/******************************************************************************** * 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 "JointsScene.h" #include // Namespaces using namespace openglframework; using namespace jointsscene; // Constructor JointsScene::JointsScene(const std::string& name, EngineSettings& settings) : SceneDemo(name, settings, SCENE_RADIUS) { // 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 dynamics world rp3d::Vector3 gravity(0, rp3d::decimal(-9.81), 0); rp3d::WorldSettings worldSettings; worldSettings.worldName = name; // Create the dynamics world for the physics simulation rp3d::DynamicsWorld* dynamicsWorld = mPhysicsCommon.createDynamicsWorld(gravity, worldSettings); dynamicsWorld->setEventListener(this); mPhysicsWorld = dynamicsWorld; // 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(); // Get the physics engine parameters mEngineSettings.isGravityEnabled = getDynamicsWorld()->isGravityEnabled(); rp3d::Vector3 gravityVector = getDynamicsWorld()->getGravity(); mEngineSettings.gravity = openglframework::Vector3(gravityVector.x, gravityVector.y, gravityVector.z); mEngineSettings.isSleepingEnabled = getDynamicsWorld()->isSleepingEnabled(); mEngineSettings.sleepLinearVelocity = getDynamicsWorld()->getSleepLinearVelocity(); mEngineSettings.sleepAngularVelocity = getDynamicsWorld()->getSleepAngularVelocity(); mEngineSettings.nbPositionSolverIterations = getDynamicsWorld()->getNbIterationsPositionSolver(); mEngineSettings.nbVelocitySolverIterations = getDynamicsWorld()->getNbIterationsVelocitySolver(); mEngineSettings.timeBeforeSleep = getDynamicsWorld()->getTimeBeforeSleep(); } // Destructor JointsScene::~JointsScene() { // Destroy the joints getDynamicsWorld()->destroyJoint(mSliderJoint); getDynamicsWorld()->destroyJoint(mPropellerHingeJoint); getDynamicsWorld()->destroyJoint(mFixedJoint1); getDynamicsWorld()->destroyJoint(mFixedJoint2); for (int i=0; idestroyJoint(mBallAndSocketJoints[i]); } // Destroy all the rigid bodies of the scene getDynamicsWorld()->destroyRigidBody(mSliderJointBottomBox->getRigidBody()); getDynamicsWorld()->destroyRigidBody(mSliderJointTopBox->getRigidBody()); getDynamicsWorld()->destroyRigidBody(mPropellerBox->getRigidBody()); getDynamicsWorld()->destroyRigidBody(mFixedJointBox1->getRigidBody()); getDynamicsWorld()->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 mPhysicsCommon.destroyDynamicsWorld(getDynamicsWorld()); } // Update the physics world (take a simulation step) void JointsScene::updatePhysics() { // Update the motor speed of the Slider Joint (to move up and down) double motorSpeed = 2.0 * std::cos(static_cast(mEngineSettings.elapsedTime) * 1.5); mSliderJoint->setMotorSpeed(rp3d::decimal(motorSpeed)); SceneDemo::updatePhysics(); } // Reset the scene void JointsScene::reset() { SceneDemo::reset(); openglframework::Vector3 positionBox(0, 15, 5); openglframework::Vector3 boxDimension(1, 1, 1); for (int i=0; isetTransform(transform); positionBox.y -= boxDimension.y + 0.5f; } // --------------- Slider Joint --------------- // // Position of the box openglframework::Vector3 positionBox1(0, 2.1f, 0); rp3d::Vector3 initPosition(positionBox1.x, positionBox1.y, positionBox1.z); rp3d::Quaternion initOrientation = rp3d::Quaternion::identity(); rp3d::Transform transformBottomBox(initPosition, initOrientation); // Create a box and a corresponding rigid in the dynamics world mSliderJointBottomBox->setTransform(transformBottomBox); // Position of the box openglframework::Vector3 positionBox2(0, 4.2f, 0); initPosition = rp3d::Vector3(positionBox2.x, positionBox2.y, positionBox2.z); initOrientation = rp3d::Quaternion::identity(); rp3d::Transform transformTopBox(initPosition, initOrientation); // Create a box and a corresponding rigid in the dynamics world mSliderJointTopBox->setTransform(transformTopBox); // --------------- Propeller Hinge joint --------------- // // Position of the box positionBox1 = openglframework::Vector3(0, 7, 0); initPosition = rp3d::Vector3(positionBox1.x, positionBox1.y, positionBox1.z); initOrientation = rp3d::Quaternion::identity(); rp3d::Transform transformHingeBox(initPosition, initOrientation); // Create a box and a corresponding rigid in the dynamics world mPropellerBox->setTransform(transformHingeBox); // --------------- Fixed joint --------------- // // Position of the box positionBox1 = openglframework::Vector3(5, 7, 0); initPosition = rp3d::Vector3(positionBox1.x, positionBox1.y, positionBox1.z); initOrientation = rp3d::Quaternion::identity(); rp3d::Transform transformFixedBox1(initPosition, initOrientation); // Create a box and a corresponding rigid in the dynamics world mFixedJointBox1->setTransform(transformFixedBox1); // Position of the box positionBox2 = openglframework::Vector3(-5, 7, 0); initPosition = rp3d::Vector3(positionBox2.x, positionBox2.y, positionBox2.z); initOrientation = rp3d::Quaternion::identity(); rp3d::Transform transformFixedBox2(initPosition, initOrientation); // Create a box and a corresponding rigid in the dynamics world mFixedJointBox2->setTransform(transformFixedBox2); } // Create the boxes and joints for the Ball-and-Socket joint example void JointsScene::createBallAndSocketJoints() { // --------------- Create