/******************************************************************************** * 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 "ConcaveMeshScene.h" // Namespaces using namespace openglframework; using namespace trianglemeshscene; // Constructor ConcaveMeshScene::ConcaveMeshScene(const std::string& name, EngineSettings& settings) : SceneDemo(name, settings, true, SCENE_RADIUS) { std::string meshFolderPath("meshes/"); // Compute the radius and the center of the scene openglframework::Vector3 center(0, 5, 0); // Set the center of the scene setScenePosition(center, SCENE_RADIUS); // Gravity vector in the physics world rp3d::Vector3 gravity(0, rp3d::decimal(-9.81), 0); rp3d::PhysicsWorld::WorldSettings worldSettings; worldSettings.worldName = name; // Create the physics world for the physics simulation rp3d::PhysicsWorld* physicsWorld = mPhysicsCommon.createPhysicsWorld(worldSettings); physicsWorld->setEventListener(this); mPhysicsWorld = physicsWorld; // ---------- Create the boxes ----------- // for (int i = 0; isetColor(mObjectColorDemo); dumbbell->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& capsuleMaterial = dumbbell->getCapsuleCollider()->getMaterial(); capsuleMaterial.setBounciness(rp3d::decimal(0.2)); rp3d::Material& sphere1Material = dumbbell->getSphere1Collider()->getMaterial(); sphere1Material.setBounciness(rp3d::decimal(0.2)); rp3d::Material& sphere2Material = dumbbell->getSphere2Collider()->getMaterial(); sphere2Material.setBounciness(rp3d::decimal(0.2)); // Add the mesh the list of dumbbells in the scene mDumbbells.push_back(dumbbell); mPhysicsObjects.push_back(dumbbell); } // Create all the boxes of the scene for (int i = 0; isetColor(mObjectColorDemo); box->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material = box->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the sphere the list of sphere in the scene mBoxes.push_back(box); mPhysicsObjects.push_back(box); } // Create all the spheres of the scene for (int i = 0; igetCollider()->getMaterial().setRollingResistance(rp3d::decimal(0.08)); // Set the box color sphere->setColor(mObjectColorDemo); sphere->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material = sphere->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the sphere the list of sphere in the scene mSpheres.push_back(sphere); mPhysicsObjects.push_back(sphere); } // Create all the capsules of the scene for (int i = 0; igetCollider()->getMaterial().setRollingResistance(rp3d::decimal(0.08)); // Set the box color capsule->setColor(mObjectColorDemo); capsule->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material = capsule->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the cylinder the list of sphere in the scene mCapsules.push_back(capsule); mPhysicsObjects.push_back(capsule); } // Create all the convex meshes of the scene for (int i = 0; isetColor(mObjectColorDemo); mesh->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material = mesh->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the mesh the list of sphere in the scene mConvexMeshes.push_back(mesh); mPhysicsObjects.push_back(mesh); } // ---------- Create the triangular mesh ---------- // // Position rp3d::decimal mass = 1.0; // Create a convex mesh and a corresponding rigid in the physics world mConcaveMesh = new ConcaveMesh(true, mass, mPhysicsCommon, mPhysicsWorld, meshFolderPath + "city.obj"); // Set the mesh as beeing static mConcaveMesh->getRigidBody()->setType(rp3d::BodyType::STATIC); // Set the box color mConcaveMesh->setColor(mFloorColorDemo); mConcaveMesh->setSleepingColor(mFloorColorDemo); mPhysicsObjects.push_back(mConcaveMesh); // Change the material properties of the rigid body rp3d::Material& material = mConcaveMesh->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); material.setFrictionCoefficient(rp3d::decimal(0.1)); // Get the physics engine parameters mEngineSettings.isGravityEnabled = mPhysicsWorld->isGravityEnabled(); rp3d::Vector3 gravityVector = mPhysicsWorld->getGravity(); mEngineSettings.gravity = openglframework::Vector3(gravityVector.x, gravityVector.y, gravityVector.z); mEngineSettings.isSleepingEnabled = mPhysicsWorld->isSleepingEnabled(); mEngineSettings.sleepLinearVelocity = mPhysicsWorld->getSleepLinearVelocity(); mEngineSettings.sleepAngularVelocity = mPhysicsWorld->getSleepAngularVelocity(); mEngineSettings.nbPositionSolverIterations = mPhysicsWorld->getNbIterationsPositionSolver(); mEngineSettings.nbVelocitySolverIterations = mPhysicsWorld->getNbIterationsVelocitySolver(); mEngineSettings.timeBeforeSleep = mPhysicsWorld->getTimeBeforeSleep(); } // Destructor ConcaveMeshScene::~ConcaveMeshScene() { // Destroy all the physics objects of the scene for (std::vector::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) { // Destroy the corresponding rigid body from the physics world mPhysicsWorld->destroyRigidBody((*it)->getRigidBody()); // Destroy the object delete (*it); } // Destroy the physics world mPhysicsCommon.destroyPhysicsWorld(mPhysicsWorld); } // Reset the scene void ConcaveMeshScene::reset() { SceneDemo::reset(); const float radius = 15.0f; for (uint i = 0; isetTransform(rp3d::Transform(position, rp3d::Quaternion::identity())); } // Create all the boxes of the scene for (uint i = 0; isetTransform(rp3d::Transform(position, rp3d::Quaternion::identity())); } // Create all the spheres of the scene for (uint i = 0; isetTransform(rp3d::Transform(position, rp3d::Quaternion::identity())); } // Create all the capsules of the scene for (uint i = 0; isetTransform(rp3d::Transform(position, rp3d::Quaternion::identity())); } // Create all the convex meshes of the scene for (uint i = 0; isetTransform(rp3d::Transform(position, rp3d::Quaternion::identity())); } // ---------- Create the triangular mesh ---------- // mConcaveMesh->setTransform(rp3d::Transform::identity()); }