/******************************************************************************** * 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 "BallAndSocketJointsChainScene.h" #include // Namespaces using namespace openglframework; using namespace ballandsocketjointschainscene; // Constructor BallAndSocketJointsChainScene::BallAndSocketJointsChainScene(const std::string& name, EngineSettings& settings, reactphysics3d::PhysicsCommon& physicsCommon) : SceneDemo(name, settings, physicsCommon, true, SCENE_RADIUS) { std::string meshFolderPath("meshes/"); // 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); mWorldSettings.worldName = name; } // Destructor BallAndSocketJointsChainScene::~BallAndSocketJointsChainScene() { destroyPhysicsWorld(); } // Create the physics world void BallAndSocketJointsChainScene::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 all the spheres of the scene for (int i=0; isetColor(mObjectColorDemo); mSpheres[i]->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material = mSpheres[i]->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.0)); if (i == 0) { mSpheres[i]->getRigidBody()->setType(rp3d::BodyType::STATIC); } // Add the sphere the list of sphere in the scene mPhysicsObjects.push_back(mSpheres[i]); } // Set the position of the spheres before the joints creation initBodiesPositions(); // Create the Ball-and-Socket joints createJoints(); } // Initialize the bodies positions void BallAndSocketJointsChainScene::initBodiesPositions() { const float space = 0.5f; const rp3d::Quaternion initOrientation = rp3d::Quaternion::identity(); for (int i=0; isetTransform(transform); } } // Destroy the physics world void BallAndSocketJointsChainScene::destroyPhysicsWorld() { if (mPhysicsWorld != nullptr) { // Destroy all the physics objects of the scene for (std::vector::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) { // Destroy the object delete (*it); } mBallAndSocketJoints.clear(); mPhysicsObjects.clear(); mPhysicsCommon.destroyPhysicsWorld(mPhysicsWorld); mPhysicsWorld = nullptr; } } // Create the joints void BallAndSocketJointsChainScene::createJoints() { for (int i=0; i < NB_SPHERES-1; i++) { // Create the joint info object rp3d::RigidBody* body1 = mSpheres[i]->getRigidBody(); rp3d::RigidBody* body2 = mSpheres[i+1]->getRigidBody(); rp3d::Vector3 body1Position = body1->getTransform().getPosition(); const rp3d::Vector3 anchorPointWorldSpace = body1Position; rp3d::BallAndSocketJointInfo jointInfo(body1, body2, anchorPointWorldSpace); jointInfo.isCollisionEnabled = false; rp3d::BallAndSocketJoint* joint = dynamic_cast( mPhysicsWorld->createJoint(jointInfo)); mBallAndSocketJoints.push_back(joint); } } // Reset the scene void BallAndSocketJointsChainScene::reset() { SceneDemo::reset(); destroyPhysicsWorld(); createPhysicsWorld(); initBodiesPositions(); }