/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010-2013 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 "Scene.h" // Namespaces using namespace openglframework; // Constructor Scene::Scene(GlutViewer* viewer) : mViewer(viewer), mLight0(0), mPhongShader("shaders/phong.vert", "shaders/phong.frag"), mIsRunning(false) { // Move the light 0 mLight0.translateWorld(Vector3(7, 15, 15)); // Compute the radius and the center of the scene float radiusScene = 10.0f; openglframework::Vector3 center(0, 5, 0); // Set the center of the scene mViewer->setScenePosition(center, radiusScene); // Gravity vector in the dynamics world rp3d::Vector3 gravity(0, -9.81, 0); // Time step for the physics simulation rp3d::decimal timeStep = 1.0f / 60.0f; // Create the dynamics world for the physics simulation mDynamicsWorld = new rp3d::DynamicsWorld(gravity, timeStep); // Set the number of iterations of the constraint solver mDynamicsWorld->setNbIterationsSolver(15); float radius = 2.0f; // Create all the cubes of the scene for (int i=0; igetRigidBody()->setIsMotionEnabled(true); // Set the bouncing factor of the box cube->getRigidBody()->setRestitution(0.4); // Add the box the list of box in the scene mBoxes.push_back(cube); } // Create the floor openglframework::Vector3 floorPosition(0, 0, 0); mFloor = new Box(FLOOR_SIZE, floorPosition, FLOOR_MASS, mDynamicsWorld); // The floor must be a non-moving rigid body mFloor->getRigidBody()->setIsMotionEnabled(false); // Set the bouncing factor of the floor mFloor->getRigidBody()->setRestitution(0.3); // Start the simulation startSimulation(); } // Destructor Scene::~Scene() { // Stop the physics simulation stopSimulation(); // Destroy the shader mPhongShader.destroy(); // Destroy all the cubes of the scene for (std::vector::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) { // Destroy the corresponding rigid body from the dynamics world mDynamicsWorld->destroyRigidBody((*it)->getRigidBody()); // Destroy the cube delete (*it); } // Destroy the rigid body of the floor mDynamicsWorld->destroyRigidBody(mFloor->getRigidBody()); // Destroy the floor delete mFloor; // Destroy the dynamics world delete mDynamicsWorld; } // Take a step for the simulation void Scene::simulate() { // If the physics simulation is running if (mIsRunning) { // Take a simulation step mDynamicsWorld->update(); // Update the position and orientation of the boxes for (std::vector::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) { // Update the transform used for the rendering (*it)->updateTransform(); } mFloor->updateTransform(); } } // Render the scene void Scene::render() { glEnable(GL_DEPTH_TEST); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_CULL_FACE); // Bind the shader mPhongShader.bind(); // Set the variables of the shader const Camera& camera = mViewer->getCamera(); Matrix4 matrixIdentity; matrixIdentity.setToIdentity(); mPhongShader.setVector3Uniform("cameraWorldPosition", mViewer->getCamera().getOrigin()); mPhongShader.setMatrix4x4Uniform("worldToCameraMatrix", camera.getTransformMatrix().getInverse()); mPhongShader.setMatrix4x4Uniform("projectionMatrix", camera.getProjectionMatrix()); mPhongShader.setVector3Uniform("lightWorldPosition", mLight0.getOrigin()); mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f)); Color& diffCol = mLight0.getDiffuseColor(); Color& specCol = mLight0.getSpecularColor(); mPhongShader.setVector3Uniform("lightDiffuseColor", Vector3(diffCol.r, diffCol.g, diffCol.b)); mPhongShader.setVector3Uniform("lightSpecularColor", Vector3(specCol.r, specCol.g, specCol.b)); mPhongShader.setFloatUniform("shininess", 60.0f); // Render all the cubes of the scene for (std::vector::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) { (*it)->render(mPhongShader); } // Render the floor mFloor->render(mPhongShader); // Unbind the shader mPhongShader.unbind(); }