/******************************************************************************** * 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 "RaycastScene.h" // Namespaces using namespace openglframework; using namespace raycastscene; // Constructor RaycastScene::RaycastScene(const std::string& name, EngineSettings& settings) : SceneDemo(name, settings, SCENE_RADIUS, false), mMeshFolderPath("meshes/"), mRaycastManager(mPhongShader, mMeshFolderPath, mContactPoints), mCurrentBodyIndex(-1), mAreNormalsDisplayed(false), mVBOVertices(GL_ARRAY_BUFFER) { mIsContactPointsDisplayed = true; // 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); rp3d::WorldSettings worldSettings; worldSettings.worldName = name; // Create the dynamics world for the physics simulation mPhysicsWorld = mPhysicsCommon.createCollisionWorld(worldSettings); // ---------- Dumbbell ---------- // // Create a convex mesh and a corresponding collision body in the dynamics world mDumbbell = new Dumbbell(mPhysicsCommon, mPhysicsWorld, mMeshFolderPath); // Set the box color mDumbbell->setColor(mObjectColorDemo); mDumbbell->setSleepingColor(mSleepingColorDemo); mPhysicsObjects.push_back(mDumbbell); // ---------- Box ---------- // // Create a box and a corresponding collision body in the dynamics world mBox = new Box(BOX_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath); mBox->getCollisionBody()->setIsActive(false); // Set the box color mBox->setColor(mObjectColorDemo); mBox->setSleepingColor(mSleepingColorDemo); mPhysicsObjects.push_back(mBox); // ---------- Sphere ---------- // // Create a sphere and a corresponding collision body in the dynamics world mSphere = new Sphere(SPHERE_RADIUS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath); // Set the color mSphere->setColor(mObjectColorDemo); mSphere->setSleepingColor(mSleepingColorDemo); mPhysicsObjects.push_back(mSphere); // ---------- Capsule ---------- // openglframework::Vector3 position6(0, 0, 0); // Create a cylinder and a corresponding collision body in the dynamics world mCapsule = new Capsule(CAPSULE_RADIUS, CAPSULE_HEIGHT, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath); // Set the color mCapsule->setColor(mObjectColorDemo); mCapsule->setSleepingColor(mSleepingColorDemo); mPhysicsObjects.push_back(mCapsule); // ---------- Convex Mesh ---------- // // Create a convex mesh and a corresponding collision body in the dynamics world mConvexMesh = new ConvexMesh(mPhysicsCommon, mPhysicsWorld, mMeshFolderPath + "convexmesh.obj"); // Set the color mConvexMesh->setColor(mObjectColorDemo); mConvexMesh->setSleepingColor(mSleepingColorDemo); mPhysicsObjects.push_back(mConvexMesh); // ---------- Concave Mesh ---------- // // Create a convex mesh and a corresponding collision body in the dynamics world mConcaveMesh = new ConcaveMesh(mPhysicsCommon, mPhysicsWorld, mMeshFolderPath + "city.obj"); // Set the color mConcaveMesh->setColor(mObjectColorDemo); mConcaveMesh->setSleepingColor(mSleepingColorDemo); mPhysicsObjects.push_back(mConcaveMesh); // ---------- Heightfield ---------- // // Create a convex mesh and a corresponding collision body in the dynamics world mHeightField = new HeightField(mPhysicsCommon, mPhysicsWorld); // Set the color mHeightField->setColor(mObjectColorDemo); mHeightField->setSleepingColor(mObjectColorDemo); mPhysicsObjects.push_back(mHeightField); // Create the lines that will be used for raycasting createLines(); // Create the VBO and VAO to render the lines createVBOAndVAO(); changeBody(); } // Create the raycast lines void RaycastScene::createLines() { int nbRaysOneDimension = static_cast(std::sqrt(float(NB_RAYS))); for (int i=0; i= NB_BODIES) mCurrentBodyIndex = 0; mSphere->getCollisionBody()->setIsActive(false); mBox->getCollisionBody()->setIsActive(false); mCapsule->getCollisionBody()->setIsActive(false); mConvexMesh->getCollisionBody()->setIsActive(false); mDumbbell->getCollisionBody()->setIsActive(false); mConcaveMesh->getCollisionBody()->setIsActive(false); mHeightField->getCollisionBody()->setIsActive(false); switch(mCurrentBodyIndex) { case 0: mSphere->getCollisionBody()->setIsActive(true); break; case 1: mBox->getCollisionBody()->setIsActive(true); break; case 2: mCapsule->getCollisionBody()->setIsActive(true); break; case 3: mConvexMesh->getCollisionBody()->setIsActive(true); break; case 4: mDumbbell->getCollisionBody()->setIsActive(true); break; case 