/******************************************************************************** * 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 JOINTS_SCENE_H #define JOINTS_SCENE_H // Libraries #include "openglframework.h" #include "reactphysics3d.h" #include "Box.h" #include "SceneDemo.h" namespace jointsscene { // Constants const float SCENE_RADIUS = 30.0f; const openglframework::Vector3 BOX_SIZE(2, 2, 2); // Box dimensions in meters const openglframework::Vector3 FLOOR_SIZE(50, 0.5f, 50); // Floor dimensions in meters const float BOX_MASS = 1.0f; // Box mass in kilograms const float FLOOR_MASS = 100.0f; // Floor mass in kilograms const int NB_BALLSOCKETJOINT_BOXES = 7; // Number of Ball-And-Socket chain boxes const int NB_HINGE_BOXES = 7; // Number of Hinge chain boxes // Class JointsScene class JointsScene : public SceneDemo { protected : // -------------------- Attributes -------------------- // /// Boxes of Ball-And-Socket joint chain Box* mBallAndSocketJointChainBoxes[NB_BALLSOCKETJOINT_BOXES]; /// Boxes of the Hinge joint chain Box* mHingeJointChainBoxes[NB_HINGE_BOXES]; /// Ball-And-Socket joints of the chain rp3d::BallAndSocketJoint* mBallAndSocketJoints[NB_BALLSOCKETJOINT_BOXES-1]; /// Hinge joints of the chain rp3d::HingeJoint* mHingeJoints[NB_HINGE_BOXES-1]; /// Bottom box of the Slider joint Box* mSliderJointBottomBox; /// Top box of the Slider joint Box* mSliderJointTopBox; /// Slider joint rp3d::SliderJoint* mSliderJoint; /// Propeller box Box* mPropellerBox; /// Box 1 of Fixed joint Box* mFixedJointBox1; /// Box 2 of Fixed joint Box* mFixedJointBox2; /// Hinge joint rp3d::HingeJoint* mPropellerHingeJoint; /// First Fixed joint rp3d::FixedJoint* mFixedJoint1; /// Second Fixed joint rp3d::FixedJoint* mFixedJoint2; /// Box for the floor Box* mFloor; /// Dynamics world used for the physics simulation rp3d::DynamicsWorld* mDynamicsWorld; // -------------------- Methods -------------------- // /// Create the boxes and joints for the Ball-and-Socket joint example void createBallAndSocketJoints(); /// Create the boxes and joint for the Slider joint example void createSliderJoint(); /// Create the boxes and joint for the Hinge joint example void createPropellerHingeJoint(); /// Create the boxes and joint for the Fixed joint example void createFixedJoints(); /// Create the floor void createFloor(); public: // -------------------- Methods -------------------- // /// Constructor JointsScene(const std::string& name); /// Destructor virtual ~JointsScene() 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; /// Return all the contact points of the scene virtual std::vector getContactPoints() const override; }; // Return all the contact points of the scene inline std::vector JointsScene::getContactPoints() const { return computeContactPointsOfWorld(mDynamicsWorld); } } #endif