/******************************************************************************** * 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 "Dumbbell.h" openglframework::VertexBufferObject Dumbbell::mVBOVertices(GL_ARRAY_BUFFER); openglframework::VertexBufferObject Dumbbell::mVBONormals(GL_ARRAY_BUFFER); openglframework::VertexBufferObject Dumbbell::mVBOTextureCoords(GL_ARRAY_BUFFER); openglframework::VertexBufferObject Dumbbell::mVBOIndices(GL_ELEMENT_ARRAY_BUFFER); openglframework::VertexArrayObject Dumbbell::mVAO; int Dumbbell::totalNbDumbbells = 0; // Constructor Dumbbell::Dumbbell(rp3d::PhysicsCommon& physicsCommon, rp3d::DynamicsWorld* dynamicsWorld, const std::string& meshFolderPath) : PhysicsObject(physicsCommon, meshFolderPath + "dumbbell.obj") { // Identity scaling matrix mScalingMatrix.setToIdentity(); mDistanceBetweenSphere = 8.0f; // Create a sphere collision shape for the two ends of the dumbbell // ReactPhysics3D will clone this object to create an internal one. Therefore, // it is OK if this object is destroyed right after calling RigidBody::addCollisionShape() const rp3d::decimal radiusSphere = rp3d::decimal(1.5); const rp3d::decimal massSphere = rp3d::decimal(2.0); mSphereShape = mPhysicsCommon.createSphereShape(radiusSphere); // Create a capsule collision shape for the middle of the dumbbell // ReactPhysics3D will clone this object to create an internal one. Therefore, // it is OK if this object is destroyed right after calling RigidBody::addCollisionShape() const rp3d::decimal radiusCapsule = rp3d::decimal(0.5); const rp3d::decimal heightCapsule = rp3d::decimal(7.0); const rp3d::decimal massCylinder = rp3d::decimal(1.0); mCapsuleShape = mPhysicsCommon.createCapsuleShape(radiusCapsule, heightCapsule); mPreviousTransform = rp3d::Transform::identity(); // Initial transform of the first sphere collision shape of the dumbbell (in local-space) rp3d::Transform transformSphereShape1(rp3d::Vector3(0, mDistanceBetweenSphere / 2.0f, 0), rp3d::Quaternion::identity()); // Initial transform of the second sphere collision shape of the dumbell (in local-space) rp3d::Transform transformSphereShape2(rp3d::Vector3(0, -mDistanceBetweenSphere / 2.0f, 0), rp3d::Quaternion::identity()); // Initial transform of the cylinder collision shape of the dumbell (in local-space) rp3d::Transform transformCylinderShape(rp3d::Vector3(0, 0, 0), rp3d::Quaternion::identity()); // Create a rigid body corresponding to the dumbbell in the dynamics world rp3d::RigidBody* body = dynamicsWorld->createRigidBody(mPreviousTransform); // Add the three collision shapes to the body and specify the mass and transform of the shapes mProxyShapeSphere1 = body->addCollisionShape(mSphereShape, transformSphereShape1, massSphere); mProxyShapeSphere2 = body->addCollisionShape(mSphereShape, transformSphereShape2, massSphere); mProxyShapeCapsule = body->addCollisionShape(mCapsuleShape, transformCylinderShape, massCylinder); mBody = body; mTransformMatrix = mTransformMatrix * mScalingMatrix; // Create the VBOs and VAO if (totalNbDumbbells == 0) { createVBOAndVAO(); } totalNbDumbbells++; } // Constructor Dumbbell::Dumbbell(reactphysics3d::PhysicsCommon &physicsCommon, rp3d::CollisionWorld* world, const std::string& meshFolderPath) : PhysicsObject(physicsCommon, meshFolderPath + "dumbbell.obj"){ // Identity scaling matrix mScalingMatrix.setToIdentity(); mDistanceBetweenSphere = 8.0f; // Create a sphere collision shape for the two ends of the dumbbell // ReactPhysics3D will clone this object to create an internal one. Therefore, // it is OK if this object is destroyed right after calling RigidBody::addCollisionShape() const rp3d::decimal radiusSphere = rp3d::decimal(1.5); mSphereShape = mPhysicsCommon.createSphereShape(radiusSphere); // Create a cylinder collision shape for the middle of the dumbbell // ReactPhysics3D will clone this object to create an internal one. Therefore, // it is OK if this object is destroyed right after calling RigidBody::addCollisionShape() const rp3d::decimal radiusCapsule = rp3d::decimal(0.5); const rp3d::decimal heightCapsule = rp3d::decimal(7.0); mCapsuleShape = mPhysicsCommon.createCapsuleShape(radiusCapsule, heightCapsule); // Initial transform of the first sphere collision shape of the dumbbell (in local-space) rp3d::Transform transformSphereShape1(rp3d::Vector3(0, mDistanceBetweenSphere / 2.0f, 0), rp3d::Quaternion::identity()); // Initial transform of the second sphere collision shape of the dumbell (in local-space) rp3d::Transform transformSphereShape2(rp3d::Vector3(0, -mDistanceBetweenSphere / 2.0f, 0), rp3d::Quaternion::identity()); // Initial transform of the cylinder collision shape of the dumbell (in local-space) rp3d::Transform transformCylinderShape(rp3d::Vector3(0, 0, 0), rp3d::Quaternion::identity()); mPreviousTransform = rp3d::Transform::identity(); // Create a rigid body corresponding to the dumbbell in the dynamics world mBody = world->createCollisionBody(mPreviousTransform); // Add the three collision shapes to the body and specify the mass and transform of the shapes mProxyShapeSphere1 = mBody->addCollisionShape(mSphereShape, transformSphereShape1); mProxyShapeSphere2 = mBody->addCollisionShape(mSphereShape, transformSphereShape2); mProxyShapeCapsule = mBody->addCollisionShape(mCapsuleShape, transformCylinderShape); mTransformMatrix = mTransformMatrix * mScalingMatrix; // Create the VBOs and VAO if (totalNbDumbbells == 0) { createVBOAndVAO(); } totalNbDumbbells++; } // Destructor Dumbbell::~Dumbbell() { if (totalNbDumbbells == 1) { // Destroy the mesh destroy(); // Destroy the VBOs and VAO mVBOIndices.destroy(); mVBOVertices.destroy(); mVBONormals.destroy(); mVBOTextureCoords.destroy(); mVAO.destroy(); } mPhysicsCommon.destroySphereShape(mSphereShape); mPhysicsCommon.destroyCapsuleShape(mCapsuleShape); totalNbDumbbells--; } // Render the sphere at the correct position and with the correct orientation void Dumbbell::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 rp3d::RigidBody* rigidBody = dynamic_cast(mBody); openglframework::Color currentColor = rigidBody != nullptr && rigidBody->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) glEnableVertexAttribArray(vertexNormalLoc); if (vertexNormalLoc != -1) glVertexAttribPointer(vertexNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL); // For each part of the mesh for (unsigned int i=0; i