/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010-2013 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 "Scene.h" #include // Namespaces using namespace openglframework; // Constructor Scene::Scene(GlutViewer* viewer) : mViewer(viewer), mLight0(0), mPhongShader("shaders/phong.vert", "shaders/phong.frag"), mIsRunning(false) { // Move the light 0 mLight0.translateWorld(Vector3(7, 15, 15)); // Compute the radius and the center of the scene float radiusScene = 10.0f; openglframework::Vector3 center(0, 5, 0); // Set the center of the scene mViewer->setScenePosition(center, radiusScene); // Gravity vector in the dynamics world rp3d::Vector3 gravity(0, rp3d::decimal(-9.81), 0); // Time step for the physics simulation rp3d::decimal timeStep = 1.0f / 60.0f; // Create the dynamics world for the physics simulation mDynamicsWorld = new rp3d::DynamicsWorld(gravity, timeStep); // Set the number of iterations of the constraint solver mDynamicsWorld->setNbIterationsVelocitySolver(15); // Create the Ball-and-Socket joint createBallAndSocketJoints(); // Create the Slider joint createSliderJoint(); // Create the Hinge joint createPropellerHingeJoint(); // Create the Fixed joint createFixedJoints(); // Create the floor createFloor(); // Start the simulation startSimulation(); } // Destructor Scene::~Scene() { // Stop the physics simulation stopSimulation(); // Destroy the shader mPhongShader.destroy(); // Destroy the joints mDynamicsWorld->destroyJoint(mSliderJoint); mDynamicsWorld->destroyJoint(mPropellerHingeJoint); mDynamicsWorld->destroyJoint(mFixedJoint1); mDynamicsWorld->destroyJoint(mFixedJoint2); for (int i=0; idestroyJoint(mBallAndSocketJoints[i]); } // Destroy all the rigid bodies of the scene mDynamicsWorld->destroyRigidBody(mSliderJointBottomBox->getRigidBody()); mDynamicsWorld->destroyRigidBody(mSliderJointTopBox->getRigidBody()); mDynamicsWorld->destroyRigidBody(mPropellerBox->getRigidBody()); mDynamicsWorld->destroyRigidBody(mFixedJointBox1->getRigidBody()); mDynamicsWorld->destroyRigidBody(mFixedJointBox2->getRigidBody()); for (int i=0; idestroyRigidBody(mBallAndSocketJointChainBoxes[i]->getRigidBody()); } delete mSliderJointBottomBox; delete mSliderJointTopBox; delete mPropellerBox; delete mFixedJointBox1; delete mFixedJointBox2; for (int i=0; idestroyRigidBody(mFloor->getRigidBody()); delete mFloor; // Destroy the dynamics world delete mDynamicsWorld; } // Take a step for the simulation void Scene::simulate() { // If the physics simulation is running if (mIsRunning) { // Update the motor speed of the Slider Joint (to move up and down) long double motorSpeed = 3 * cos(mDynamicsWorld->getPhysicsTime() * 1.5); mSliderJoint->setMotorSpeed(rp3d::decimal(motorSpeed)); // Take a simulation step mDynamicsWorld->update(); // Update the position and orientation of the boxes mSliderJointBottomBox->updateTransform(); mSliderJointTopBox->updateTransform(); mPropellerBox->updateTransform(); mFixedJointBox1->updateTransform(); mFixedJointBox2->updateTransform(); for (int i=0; iupdateTransform(); } // Update the position and orientation of the floor mFloor->updateTransform(); } } // Render the scene void Scene::render() { glEnable(GL_DEPTH_TEST); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_CULL_FACE); // Get the world-space to camera-space matrix const Camera& camera = mViewer->getCamera(); const openglframework::Matrix4 worldToCameraMatrix = camera.getTransformMatrix().getInverse(); // Bind the shader mPhongShader.bind(); // Set the variables of the shader mPhongShader.setVector3Uniform("light0PosCameraSpace",worldToCameraMatrix * mLight0.getOrigin()); mPhongShader.setMatrix4x4Uniform("projectionMatrix", camera.getProjectionMatrix()); mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f)); const Color& diffCol = mLight0.getDiffuseColor(); const Color& specCol = mLight0.getSpecularColor(); mPhongShader.setVector3Uniform("light0DiffuseColor", Vector3(diffCol.r, diffCol.g, diffCol.b)); mPhongShader.setVector3Uniform("light0SpecularColor", Vector3(specCol.r, specCol.g, specCol.b)); mPhongShader.setFloatUniform("shininess", 