/******************************************************************************** * 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. * * * ********************************************************************************/ #ifndef SCENE_H #define SCENE_H // Libraries #include "openglframework.h" #include "reactphysics3d.h" #include "Sphere.h" #include "Box.h" #include "Cone.h" #include "Cylinder.h" #include "Capsule.h" #include "ConvexMesh.h" #include "Dumbbell.h" #include "VisualContactPoint.h" #include "../common/Viewer.h" // Constants const int NB_BOXES = 2; const int NB_SPHERES = 3; const int NB_CONES = 1; const int NB_CYLINDERS = 2; const int NB_CAPSULES = 1; const int NB_MESHES = 3; const int NB_COMPOUND_SHAPES = 1; const openglframework::Vector3 BOX_SIZE(2, 2, 2); const float SPHERE_RADIUS = 1.5f; const float CONE_RADIUS = 2.0f; const float CONE_HEIGHT = 3.0f; const float CYLINDER_RADIUS = 1.0f; const float CYLINDER_HEIGHT = 5.0f; const float CAPSULE_RADIUS = 1.0f; const float CAPSULE_HEIGHT = 1.0f; const float DUMBBELL_HEIGHT = 1.0f; const openglframework::Vector3 FLOOR_SIZE(20, 0.5f, 20); // Floor dimensions in meters const float BOX_MASS = 1.0f; const float CONE_MASS = 1.0f; const float CYLINDER_MASS = 1.0f; const float CAPSULE_MASS = 1.0f; const float MESH_MASS = 1.0f; const float FLOOR_MASS = 100.0f; // Floor mass in kilograms // Class Scene class Scene { private : // -------------------- Attributes -------------------- // /// Pointer to the viewer Viewer* mViewer; /// Light 0 openglframework::Light mLight0; /// Phong shader openglframework::Shader mPhongShader; /// All the spheres of the scene std::vector mBoxes; std::vector mSpheres; std::vector mCones; std::vector mCylinders; std::vector mCapsules; /// All the convex meshes of the scene std::vector mConvexMeshes; /// All the dumbbell of the scene std::vector mDumbbells; /// All the visual contact points std::vector mContactPoints; /// Box for the floor Box* mFloor; /// Dynamics world used for the physics simulation rp3d::DynamicsWorld* mDynamicsWorld; /// True if the physics simulation is running bool mIsRunning; public: // -------------------- Methods -------------------- // /// Constructor Scene(Viewer* viewer, const std::string& shaderFolderPath, const std::string& meshFolderPath); /// Destructor ~Scene(); /// Take a step for the simulation void simulate(); /// Stop the simulation void stopSimulation(); /// Start the simulation void startSimulation(); /// Pause or continue simulation void pauseContinueSimulation(); /// Render the scene void render(); }; // Stop the simulation inline void Scene::stopSimulation() { mDynamicsWorld->stop(); mIsRunning = false; } // Start the simulation inline void Scene::startSimulation() { mDynamicsWorld->start(); mIsRunning = true; } // Pause or continue simulation inline void Scene::pauseContinueSimulation() { if (mIsRunning) { stopSimulation(); } else { startSimulation(); } } #endif