/******************************************************************************** * 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 "RopeScene.h" #include // Namespaces using namespace openglframework; using namespace ropescene; // Constructor RopeScene::RopeScene(const std::string& name, EngineSettings& settings) : SceneDemo(name, settings, true, SCENE_RADIUS), nbIterations(0), nbTorqueIterations(200) { std::string meshFolderPath("meshes/"); mEngineSettings.timeStep = std::chrono::duration(1.0f / 120.0f); // Compute the radius and the center of the scene openglframework::Vector3 center(0, 0, 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; const float linearDamping = 0.03f; const float angularDamping = 0.03f; // Logger rp3d::DefaultLogger* defaultLogger = mPhysicsCommon.createDefaultLogger(); uint logLevel = static_cast(rp3d::Logger::Level::Information) | static_cast(rp3d::Logger::Level::Warning) | static_cast(rp3d::Logger::Level::Error); defaultLogger->addFileDestination("rp3d_log_" + name + ".html", logLevel, rp3d::DefaultLogger::Format::HTML); mPhysicsCommon.setLogger(defaultLogger); // Create the physics world for the physics simulation rp3d::PhysicsWorld* physicsWorld = mPhysicsCommon.createPhysicsWorld(worldSettings); physicsWorld->setEventListener(this); mPhysicsWorld = physicsWorld; // ---------- Create the ropes --------- // for (int r=0; r < NB_ROPES; r++) { // Create all the capsules of the scene for (int i=0; isetColor(mObjectColorDemo); mCapsules[capsuleIndex]->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material = mCapsules[capsuleIndex]->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.0)); material.setMassDensity(rp3d::decimal(0.1)); mCapsules[capsuleIndex]->getRigidBody()->setAngularDamping(angularDamping); mCapsules[capsuleIndex]->getRigidBody()->setLinearDamping(linearDamping); if (i == 0) { mCapsules[capsuleIndex]->getRigidBody()->setType(rp3d::BodyType::STATIC); } // Add the capsule the list of capsules in the scene mPhysicsObjects.push_back(mCapsules[capsuleIndex]); } } // ---------- Create the first box --------- // // Create a box and a corresponding rigid in the physics world mBox1 = new Box(true, Vector3(BOX_SIZE, BOX_SIZE, BOX_SIZE), mPhysicsCommon, mPhysicsWorld, meshFolderPath); mBox1->getRigidBody()->setAngularDamping(angularDamping); mBox1->getRigidBody()->setLinearDamping(linearDamping); // Set the box color mBox1->setColor(mObjectColorDemo); mBox1->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material1 = mBox1->getCollider()->getMaterial(); material1.setBounciness(rp3d::decimal(0.0)); material1.setMassDensity(rp3d::decimal(0.02)); mBox1->getRigidBody()->updateMassPropertiesFromColliders(); std::cout << "Mass: " << mBox1->getRigidBody()->getMass() << std::endl; mPhysicsObjects.push_back(mBox1); // ---------- Create the second box --------- // // Create a box and a corresponding rigid in the physics world mBox2 = new Box(true, Vector3(BOX_SIZE, BOX_SIZE, BOX_SIZE), mPhysicsCommon, mPhysicsWorld, meshFolderPath); mBox2->getRigidBody()->setAngularDamping(angularDamping); mBox2->getRigidBody()->setLinearDamping(linearDamping); // Set the box color mBox2->setColor(mObjectColorDemo); mBox2->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material2 = mBox2->getCollider()->getMaterial(); material2.setBounciness(rp3d::decimal(0.0)); material2.setMassDensity(rp3d::decimal(0.7)); mBox2->getRigidBody()->updateMassPropertiesFromColliders(); mPhysicsObjects.push_back(mBox2); // ---------- Create plank box --------- // // Create a box and a corresponding rigid in the physics world mPlank = new Box(true, Vector3(10, 2, 15), mPhysicsCommon, mPhysicsWorld, meshFolderPath); mPlank->getRigidBody()->setType(rp3d::BodyType::STATIC); // Set the box color mPlank->setColor(mObjectColorDemo); mPlank->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material3 = mPlank->getCollider()->getMaterial(); material3.setBounciness(rp3d::decimal(0.5)); mPhysicsObjects.push_back(mPlank); // Initialize the bodies positions initializeBodiesPositions(); // Create the Ball-and-Socket joints createJoints(); // 