60.0f); // Render all the boxes mSliderJointBottomBox->render(mPhongShader, worldToCameraMatrix); mSliderJointTopBox->render(mPhongShader, worldToCameraMatrix); mPropellerBox->render(mPhongShader, worldToCameraMatrix); mFixedJointBox1->render(mPhongShader, worldToCameraMatrix); mFixedJointBox2->render(mPhongShader, worldToCameraMatrix); for (int i=0; irender(mPhongShader, worldToCameraMatrix); } // Render the floor mFloor->render(mPhongShader, worldToCameraMatrix); // Unbind the shader mPhongShader.unbind(); } // Create the boxes and joints for the Ball-and-Socket joint example void Scene::createBallAndSocketJoints() { // --------------- Create the boxes --------------- // openglframework::Vector3 positionBox(0, 15, 5); openglframework::Vector3 boxDimension(1, 1, 1); const float boxMass = 0.5f; for (int i=0; igetRigidBody()->setIsMotionEnabled(false); else mBallAndSocketJointChainBoxes[i]->getRigidBody()->setIsMotionEnabled(true); // Add some angular velocity damping mBallAndSocketJointChainBoxes[i]->getRigidBody()->setAngularDamping(rp3d::decimal(0.2)); // Change the material properties of the rigid body rp3d::Material& material = mBallAndSocketJointChainBoxes[i]->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.4)); positionBox.y -= boxDimension.y + 0.5f; } // --------------- Create the joints --------------- // for (int i=0; igetRigidBody(); rp3d::RigidBody* body2 = mBallAndSocketJointChainBoxes[i+1]->getRigidBody(); rp3d::Vector3 body1Position = body1->getTransform().getPosition(); rp3d::Vector3 body2Position = body2->getTransform().getPosition(); const rp3d::Vector3 anchorPointWorldSpace = 0.5 * (body1Position + body2Position); rp3d::BallAndSocketJointInfo jointInfo(body1, body2, anchorPointWorldSpace); // Create the joint in the dynamics world mBallAndSocketJoints[i] = dynamic_cast( mDynamicsWorld->createJoint(jointInfo)); } } /// Create the boxes and joint for the Slider joint example void Scene::createSliderJoint() { // --------------- Create the first box --------------- // // Position of the box openglframework::Vector3 positionBox1(0, 2.1f, 0); // Create a box and a corresponding rigid in the dynamics world openglframework::Vector3 box1Dimension(2, 4, 2); mSliderJointBottomBox = new Box(box1Dimension, positionBox1 , BOX_MASS, mDynamicsWorld); // The fist box cannot move mSliderJointBottomBox->getRigidBody()->setIsMotionEnabled(false); // Change the material properties of the rigid body rp3d::Material& material1 = mSliderJointBottomBox->getRigidBody()->getMaterial(); material1.setBounciness(0.4f); // --------------- Create the second box --------------- // // Position of the box openglframework::Vector3 positionBox2(0, 4.2f, 0); // Create a box and a corresponding rigid in the dynamics world openglframework::Vector3 box2Dimension(1.5f, 4, 1.5f); mSliderJointTopBox = new Box(box2Dimension, positionBox2 , BOX_MASS, mDynamicsWorld); // The second box is allowed to move mSliderJointTopBox->getRigidBody()->setIsMotionEnabled(true); // Change the material properties of the rigid body rp3d::Material& material2 = mSliderJointTopBox->getRigidBody()->getMaterial(); material2.setBounciness(0.4f); // --------------- Create the joint --------------- // // Create the joint info object rp3d::RigidBody* body1 = mSliderJointBottomBox->getRigidBody(); rp3d::RigidBody* body2 = mSliderJointTopBox->getRigidBody(); const rp3d::Vector3& body1Position = body1->getTransform().getPosition(); const rp3d::Vector3& body2Position = body2->getTransform().getPosition(); const rp3d::Vector3 anchorPointWorldSpace = rp3d::decimal(0.5) * (body2Position + body1Position); const rp3d::Vector3 sliderAxisWorldSpace = (body2Position - body1Position); rp3d::SliderJointInfo jointInfo(body1, body2, anchorPointWorldSpace, sliderAxisWorldSpace, rp3d::decimal(-1.7), rp3d::decimal(1.7)); jointInfo.isMotorEnabled = true; jointInfo.motorSpeed = 0.0; jointInfo.maxMotorForce = 10000.0; jointInfo.isCollisionEnabled = false; // Create the joint in the dynamics world mSliderJoint = dynamic_cast(mDynamicsWorld->createJoint(jointInfo)); } /// Create the boxes and joint for