/******************************************************************************** * 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. * * * ********************************************************************************/ #ifndef COLLISION_DETECTION_SCENE_H #define COLLISION_DETECTION_SCENE_H // Libraries #include #include "openglframework.h" #include "reactphysics3d.h" #include "SceneDemo.h" #include "Sphere.h" #include "Box.h" #include "Capsule.h" #include "Line.h" #include "ConvexMesh.h" #include "ConcaveMesh.h" #include "HeightField.h" #include "Dumbbell.h" #include "VisualContactPoint.h" namespace collisiondetectionscene { // Constants const float SCENE_RADIUS = 30.0f; const openglframework::Vector3 BOX_SIZE(4, 2, 1); const float SPHERE_RADIUS = 3.0f; const float CONE_RADIUS = 3.0f; const float CONE_HEIGHT = 5.0f; const float CYLINDER_RADIUS = 3.0f; const float CYLINDER_HEIGHT = 5.0f; const float CAPSULE_RADIUS = 3.0f; const float CAPSULE_HEIGHT = 5.0f; const float DUMBBELL_HEIGHT = 5.0f; const int NB_RAYS = 100; const float RAY_LENGTH = 30.0f; const int NB_BODIES = 9; // Raycast manager class ContactManager : public rp3d::CollisionCallback { private: /// All the visual contact points std::vector mContactPoints; /// All the normals at contact points std::vector mNormals; /// Contact point mesh folder path std::string mMeshFolderPath; public: ContactManager(openglframework::Shader& shader, const std::string& meshFolderPath) : mMeshFolderPath(meshFolderPath) { } /// This method will be called for each reported contact point virtual void notifyContact(const CollisionCallbackInfo& collisionCallbackInfo) override { rp3d::Vector3 point1 = collisionCallbackInfo.contactPoint.localPoint1; point1 = collisionCallbackInfo.proxyShape1->getLocalToWorldTransform() * point1; openglframework::Vector3 position1(point1.x, point1.y, point1.z); mContactPoints.push_back(ContactPoint(position1)); rp3d::Vector3 point2 = collisionCallbackInfo.contactPoint.localPoint2; point2 = collisionCallbackInfo.proxyShape2->getLocalToWorldTransform() * point2; openglframework::Vector3 position2(point2.x, point2.y, point2.z); mContactPoints.push_back(ContactPoint(position2)); // Create a line to display the normal at hit point rp3d::Vector3 n = collisionCallbackInfo.contactPoint.normal; openglframework::Vector3 normal(n.x, n.y, n.z); Line* normalLine = new Line(position1, position1 + normal); mNormals.push_back(normalLine); } void resetPoints() { mContactPoints.clear(); // Destroy all the normals for (std::vector::iterator it = mNormals.begin(); it != mNormals.end(); ++it) { delete (*it); } mNormals.clear(); } std::vector getContactPoints() const { return mContactPoints; } }; // Class CollisionDetectionScene class CollisionDetectionScene : public SceneDemo { private : // -------------------- Attributes -------------------- // /// Contact point mesh folder path std::string mMeshFolderPath; /// Contact manager ContactManager mContactManager; bool mAreNormalsDisplayed; /// All objects on the scene //Box* mBox; Sphere* mSphere1; Sphere* mSphere2; Capsule* mCapsule1; Capsule* mCapsule2; //Cone* mCone; //Cylinder* mCylinder; //Capsule* mCapsule; //ConvexMesh* mConvexMesh; //Dumbbell* mDumbbell; //ConcaveMesh* mConcaveMesh; //HeightField* mHeightField; std::vector mAllShapes; int mSelectedShapeIndex; /// Collision world used for the physics simulation rp3d::CollisionWorld* mCollisionWorld; /// All the points to render the lines std::vector mLinePoints; /// Vertex Buffer Object for the vertices data openglframework::VertexBufferObject mVBOVertices; /// Vertex Array Object for the vertex data openglframework::VertexArrayObject mVAO; /// Create the Vertex Buffer Objects used to render with OpenGL. void createVBOAndVAO(openglframework::Shader& shader); /// Select the next shape void selectNextShape(); public: // -------------------- Methods -------------------- // /// Constructor CollisionDetectionScene(const std::string& name); /// Destructor virtual ~CollisionDetectionScene() override; /// Update the physics world (take a simulation step) /// Can be called several times per frame virtual void updatePhysics() override; /// Take a step for the simulation virtual void update() override; /// Render the scene in a single pass virtual void renderSinglePass(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) override; /// Reset the scene virtual void reset() override; /// Display or not the surface normals at hit points void showHideNormals(); /// Called when a keyboard event occurs virtual bool keyboardEvent(int key, int scancode, int action, int mods) override; /// Enabled/Disable the shadow mapping virtual void setIsShadowMappingEnabled(bool isShadowMappingEnabled) override; /// Display/Hide the contact points virtual void setIsContactPointsDisplayed(bool display) override; /// Return all the contact points of the scene virtual std::vector getContactPoints() const override; }; // Display or not the surface normals at hit points inline void CollisionDetectionScene::showHideNormals() { mAreNormalsDisplayed = !mAreNormalsDisplayed; } // Enabled/Disable the shadow mapping inline void CollisionDetectionScene::setIsShadowMappingEnabled(bool isShadowMappingEnabled) { SceneDemo::setIsShadowMappingEnabled(false); } // Display/Hide the contact points inline void CollisionDetectionScene::setIsContactPointsDisplayed(bool display) { SceneDemo::setIsContactPointsDisplayed(true); } // Return all the contact points of the scene inline std::vector CollisionDetectionScene::getContactPoints() const { return mContactManager.getContactPoints(); } } #endif