/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2015 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 RAYCAST_SCENE_H #define RAYCAST_SCENE_H // Libraries #define _USE_MATH_DEFINES #include #include "openglframework.h" #include "reactphysics3d.h" #include "SceneDemo.h" #include "Sphere.h" #include "Box.h" #include "Cone.h" #include "Cylinder.h" #include "Capsule.h" #include "Line.h" #include "ConvexMesh.h" #include "ConcaveMesh.h" #include "HeightField.h" #include "Dumbbell.h" #include "VisualContactPoint.h" #include "../common/Viewer.h" namespace raycastscene { // 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 RaycastManager : public rp3d::RaycastCallback { private: /// All the visual contact points std::vector mHitPoints; /// All the normals at hit points std::vector mNormals; /// Contact point mesh folder path std::string mMeshFolderPath; public: RaycastManager(openglframework::Shader& shader, const std::string& meshFolderPath) : mMeshFolderPath(meshFolderPath) { } virtual rp3d::decimal notifyRaycastHit(const rp3d::RaycastInfo& raycastInfo) { rp3d::Vector3 hitPos = raycastInfo.worldPoint; openglframework::Vector3 position(hitPos.x, hitPos.y, hitPos.z); mHitPoints.push_back(ContactPoint(position)); // Create a line to display the normal at hit point rp3d::Vector3 n = raycastInfo.worldNormal; openglframework::Vector3 normal(n.x, n.y, n.z); Line* normalLine = new Line(position, position + normal); mNormals.push_back(normalLine); return raycastInfo.hitFraction; } void resetPoints() { mHitPoints.clear(); // Destroy all the normals for (std::vector::iterator it = mNormals.begin(); it != mNormals.end(); ++it) { delete (*it); } mNormals.clear(); } std::vector getHitPoints() const { return mHitPoints; } }; // Class RaycastScene class RaycastScene : public SceneDemo { private : // -------------------- Attributes -------------------- // /// Contact point mesh folder path std::string mMeshFolderPath; /// Raycast manager RaycastManager mRaycastManager; /// All the raycast lines std::vector mLines; /// Current body index int mCurrentBodyIndex; /// True if the hit points normals are displayed bool mAreNormalsDisplayed; /// Raycast manager /// All objects on the scene Box* mBox; Sphere* mSphere; Cone* mCone; Cylinder* mCylinder; Capsule* mCapsule; ConvexMesh* mConvexMesh; Dumbbell* mDumbbell; ConcaveMesh* mConcaveMesh; HeightField* mHeightField; /// 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 raycast lines void createLines(); // Create the Vertex Buffer Objects used to render with OpenGL. void createVBOAndVAO(openglframework::Shader& shader); public: // -------------------- Methods -------------------- // /// Constructor RaycastScene(const std::string& name); /// Destructor virtual ~RaycastScene(); /// Update the physics world (take a simulation step) /// Can be called several times per frame virtual void updatePhysics(); /// Take a step for the simulation virtual void update(); /// Render the scene in a single pass virtual void renderSinglePass(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix); /// Reset the scene virtual void reset(); /// Change the body to raycast void changeBody(); /// Display or not the surface normals at hit points void showHideNormals(); /// Called when a keyboard event occurs virtual void keyboardEvent(int key, int scancode, int action, int mods); /// Enabled/Disable the shadow mapping void virtual setIsShadowMappingEnabled(bool isShadowMappingEnabled); /// Display/Hide the contact points void virtual setIsContactPointsDisplayed(bool display); /// Return all the contact points of the scene virtual std::vector getContactPoints() const; }; // Display or not the surface normals at hit points inline void RaycastScene::showHideNormals() { mAreNormalsDisplayed = !mAreNormalsDisplayed; } // Enabled/Disable the shadow mapping inline void RaycastScene::setIsShadowMappingEnabled(bool isShadowMappingEnabled) { SceneDemo::setIsShadowMappingEnabled(false); } // Display/Hide the contact points inline void RaycastScene::setIsContactPointsDisplayed(bool display) { SceneDemo::setIsContactPointsDisplayed(true); } // Return all the contact points of the scene inline std::vector RaycastScene::getContactPoints() const { return mRaycastManager.getHitPoints(); } } #endif