/******************************************************************************** * 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 HEIGHT_FIELD_SCENE_H #define HEIGHT_FIELD_SCENE_H // Libraries #include "openglframework.h" #include "reactphysics3d.h" #include "Box.h" #include "SceneDemo.h" #include "HeightField.h" namespace heightfieldscene { // Constants const float SCENE_RADIUS = 50.0f; // Class HeightFieldScene class HeightFieldScene : public SceneDemo { static const int NB_BOXES = 10; protected : // -------------------- Attributes -------------------- // Box* mBoxes[NB_BOXES]; /// Height field HeightField* mHeightField; /// Dynamics world used for the physics simulation rp3d::DynamicsWorld* mDynamicsWorld; public: // -------------------- Methods -------------------- // /// Constructor HeightFieldScene(const std::string& name); /// Destructor virtual ~HeightFieldScene() override; /// Update the physics world (take a simulation step) /// Can be called several times per frame virtual void updatePhysics() override; /// Update the scene (take a simulation step) 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 HeightFieldScene::getContactPoints() const { return computeContactPointsOfWorld(mDynamicsWorld); } } #endif