/******************************************************************************** * 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 "HeightField.h" #include "PerlinNoise.h" // Constructor HeightField::HeightField(const openglframework::Vector3 &position, reactphysics3d::CollisionWorld* world) : openglframework::Mesh(), mVBOVertices(GL_ARRAY_BUFFER), mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER), mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) { // Initialize the position where the sphere will be rendered translateWorld(position); // Compute the scaling matrix mScalingMatrix = openglframework::Matrix4::identity(); // Generate the height field generateHeightField(); // Generate the graphics mesh generateGraphicsMesh(); // Create the collision shape for the rigid body (convex mesh shape) and // do not forget to delete it at the end mHeightFieldShape = new rp3d::HeightFieldShape(NB_POINTS_WIDTH, NB_POINTS_LENGTH, mMinHeight, mMaxHeight, mHeightData, rp3d::HeightFieldShape::HEIGHT_FLOAT_TYPE); // Initial position and orientation of the rigid body rp3d::Vector3 initPosition(position.x, position.y, position.z); rp3d::Quaternion initOrientation = rp3d::Quaternion::identity(); rp3d::Transform transform(initPosition, initOrientation); mPreviousTransform = transform; // Create a rigid body corresponding to the sphere in the dynamics world mBody = world->createCollisionBody(transform); // Add a collision shape to the body and specify the mass of the collision shape mProxyShape = mBody->addCollisionShape(mHeightFieldShape, rp3d::Transform::identity()); // Create the VBOs and VAO createVBOAndVAO(); mTransformMatrix = mTransformMatrix * mScalingMatrix; } // Constructor HeightField::HeightField(const openglframework::Vector3 &position, float mass, reactphysics3d::DynamicsWorld* dynamicsWorld) : openglframework::Mesh(), mVBOVertices(GL_ARRAY_BUFFER), mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER), mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) { // Initialize the position where the sphere will be rendered translateWorld(position); // Compute the scaling matrix mScalingMatrix = openglframework::Matrix4::identity(); // Generate the height field generateHeightField(); // Generate the graphics mesh generateGraphicsMesh(); // Create the collision shape for the rigid body (convex mesh shape) and // do not forget to delete it at the end mHeightFieldShape = new rp3d::HeightFieldShape(NB_POINTS_WIDTH, NB_POINTS_LENGTH, mMinHeight, mMaxHeight, mHeightData, rp3d::HeightFieldShape::HEIGHT_FLOAT_TYPE); // Initial position and orientation of the rigid body rp3d::Vector3 initPosition(position.x, position.y, position.z); rp3d::Quaternion initOrientation = rp3d::Quaternion::identity(); rp3d::Transform transform(initPosition, initOrientation); // Create a rigid body corresponding to the sphere in the dynamics world rp3d::RigidBody* body = dynamicsWorld->createRigidBody(transform); // Add a collision shape to the body and specify the mass of the collision shape mProxyShape = body->addCollisionShape(mHeightFieldShape, rp3d::Transform::identity(), mass); mBody = body; // Create the VBOs and VAO createVBOAndVAO(); mTransformMatrix = mTransformMatrix * mScalingMatrix; } // Destructor HeightField::~HeightField() { // Destroy the mesh destroy(); // Destroy the VBOs and VAO mVBOIndices.destroy(); mVBOVertices.destroy(); mVBONormals.destroy(); mVBOTextureCoords.destroy(); mVAO.destroy(); delete mHeightFieldShape; } // Render the sphere at the correct position and with the correct orientation void HeightField::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*)NULL); mVBONormals.bind(); if (vertexNormalLoc != -1) glVertexAttribPointer(vertexNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL); if (vertexNormalLoc != -1) glEnableVertexAttribArray(vertexNormalLoc); // For each part of the mesh for (unsigned int i=0; i<getNbParts(); i++) { glDrawElements(GL_TRIANGLES, getNbFaces(i) * 3, GL_UNSIGNED_INT, (char*)NULL); } glDisableVertexAttribArray(vertexPositionLoc); if (vertexNormalLoc != -1) glDisableVertexAttribArray(vertexNormalLoc); mVBONormals.unbind(); mVBOVertices.unbind(); // Unbind the VAO mVAO.unbind(); // Unbind the shader shader.unbind(); } // Compute