/******************************************************************************** * 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 #define _USE_MATH_DEFINES #include #include "BoxTowerScene.h" // Namespaces using namespace openglframework; using namespace boxtowerscene; // Constructor BoxTowerScene::BoxTowerScene(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, 5, 0); // Set the center of the scene setScenePosition(center, SCENE_RADIUS); // Gravity vector in the physics world rp3d::Vector3 gravity(0, -9.81f, 0); mWorldSettings.worldName = name; } // Destructor BoxTowerScene::~BoxTowerScene() { destroyPhysicsWorld(); } // Create the physics world void BoxTowerScene::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 boxes of the scene for (int i=0; isetColor(mObjectColorDemo); box->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material = box->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the sphere the list of boxes in the scene mBoxes.push_back(box); mPhysicsObjects.push_back(box); } // ---------- Create the floor --------- mFloor = new Box(true, FLOOR_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath); mPhysicsObjects.push_back(mFloor); // Set the box color mFloor->setColor(mFloorColorDemo); mFloor->setSleepingColor(mFloorColorDemo); // The floor must be a static rigid body mFloor->getRigidBody()->setType(rp3d::BodyType::STATIC); // Change the material properties of the rigid body rp3d::Material& material = mFloor->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); } // Initialize the bodies positions void BoxTowerScene::initBodiesPositions() { float distFromCenter = 4.0f; bool rotated = false; int floorIndex = 0; // Create all the boxes of the scene for (uint i = 0; isetTransform(rp3d::Transform(position, orientation)); if (i % 2 == 1) { rotated = !rotated; floorIndex++; } } // ---------- Create the triangular mesh ---------- // mFloor->setTransform(rp3d::Transform::identity()); } // Destroy the physics world void BoxTowerScene::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); } mBoxes.clear(); mSpheres.clear(); mCapsules.clear(); mConvexMeshes.clear(); mDumbbells.clear(); mPhysicsObjects.clear(); // Destroy the physics world mPhysicsCommon.destroyPhysicsWorld(static_cast(mPhysicsWorld)); mPhysicsWorld = nullptr; } } /// Reset the scene void BoxTowerScene::reset() { SceneDemo::reset(); destroyPhysicsWorld(); createPhysicsWorld(); initBodiesPositions(); }