the boxes --------------- // rp3d::Vector3 positionBox(0, 15, 5); openglframework::Vector3 boxDimension(1, 1, 1); const float boxMass = 0.5f; for (int i=0; isetTransform(rp3d::Transform(positionBox, rp3d::Quaternion::identity())); // Set the box color mBallAndSocketJointChainBoxes[i]->setColor(mObjectColorDemo); mBallAndSocketJointChainBoxes[i]->setSleepingColor(mSleepingColorDemo); // The fist box cannot move (static body) if (i == 0) { mBallAndSocketJointChainBoxes[i]->getRigidBody()->setType(rp3d::BodyType::STATIC); } // 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)); mPhysicsObjects.push_back(mBallAndSocketJointChainBoxes[i]); 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( getDynamicsWorld()->createJoint(jointInfo)); } } /// Create the boxes and joint for the Slider joint example void JointsScene::createSliderJoint() { // --------------- Create the first box --------------- // // Position of the box rp3d::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 , BOX_MASS, mPhysicsCommon, getDynamicsWorld(), mMeshFolderPath); mSliderJointBottomBox->setTransform(rp3d::Transform(positionBox1, rp3d::Quaternion::identity())); // Set the box color mSliderJointBottomBox->setColor(mObjectColorDemo); mSliderJointBottomBox->setSleepingColor(mSleepingColorDemo); // The fist box cannot move mSliderJointBottomBox->getRigidBody()->setType(rp3d::BodyType::STATIC); // Change the material properties of the rigid body rp3d::Material& material1 = mSliderJointBottomBox->getRigidBody()->getMaterial(); material1.setBounciness(0.4f); mPhysicsObjects.push_back(mSliderJointBottomBox); // --------------- Create the second box --------------- // // Position of the box rp3d::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, BOX_MASS, mPhysicsCommon, getDynamicsWorld(), mMeshFolderPath); mSliderJointTopBox->setTransform(rp3d::Transform(positionBox2, rp3d::Quaternion::identity())); // Set the box color mSliderJointTopBox->setColor(mObjectColorDemo); mSliderJointTopBox->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material2 = mSliderJointTopBox->getRigidBody()->getMaterial(); material2.setBounciness(0.4f); mPhysicsObjects.push_back(mSliderJointTopBox); // --------------- 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(getDynamicsWorld()->createJoint(jointInfo)); } /// Create the boxes and joint for the Hinge joint example void JointsScene::createPropellerHingeJoint() { // --------------- Create the propeller box --------------- // // Position of the box rp3d::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, BOX_MASS, mPhysicsCommon, getDynamicsWorld(), mMeshFolderPath); mPropellerBox->setTransform(rp3d::Transform(positionBox1, rp3d::Quaternion::identity())); // Set the box color mPropellerBox->setColor(mObjectColorDemo); mPropellerBox->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material = mPropellerBox->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.4)); mPhysicsObjects.push_back(mPropellerBox); // --------------- 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(getDynamicsWorld()->createJoint(jointInfo)); } /// Create the boxes and joints for the fixed joints void JointsScene::createFixedJoints() { // --------------- Create the first box --------------- // // Position of the box rp3d::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, BOX_MASS, mPhysicsCommon, getDynamicsWorld(), mMeshFolderPath); mFixedJointBox1->setTransform(rp3d::Transform(positionBox1, rp3d::Quaternion::identity())); // Set the box color mFixedJointBox1->setColor(mObjectColorDemo); mFixedJointBox1->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material1 = mFixedJointBox1->getRigidBody()->getMaterial(); material1.setBounciness(rp3d::decimal(0.4)); mPhysicsObjects.push_back(mFixedJointBox1); // --------------- Create the second box --------------- // // Position of the box rp3d::Vector3 positionBox2(-5, 7, 0); // Create a box and a corresponding rigid in the dynamics world mFixedJointBox2 = new Box(boxDimension, BOX_MASS, mPhysicsCommon, getDynamicsWorld(), mMeshFolderPath); mFixedJointBox2->setTransform(rp3d::Transform(positionBox2, rp3d::Quaternion::identity())); // Set the box color mFixedJointBox2->setColor(mObjectColorDemo); mFixedJointBox2->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material2 = mFixedJointBox2->getRigidBody()->getMaterial(); material2.setBounciness(rp3d::decimal(0.4)); mPhysicsObjects.push_back(mFixedJointBox2); // --------------- 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(getDynamicsWorld()->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(getDynamicsWorld()->createJoint(jointInfo2)); } // Create the floor void JointsScene::createFloor() { // Create the floor rp3d::Vector3 floorPosition(0, 0, 0); mFloor = new Box(FLOOR_SIZE, FLOOR_MASS, mPhysicsCommon, getDynamicsWorld(), mMeshFolderPath); // Set the box color mFloor->setColor(mFloorColorDemo); mFloor->setSleepingColor(mFloorColorDemo); // The floor must be a static rigid body mFloor->getRigidBody()->setType(rp3d::BodyType::STATIC); // Change the material properties of the rigid body rp3d::Material& material = mFloor->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.3)); mPhysicsObjects.push_back(mFloor); }