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 RopeScene::~RopeScene() { // Destroy the joints for (uint i=0; i < mBallAndSocketJoints.size(); i++) { mPhysicsWorld->destroyJoint(mBallAndSocketJoints[i]); } // Destroy all the rigid bodies of the scene for (int r=0; r < NB_ROPES; r++) { for (int i=0; idestroyRigidBody(mCapsules[capsuleIndex]->getRigidBody()); } } // Destroy the boxes mPhysicsWorld->destroyRigidBody(mBox1->getRigidBody()); mPhysicsWorld->destroyRigidBody(mBox2->getRigidBody()); // Destroy the physics world mPhysicsCommon.destroyPhysicsWorld(mPhysicsWorld); } // Create the joints void RopeScene::createJoints() { for (int r=0; r < NB_ROPES; r++) { for (int i=0; i < NB_CAPSULES_PER_ROPE-1; i++) { const uint capsuleIndex = r * NB_CAPSULES_PER_ROPE + i; // Create the joint info object rp3d::RigidBody* body1 = mCapsules[capsuleIndex]->getRigidBody(); rp3d::RigidBody* body2 = mCapsules[capsuleIndex+1]->getRigidBody(); rp3d::Vector3 body1Position = body1->getTransform().getPosition(); rp3d::Vector3 body2Position = body2->getTransform().getPosition(); const rp3d::Vector3 anchorPointWorldSpace = 0.5f * (body1Position + body2Position); rp3d::BallAndSocketJointInfo jointInfo(body1, body2, anchorPointWorldSpace); jointInfo.isCollisionEnabled = false; rp3d::BallAndSocketJoint* joint = dynamic_cast(mPhysicsWorld->createJoint(jointInfo)); mBallAndSocketJoints.push_back(joint); } // Create the joint between the rope and the box rp3d::RigidBody* body1 = mCapsules[r * NB_CAPSULES_PER_ROPE + NB_CAPSULES_PER_ROPE - 1]->getRigidBody(); rp3d::RigidBody* body2 = r > 0 ? mBox2->getRigidBody() : mBox1->getRigidBody(); rp3d::Vector3 body1Position = body1->getTransform().getPosition(); const rp3d::Vector3 anchorPointWorldSpace = body1Position + rp3d::Vector3(0, -CAPSULE_HEIGHT * 0.5f , 0); rp3d::BallAndSocketJointInfo jointInfo(body1, body2, anchorPointWorldSpace); jointInfo.isCollisionEnabled = false; rp3d::BallAndSocketJoint* joint = dynamic_cast(mPhysicsWorld->createJoint(jointInfo)); mBallAndSocketJoints.push_back(joint); } } void RopeScene::initializeBodiesPositions() { rp3d::Quaternion initOrientation = rp3d::Quaternion::identity(); for (int r=0; r < NB_ROPES; r++) { rp3d::Vector3 initPosition = rp3d::Vector3(r == 0 ? -5 : 25, 15, 0); switch(r) { case 1: initPosition += rp3d::Vector3(BOX_SIZE, 0, -BOX_SIZE) * 0.5f; break; case 2: initPosition += rp3d::Vector3(BOX_SIZE, 0, BOX_SIZE) * 0.5f; break; case 3: initPosition += rp3d::Vector3(-BOX_SIZE, 0, BOX_SIZE) * 0.5f; break; case 4: initPosition += rp3d::Vector3(-BOX_SIZE, 0, -BOX_SIZE) * 0.5f; break; default: break; } for (int i=0; isetTransform(transform); } } rp3d::Vector3 box1Position(-5, 15 - NB_CAPSULES_PER_ROPE * CAPSULE_HEIGHT - BOX_SIZE * 0.5, 0); const rp3d::Transform box1Transform(box1Position, rp3d::Quaternion::identity()); mBox1->setTransform(box1Transform); rp3d::Vector3 box2Position(25, 15 - NB_CAPSULES_PER_ROPE * CAPSULE_HEIGHT - BOX_SIZE * 0.5, 0); const rp3d::Transform box2Transform(box2Position, rp3d::Quaternion::identity()); mBox2->setTransform(box2Transform); rp3d::Vector3 plankPosition(-9, 5, 0); const rp3d::Transform plankTransform(plankPosition, rp3d::Quaternion::identity()); mPlank->setTransform(plankTransform); } // Reset the scene void RopeScene::reset() { SceneDemo::reset(); // Initialize the bodies positions initializeBodiesPositions(); nbIterations = 0; // ---------- Move the first rope in a horizontal position ---------- // rp3d::Quaternion initOrientation = rp3d::Quaternion::fromEulerAngles(0, 0, -90 * rp3d::PI_RP3D / 180.0f); for (int i=1; isetTransform(transform); } rp3d::Vector3 box1Position(-5 - (NB_CAPSULES_PER_ROPE + 0.5) * CAPSULE_HEIGHT - BOX_SIZE * 0.5, 15 - CAPSULE_HEIGHT, 0); const rp3d::Transform box1Transform(box1Position, initOrientation); mBox1->setTransform(box1Transform); } /// Update the physics world (take a simulation step) /// Can be called several times per frame void RopeScene::updatePhysics() { if (nbIterations < nbTorqueIterations) { mBox2->getRigidBody()->applyLocalTorque(rp3d::Vector3(0, 1000, 0)); } nbIterations++; SceneDemo::updatePhysics(); }