the Hinge joint example void Scene::createPropellerHingeJoint() { // --------------- Create the propeller box --------------- // // Position of the box openglframework::Vector3 positionBox1(0, 7, 0); // Create a box and a corresponding rigid in the dynamics world openglframework::Vector3 boxDimension(10, 1, 1); mPropellerBox = new Box(boxDimension, positionBox1 , BOX_MASS, mDynamicsWorld); // The fist box cannot move mPropellerBox->getRigidBody()->setIsMotionEnabled(true); // Change the material properties of the rigid body rp3d::Material& material = mPropellerBox->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.4)); // --------------- Create the Hinge joint --------------- // // Create the joint info object rp3d::RigidBody* body1 = mPropellerBox->getRigidBody(); rp3d::RigidBody* body2 = mSliderJointTopBox->getRigidBody(); const rp3d::Vector3& body1Position = body1->getTransform().getPosition(); const rp3d::Vector3& body2Position = body2->getTransform().getPosition(); const rp3d::Vector3 anchorPointWorldSpace = 0.5 * (body2Position + body1Position); const rp3d::Vector3 hingeAxisWorldSpace(0, 1, 0); rp3d::HingeJointInfo jointInfo(body1, body2, anchorPointWorldSpace, hingeAxisWorldSpace); jointInfo.isMotorEnabled = true; jointInfo.motorSpeed = - rp3d::decimal(0.5) * PI; jointInfo.maxMotorTorque = rp3d::decimal(60.0); jointInfo.isCollisionEnabled = false; // Create the joint in the dynamics world mPropellerHingeJoint = dynamic_cast(mDynamicsWorld->createJoint(jointInfo)); } /// Create the boxes and joints for the fixed joints void Scene::createFixedJoints() { // --------------- Create the first box --------------- // // Position of the box openglframework::Vector3 positionBox1(5, 7, 0); // Create a box and a corresponding rigid in the dynamics world openglframework::Vector3 boxDimension(1.5, 1.5, 1.5); mFixedJointBox1 = new Box(boxDimension, positionBox1 , BOX_MASS, mDynamicsWorld); // The fist box cannot move mFixedJointBox1->getRigidBody()->setIsMotionEnabled(true); // Change the material properties of the rigid body rp3d::Material& material1 = mFixedJointBox1->getRigidBody()->getMaterial(); material1.setBounciness(rp3d::decimal(0.4)); // --------------- Create the second box --------------- // // Position of the box openglframework::Vector3 positionBox2(-5, 7, 0); // Create a box and a corresponding rigid in the dynamics world mFixedJointBox2 = new Box(boxDimension, positionBox2 , BOX_MASS, mDynamicsWorld); // The second box is allowed to move mFixedJointBox2->getRigidBody()->setIsMotionEnabled(true); // Change the material properties of the rigid body rp3d::Material& material2 = mFixedJointBox2->getRigidBody()->getMaterial(); material2.setBounciness(rp3d::decimal(0.4)); // --------------- Create the first fixed joint --------------- // // Create the joint info object rp3d::RigidBody* body1 = mFixedJointBox1->getRigidBody(); rp3d::RigidBody* propellerBody = mPropellerBox->getRigidBody(); const rp3d::Vector3 anchorPointWorldSpace1(5, 7, 0); rp3d::FixedJointInfo jointInfo1(body1, propellerBody, anchorPointWorldSpace1); jointInfo1.isCollisionEnabled = false; // Create the joint in the dynamics world mFixedJoint1 = dynamic_cast(mDynamicsWorld->createJoint(jointInfo1)); // --------------- Create the second fixed joint --------------- // // Create the joint info object rp3d::RigidBody* body2 = mFixedJointBox2->getRigidBody(); const rp3d::Vector3 anchorPointWorldSpace2(-5, 7, 0); rp3d::FixedJointInfo jointInfo2(body2, propellerBody, anchorPointWorldSpace2); jointInfo2.isCollisionEnabled = false; // Create the joint in the dynamics world mFixedJoint2 = dynamic_cast(mDynamicsWorld->createJoint(jointInfo2)); } // Create the floor void Scene::createFloor() { // Create the floor openglframework::Vector3 floorPosition(0, 0, 0); mFloor = new Box(FLOOR_SIZE, floorPosition, FLOOR_MASS, mDynamicsWorld); // The floor must be a non-moving rigid body mFloor->getRigidBody()->setIsMotionEnabled(false); // Change the material properties of the rigid body rp3d::Material& material = mFloor->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.3)); }