/******************************************************************************** * 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 CUBESTACK_SCENE_H #define CUBESTACK_SCENE_H // Libraries #include "openglframework.h" #include #include "Box.h" #include "SceneDemo.h" namespace cubestackscene { // Constants const float SCENE_RADIUS = 30.0f; // Radius of the scene in meters const int NB_FLOORS = 15; // Number of boxes in the scene const openglframework::Vector3 BOX_SIZE(2, 2, 2); // Box dimensions in meters const openglframework::Vector3 FLOOR_SIZE(50, 1, 50); // Floor dimensions in meters // Class CubeStackScene class CubeStackScene : public SceneDemo { protected : // -------------------- Attributes -------------------- // /// All the boxes of the scene std::vector mBoxes; /// Box for the floor Box* mFloor; public: // -------------------- Methods -------------------- // /// Constructor CubeStackScene(const std::string& name, EngineSettings& settings); /// Destructor virtual ~CubeStackScene() override; /// Reset the scene virtual void reset() override; }; } #endif