Render the scene virtual void render()=0; /// Reset the scene virtual void reset()=0; /// Called when a keyboard event occurs virtual bool keyboardEvent(int key, int scancode, int action, int mods); /// Called when a mouse button event occurs virtual bool mouseButtonEvent(int button, bool down, int mods, double mousePosX, double mousePosY); /// Called when a mouse motion event occurs virtual bool mouseMotionEvent(double xMouse, double yMouse, int leftButtonState, int rightButtonState, int middleButtonState, int altKeyState); /// Called when a scrolling event occurs virtual bool scrollingEvent(float xAxis, float yAxis, float scrollSensitivy); /// Set the window dimension void setWindowDimension(int width, int height); /// Set the viewport to render the scene void setViewport(int x, int y, int width, int height); /// Return a reference to the camera const openglframework::Camera& getCamera() const; /// Set the interpolation factor void setInterpolationFactor(float interpolationFactor); /// Return the name of the scene std::string getName() const; /// Return true if the shadow mapping is enabled bool getIsShadowMappingEnabled() const; /// Enabled/Disable the shadow mapping void virtual setIsShadowMappingEnabled(bool isShadowMappingEnabled); /// Display/Hide the contact points void virtual setIsContactPointsDisplayed(bool display); /// Display/Hide the AABBs void setIsAABBsDisplayed(bool display); /// Return true if wireframe rendering is enabled bool getIsWireframeEnabled() const; /// Enable/disbale wireframe rendering void setIsWireframeEnabled(bool isEnabled); /// Return all the contact points of the scene std::vector virtual getContactPoints() const; }; // Called when a keyboard event occurs inline bool Scene::keyboardEvent(int key, int scancode, int action, int mods) { return false; } /// Reshape the view inline void Scene::reshape(int width, int height) { mCamera.setDimensions(width, height); } // Return a reference to the camera inline const openglframework::Camera& Scene::getCamera() const { return mCamera; } // Set the window dimension inline void Scene::setWindowDimension(int width, int height) { mWindowWidth = width; mWindowHeight = height; } // Set the viewport to render the scene inline void Scene::setViewport(int x, int y, int width, int height) { mViewportX = x; mViewportY = y; mViewportWidth = width; mViewportHeight = height; } // Set the interpolation factor inline void Scene::setInterpolationFactor(float interpolationFactor) { mInterpolationFactor = interpolationFactor; } // Return the name of the scene inline std::string Scene::getName() const { return mName; } // Return true if the shadow mapping is enabled inline bool Scene::getIsShadowMappingEnabled() const { return mIsShadowMappingEnabled; } // Enabled/Disable the shadow mapping inline void Scene::setIsShadowMappingEnabled(bool isShadowMappingEnabled) { mIsShadowMappingEnabled = isShadowMappingEnabled; } // Display/Hide the contact points inline void Scene::setIsContactPointsDisplayed(bool display) { mIsContactPointsDisplayed = display; } // Display/Hide the AABBs inline void Scene::setIsAABBsDisplayed(bool display) { mIsAABBsDisplayed = display; } // Return true if wireframe rendering is enabled inline bool Scene::getIsWireframeEnabled() const { return mIsWireframeEnabled; } // Enable/disbale wireframe rendering inline void Scene::setIsWireframeEnabled(bool isEnabled) { mIsWireframeEnabled = isEnabled; } // Return all the contact points of the scene inline std::vector Scene::getContactPoints() const { // Return an empty list of contact points return std::vector(); } #endif