/******************************************************************************** * 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 "ConvexMesh.h" // Constructor ConvexMesh::ConvexMesh(rp3d::CollisionWorld* world, const std::string& meshPath) : PhysicsObject(meshPath), mVBOVertices(GL_ARRAY_BUFFER), mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER), mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) { // Compute the scaling matrix mScalingMatrix = openglframework::Matrix4::identity(); // Polygon faces descriptions for the polyhedron mPolygonFaces = new rp3d::PolygonVertexArray::PolygonFace[getNbFaces(0)]; rp3d::PolygonVertexArray::PolygonFace* face = mPolygonFaces; for (int f=0; f < getNbFaces(0); f++) { face->indexBase = f * 3; face->nbVertices = 3; face++; } // Create the polygon vertex array mPolygonVertexArray = new rp3d::PolygonVertexArray(getNbVertices(), &(mVertices[0]), sizeof(openglframework::Vector3), &(mIndices[0][0]), sizeof(int), getNbFaces(0), mPolygonFaces, rp3d::PolygonVertexArray::VertexDataType::VERTEX_FLOAT_TYPE, rp3d::PolygonVertexArray::IndexDataType::INDEX_INTEGER_TYPE); // Create the polyhedron mesh mPolyhedronMesh = new rp3d::PolyhedronMesh(mPolygonVertexArray); // Create the collision shape for the rigid body (convex mesh shape) and // do not forget to delete it at the end mConvexShape = new rp3d::ConvexMeshShape(mPolyhedronMesh); mPreviousTransform = rp3d::Transform::identity(); // Create a rigid body corresponding to the sphere in the dynamics world mBody = world->createCollisionBody(mPreviousTransform); // Add a collision shape to the body and specify the mass of the collision shape mProxyShape = mBody->addCollisionShape(mConvexShape, rp3d::Transform::identity()); // Create the VBOs and VAO createVBOAndVAO(); mTransformMatrix = mTransformMatrix * mScalingMatrix; } // Constructor ConvexMesh::ConvexMesh(float mass, rp3d::DynamicsWorld* dynamicsWorld, const std::string& meshPath) : PhysicsObject(meshPath), mVBOVertices(GL_ARRAY_BUFFER), mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER), mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) { // Compute the scaling matrix mScalingMatrix = openglframework::Matrix4::identity(); // Polygon faces descriptions for the polyhedron mPolygonFaces = new rp3d::PolygonVertexArray::PolygonFace[getNbFaces(0)]; rp3d::PolygonVertexArray::PolygonFace* face = mPolygonFaces; for (int f=0; f < getNbFaces(0); f++) { face->indexBase = f * 3; face->nbVertices = 3; face++; } // Create the polygon vertex array mPolygonVertexArray = new rp3d::PolygonVertexArray(getNbVertices(), &(mVertices[0]), sizeof(openglframework::Vector3), &(mIndices[0][0]), sizeof(int), getNbFaces(0), mPolygonFaces, rp3d::PolygonVertexArray::VertexDataType::VERTEX_FLOAT_TYPE, rp3d::PolygonVertexArray::IndexDataType::INDEX_INTEGER_TYPE); // Create the polyhedron mesh mPolyhedronMesh = new rp3d::PolyhedronMesh(mPolygonVertexArray); // Create the collision shape for the rigid body (convex mesh shape) and do // not forget to delete it at the end mConvexShape = new rp3d::ConvexMeshShape(mPolyhedronMesh); mPreviousTransform = rp3d::Transform::identity(); // Create a rigid body corresponding to the sphere in the dynamics world rp3d::RigidBody* body = dynamicsWorld->createRigidBody(mPreviousTransform); // Add a collision shape to the body and specify the mass of the collision shape mProxyShape = body->addCollisionShape(mConvexShape, rp3d::Transform::identity(), mass); mBody = body; // Create the VBOs and VAO createVBOAndVAO(); mTransformMatrix = mTransformMatrix * mScalingMatrix; } // Destructor ConvexMesh::~ConvexMesh() { // Destroy the mesh destroy(); // Destroy the VBOs and VAO mVBOIndices.destroy(); mVBOVertices.destroy(); mVBONormals.destroy(); mVBOTextureCoords.destroy(); mVAO.destroy(); delete mPolyhedronMesh; delete mPolygonVertexArray; delete[] mPolygonFaces; delete mConvexShape; } // Render the sphere at the correct position and with the correct orientation void ConvexMesh::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::Color currentColor = mBody->isSleeping() ? mSleepingColor : mColor; openglframework::Vector4 color(currentColor.r, currentColor.g, currentColor.b, currentColor.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*)nullptr); mVBONormals.bind(); if (vertexNormalLoc != -1) glVertexAttribPointer(vertexNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)nullptr); if (vertexNormalLoc != -1) glEnableVertexAttribArray(vertexNormalLoc); // For each part of the mesh for (unsigned int i=0; i