/******************************************************************************** * 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 "CollisionDetectionScene.h" // Namespaces using namespace openglframework; using namespace collisiondetectionscene; // Constructor CollisionDetectionScene::CollisionDetectionScene(const std::string& name) : SceneDemo(name, SCENE_RADIUS, false), mMeshFolderPath("meshes/"), mContactManager(mPhongShader, mMeshFolderPath), mAreNormalsDisplayed(false) { mSelectedShapeIndex = 0; mIsContactPointsDisplayed = true; mIsWireframeEnabled = true; // Compute the radius and the center of the scene openglframework::Vector3 center(0, 0, 0); // Set the center of the scene setScenePosition(center, SCENE_RADIUS); // Create the dynamics world for the physics simulation mCollisionWorld = new rp3d::CollisionWorld(); // ---------- Sphere 1 ---------- // openglframework::Vector3 position1(12, 0, 0); // Create a sphere and a corresponding collision body in the dynamics world mSphere1 = new Sphere(4, position1, mCollisionWorld, mMeshFolderPath); mAllShapes.push_back(mSphere1); // Set the color mSphere1->setColor(mGreyColorDemo); mSphere1->setSleepingColor(mRedColorDemo); // ---------- Sphere 2 ---------- // openglframework::Vector3 position2(0, 0, 0); // Create a sphere and a corresponding collision body in the dynamics world mSphere2 = new Sphere(2, position2, mCollisionWorld, mMeshFolderPath); mAllShapes.push_back(mSphere2); // Set the color mSphere2->setColor(mGreyColorDemo); mSphere2->setSleepingColor(mRedColorDemo); // ---------- Capsule 1 ---------- // openglframework::Vector3 position3(8, 0, 0); // Create a cylinder and a corresponding collision body in the dynamics world mCapsule1 = new Capsule(CAPSULE_RADIUS, CAPSULE_HEIGHT, position3, mCollisionWorld, mMeshFolderPath); mAllShapes.push_back(mCapsule1); // Set the color mCapsule1->setColor(mGreyColorDemo); mCapsule1->setSleepingColor(mRedColorDemo); // ---------- Capsule 2 ---------- // openglframework::Vector3 position4(-8, 0, 0); // Create a cylinder and a corresponding collision body in the dynamics world mCapsule2 = new Capsule(CAPSULE_RADIUS, CAPSULE_HEIGHT, position4, mCollisionWorld, mMeshFolderPath); mAllShapes.push_back(mCapsule2); // Set the color mCapsule2->setColor(mGreyColorDemo); mCapsule2->setSleepingColor(mRedColorDemo); // ---------- Box 1 ---------- // openglframework::Vector3 position5(0, -12, 0); // Create a cylinder and a corresponding collision body in the dynamics world mBox1 = new Box(BOX_SIZE, position5, mCollisionWorld, mMeshFolderPath); mAllShapes.push_back(mBox1); // Set the color mBox1->setColor(mGreyColorDemo); mBox1->setSleepingColor(mRedColorDemo); // ---------- Box 2 ---------- // openglframework::Vector3 position6(0, 12, 0); // Create a cylinder and a corresponding collision body in the dynamics world mBox2 = new Box(openglframework::Vector3(3, 2, 5), position6, mCollisionWorld, mMeshFolderPath); mAllShapes.push_back(mBox2); // Set the color mBox2->setColor(mGreyColorDemo); mBox2->setSleepingColor(mRedColorDemo); // ---------- Cone ---------- // //openglframework::Vector3 position4(0, 0, 0); // Create a cone and a corresponding collision body in the dynamics world //mCone = new Cone(CONE_RADIUS, CONE_HEIGHT, position4, mCollisionWorld, // mMeshFolderPath); // Set the color //mCone->setColor(mGreyColorDemo); //mCone->setSleepingColor(mRedColorDemo); // ---------- Cylinder ---------- // //openglframework::Vector3 position5(0, 0, 0); // Create a cylinder and a corresponding collision body in the dynamics world //mCylinder = new Cylinder(CYLINDER_RADIUS, CYLINDER_HEIGHT, position5, // mCollisionWorld, mMeshFolderPath); // Set the color //mCylinder->setColor(mGreyColorDemo); //mCylinder->setSleepingColor(mRedColorDemo); // ---------- Convex Mesh ---------- // //openglframework::Vector3 position7(0, 0, 0); // Create a convex mesh and a corresponding collision body in the dynamics world //mConvexMesh = new ConvexMesh(position7, mCollisionWorld, mMeshFolderPath + "convexmesh.obj"); // Set the color //mConvexMesh->setColor(mGreyColorDemo); //mConvexMesh->setSleepingColor(mRedColorDemo); // ---------- Concave Mesh ---------- // //openglframework::Vector3 position8(0, 0, 0); // Create a convex mesh and a corresponding collision body in the dynamics world //mConcaveMesh = new ConcaveMesh(position8, mCollisionWorld, mMeshFolderPath + "city.obj"); // Set the color //mConcaveMesh->setColor(mGreyColorDemo); //mConcaveMesh->setSleepingColor(mRedColorDemo); // ---------- Heightfield ---------- // //openglframework::Vector3 position9(0, 0, 0); // Create a convex mesh and a corresponding collision body in the dynamics world //mHeightField = new HeightField(position9, mCollisionWorld); // Set the color //mHeightField->setColor(mGreyColorDemo); //mHeightField->setSleepingColor(mRedColorDemo); mAllShapes[mSelectedShapeIndex]->setColor(mBlueColorDemo); } // Reset the scene void CollisionDetectionScene::reset() { } // Destructor CollisionDetectionScene::~CollisionDetectionScene() { // Destroy the box rigid body from the dynamics world //mCollisionWorld->destroyCollisionBody(mBox->getCollisionBody()); //delete mBox; // Destroy the spheres mCollisionWorld->destroyCollisionBody(mSphere1->getCollisionBody()); delete mSphere1; mCollisionWorld->destroyCollisionBody(mSphere2->getCollisionBody()); delete mSphere2; mCollisionWorld->destroyCollisionBody(mCapsule1->getCollisionBody()); delete mCapsule1; mCollisionWorld->destroyCollisionBody(mCapsule2->getCollisionBody()); delete mCapsule2; mCollisionWorld->destroyCollisionBody(mBox1->getCollisionBody()); delete mBox1; mCollisionWorld->destroyCollisionBody(mBox2->getCollisionBody()); delete mBox2; /* // Destroy the corresponding rigid body from the dynamics world mCollisionWorld->destroyCollisionBody(mCone->getCollisionBody()); delete mCone; // Destroy the corresponding rigid body from the dynamics world mCollisionWorld->destroyCollisionBody(mCylinder->getCollisionBody()); // Destroy the sphere delete mCylinder; // Destroy the corresponding rigid body from the dynamics world mCollisionWorld->destroyCollisionBody(mCapsule->getCollisionBody()); // Destroy the sphere delete mCapsule; // Destroy the corresponding rigid body from the dynamics world mCollisionWorld->destroyCollisionBody(mConvexMesh->getCollisionBody()); // Destroy the convex mesh delete mConvexMesh; // Destroy the corresponding rigid body from the dynamics world mCollisionWorld->destroyCollisionBody(mDumbbell->getCollisionBody()); // Destroy the dumbbell delete mDumbbell; // Destroy the corresponding rigid body from the dynamics world mCollisionWorld->destroyCollisionBody(mConcaveMesh->getCollisionBody()); // Destroy the convex mesh delete mConcaveMesh; // Destroy the corresponding rigid body from the dynamics world mCollisionWorld->destroyCollisionBody(mHeightField->getCollisionBody()); // Destroy the convex mesh delete mHeightField; */ mContactManager.resetPoints(); // Destroy the static data for the visual contact points VisualContactPoint::destroyStaticData(); // Destroy the collision world delete mCollisionWorld; } // Update the physics world (take a simulation step) void CollisionDetectionScene::updatePhysics() { } // Take a step for the simulation void CollisionDetectionScene::update() { mContactManager.resetPoints(); mCollisionWorld->testCollision(&mContactManager); SceneDemo::update(); } // Render the scene void CollisionDetectionScene::renderSinglePass(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) { // Render the shapes if (mSphere1->getCollisionBody()->isActive()) mSphere1->render(shader, worldToCameraMatrix, mIsWireframeEnabled); if (mSphere2->getCollisionBody()->isActive()) mSphere2->render(shader, worldToCameraMatrix, mIsWireframeEnabled); if (mCapsule1->getCollisionBody()->isActive()) mCapsule1->render(shader, worldToCameraMatrix, mIsWireframeEnabled); if (mCapsule2->getCollisionBody()->isActive()) mCapsule2->render(shader, worldToCameraMatrix, mIsWireframeEnabled); if (mBox1->getCollisionBody()->isActive()) mBox1->render(shader, worldToCameraMatrix, mIsWireframeEnabled); if (mBox2->getCollisionBody()->isActive()) mBox2->render(shader, worldToCameraMatrix, mIsWireframeEnabled); /* if (mBox->getCollisionBody()->isActive()) mBox->render(shader, worldToCameraMatrix); if (mCone->getCollisionBody()->isActive()) mCone->render(shader, worldToCameraMatrix); if (mCylinder->getCollisionBody()->isActive()) mCylinder->render(shader, worldToCameraMatrix); if (mCapsule->getCollisionBody()->isActive()) mCapsule->render(shader, worldToCameraMatrix); if (mConvexMesh->getCollisionBody()->isActive()) mConvexMesh->render(shader, worldToCameraMatrix); if (mDumbbell->getCollisionBody()->isActive()) mDumbbell->render(shader, worldToCameraMatrix); if (mConcaveMesh->getCollisionBody()->isActive()) mConcaveMesh->render(shader, worldToCameraMatrix); if (mHeightField->getCollisionBody()->isActive()) mHeightField->render(shader, worldToCameraMatrix); */ shader.unbind(); } void CollisionDetectionScene::selectNextShape() { int previousIndex = mSelectedShapeIndex; mSelectedShapeIndex++; if (mSelectedShapeIndex >= mAllShapes.size()) { mSelectedShapeIndex = 0; } mAllShapes[previousIndex]->setColor(mGreyColorDemo); mAllShapes[mSelectedShapeIndex]->setColor(mBlueColorDemo); } // Called when a keyboard event occurs bool CollisionDetectionScene::keyboardEvent(int key, int scancode, int action, int mods) { // If the space key has been pressed if (key == GLFW_KEY_SPACE && action == GLFW_PRESS) { selectNextShape(); return true; } float stepDist = 0.2f; float stepAngle = 15 * (3.14f / 180.0f); if (key == GLFW_KEY_RIGHT && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setPosition(transform.getPosition() + rp3d::Vector3(stepDist, 0, 0)); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_LEFT && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setPosition(transform.getPosition() + rp3d::Vector3(-stepDist, 0, 0)); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_UP && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setPosition(transform.getPosition() + rp3d::Vector3(0, stepDist, 0)); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_DOWN && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setPosition(transform.getPosition() + rp3d::Vector3(0, -stepDist, 0)); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_Z && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setPosition(transform.getPosition() + rp3d::Vector3(0, 0, stepDist)); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_H && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setPosition(transform.getPosition() + rp3d::Vector3(0, 0, -stepDist)); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_A && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setOrientation(rp3d::Quaternion(0, stepAngle, 0) * transform.getOrientation()); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_D && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setOrientation(rp3d::Quaternion(0, -stepAngle, 0) * transform.getOrientation()); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_W && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setOrientation(rp3d::Quaternion(stepAngle, 0, 0) * transform.getOrientation()); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_S && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setOrientation(rp3d::Quaternion(-stepAngle, 0, 0) * transform.getOrientation()); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_F && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setOrientation(rp3d::Quaternion(0, 0, stepAngle) * transform.getOrientation()); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_G && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setOrientation(rp3d::Quaternion(0, 0, -stepAngle) * transform.getOrientation()); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } return false; }