the heights of the height field void HeightField::generateHeightField() { double persistence = 9; double frequency = 0.28; double amplitude = 12; int octaves = 1; int randomseed = 23; PerlinNoise perlinNoise(persistence, frequency, amplitude, octaves, randomseed); mMinHeight = 0; mMaxHeight = 0; float width = (NB_POINTS_WIDTH - 1); float length = (NB_POINTS_LENGTH - 1); for (int i=0; i<NB_POINTS_WIDTH; i++) { for (int j=0; j<NB_POINTS_LENGTH; j++) { int arrayIndex = j * NB_POINTS_WIDTH + i; mHeightData[arrayIndex] = (float)(perlinNoise.GetHeight(-width * 0.5 + i, -length * 0.5 + j)); if (i==0 && j==0) { mMinHeight = mHeightData[arrayIndex] ; mMaxHeight = mHeightData[arrayIndex] ; } if (mHeightData[arrayIndex] > mMaxHeight) mMaxHeight = mHeightData[arrayIndex] ; if (mHeightData[arrayIndex] < mMinHeight) mMinHeight = mHeightData[arrayIndex] ; } } } // Generate the graphics mesh to render the height field void HeightField::generateGraphicsMesh() { std::vector<unsigned int> indices; int vertexId = 0; for (int i=0; i<NB_POINTS_WIDTH; i++) { for (int j=0; j<NB_POINTS_LENGTH; j++) { float originHeight = -(mMaxHeight - mMinHeight) * 0.5f - mMinHeight; float height = originHeight + mHeightData[j * NB_POINTS_WIDTH + i]; openglframework::Vector3 vertex(-(NB_POINTS_WIDTH - 1) * 0.5f + i, height, -(NB_POINTS_LENGTH - 1) * 0.5f + j); mVertices.push_back(vertex); // Triangle indices if ((i < NB_POINTS_WIDTH - 1) && (j < NB_POINTS_LENGTH - 1)) { unsigned int v1 = vertexId; unsigned int v2 = vertexId + 1; unsigned int v3 = vertexId + NB_POINTS_LENGTH; unsigned int v4 = vertexId + NB_POINTS_LENGTH + 1; // First triangle indices.push_back(v1); indices.push_back(v2); indices.push_back(v3); // Second triangle indices.push_back(v2); indices.push_back(v4); indices.push_back(v3); } vertexId++; } } mIndices.push_back(indices); calculateNormals(); } // Create the Vertex Buffer Objects used to render with OpenGL. /// We create two VBOs (one for vertices and one for indices) void HeightField::createVBOAndVAO() { // Create the VBO for the vertices data mVBOVertices.create(); mVBOVertices.bind(); size_t sizeVertices = mVertices.size() * sizeof(openglframework::Vector3); mVBOVertices.copyDataIntoVBO(sizeVertices, getVerticesPointer(), GL_STATIC_DRAW); mVBOVertices.unbind(); // Create the VBO for the normals data mVBONormals.create(); mVBONormals.bind(); size_t sizeNormals = mNormals.size() * sizeof(openglframework::Vector3); mVBONormals.copyDataIntoVBO(sizeNormals, getNormalsPointer(), GL_STATIC_DRAW); mVBONormals.unbind(); if (hasTexture()) { // Create the VBO for the texture co data mVBOTextureCoords.create(); mVBOTextureCoords.bind(); size_t sizeTextureCoords = mUVs.size() * sizeof(openglframework::Vector2); mVBOTextureCoords.copyDataIntoVBO(sizeTextureCoords, getUVTextureCoordinatesPointer(), GL_STATIC_DRAW); mVBOTextureCoords.unbind(); } // Create th VBO for the indices data mVBOIndices.create(); mVBOIndices.bind(); size_t sizeIndices = mIndices[0].size() * sizeof(unsigned int); mVBOIndices.copyDataIntoVBO(sizeIndices, getIndicesPointer(), GL_STATIC_DRAW); mVBOIndices.unbind(); // Create the VAO for both VBOs mVAO.create(); mVAO.bind(); // Bind the VBO of vertices mVBOVertices.bind(); // Bind the VBO of normals mVBONormals.bind(); if (hasTexture()) { // Bind the VBO of texture coords mVBOTextureCoords.bind(); } // Bind the VBO of indices mVBOIndices.bind(); // Unbind the VAO mVAO.unbind(); } // Reset the transform void HeightField::resetTransform(const rp3d::Transform& transform) { // Reset the transform mBody->setTransform(transform); mBody->setIsSleeping(false); // Reset the velocity of the rigid body rp3d::RigidBody* rigidBody = dynamic_cast<rp3d::RigidBody*>(mBody); if (rigidBody != NULL) { rigidBody->setLinearVelocity(rp3d::Vector3(0, 0, 0)); rigidBody->setAngularVelocity(rp3d::Vector3(0, 0, 0)); } updateTransform(1.0f); } // Set the scaling of the object void HeightField::setScaling(const openglframework::Vector3& scaling) { // Scale the collision shape mProxyShape->setLocalScaling(rp3d::Vector3(scaling.x, scaling.y, scaling.z)); // Scale the graphics object mScalingMatrix = openglframework::Matrix4(scaling.x, 0, 0, 0, 0, scaling.y, 0,0, 0, 0, scaling.z, 0, 0, 0, 0, 1.0f); }