5: mConcaveMesh->getCollisionBody()->setIsActive(true); break; case 6: mHeightField->getCollisionBody()->setIsActive(true); break; } } // Reset the scene void RaycastScene::reset() { SceneDemo::reset(); std::vector::iterator it; for (it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) { (*it)->setTransform(rp3d::Transform(rp3d::Vector3::zero(), rp3d::Quaternion::identity())); } } // Destructor RaycastScene::~RaycastScene() { // Destroy the box rigid body from the dynamics world mPhysicsWorld->destroyCollisionBody(mBox->getCollisionBody()); delete mBox; // Destroy the sphere mPhysicsWorld->destroyCollisionBody(mSphere->getCollisionBody()); delete mSphere; // Destroy the corresponding rigid body from the dynamics world mPhysicsWorld->destroyCollisionBody(mCapsule->getCollisionBody()); // Destroy the sphere delete mCapsule; // Destroy the corresponding rigid body from the dynamics world mPhysicsWorld->destroyCollisionBody(mConvexMesh->getCollisionBody()); // Destroy the convex mesh delete mConvexMesh; // Destroy the corresponding rigid body from the dynamics world mPhysicsWorld->destroyCollisionBody(mDumbbell->getCollisionBody()); // Destroy the dumbbell delete mDumbbell; // Destroy the corresponding rigid body from the dynamics world mPhysicsWorld->destroyCollisionBody(mConcaveMesh->getCollisionBody()); // Destroy the convex mesh delete mConcaveMesh; // Destroy the corresponding rigid body from the dynamics world mPhysicsWorld->destroyCollisionBody(mHeightField->getCollisionBody()); // Destroy the convex mesh delete mHeightField; mRaycastManager.resetPoints(); // Destroy the static data for the visual contact points VisualContactPoint::destroyStaticData(); // Destroy the collision world mPhysicsCommon.destroyCollisionWorld(mPhysicsWorld); // Destroy the lines for (std::vector::iterator it = mLines.begin(); it != mLines.end(); ++it) { delete (*it); } // Destroy the VBOs and VAO mVBOVertices.destroy(); mVAO.destroy(); } // Take a step for the simulation void RaycastScene::update() { mRaycastManager.resetPoints(); // For each line of the scene for (std::vector::iterator it = mLines.begin(); it != mLines.end(); ++it) { Line* line = *it; // Create a ray corresponding to the line openglframework::Vector3 p1 = line->getPoint1(); openglframework::Vector3 p2 = line->getPoint2(); rp3d::Vector3 point1(p1.x, p1.y, p1.z); rp3d::Vector3 point2(p2.x, p2.y, p2.z); rp3d::Ray ray(point1, point2); // Perform a raycast query on the physics world by passing a raycast // callback class in argument. mPhysicsWorld->raycast(ray, &mRaycastManager); } SceneDemo::update(); } // Render the scene void RaycastScene::renderSinglePass(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) { // Bind the VAO mVAO.bind(); // Bind the shader mColorShader.bind(); mVBOVertices.bind(); // Set the model to camera matrix const Matrix4 localToCameraMatrix = Matrix4::identity(); mColorShader.setMatrix4x4Uniform("localToWorldMatrix", localToCameraMatrix); mColorShader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix); // Set the vertex color openglframework::Vector4 color(1, 0.55f, 0, 1); mColorShader.setVector4Uniform("vertexColor", color, false); // Get the location of shader attribute variables GLint vertexPositionLoc = mColorShader.getAttribLocation("vertexPosition"); glEnableVertexAttribArray(vertexPositionLoc); glVertexAttribPointer(vertexPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL); // Draw the lines glDrawArrays(GL_LINES, 0, mLinePoints.size() * 2); glDisableVertexAttribArray(vertexPositionLoc); mVBOVertices.unbind(); // Unbind the VAO mVAO.unbind(); mColorShader.unbind(); // Bind the shader shader.bind(); // Render all the physics objects of the scene for (std::vector::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) { if ((*it)->getCollisionBody()->isActive()) { (*it)->render(shader, worldToCameraMatrix); } } // Unbind the shader shader.unbind(); } // Create the Vertex Buffer Objects used to render with OpenGL. /// We create two VBOs (one for vertices and one for indices) void RaycastScene::createVBOAndVAO() { // Create the VBO for the vertices data mVBOVertices.create(); mVBOVertices.bind(); size_t sizeVertices = mLinePoints.size() * sizeof(openglframework::Vector3); mVBOVertices.copyDataIntoVBO(sizeVertices, &mLinePoints[0], GL_STATIC_DRAW); mVBOVertices.unbind(); // Create the VAO for both VBOs mVAO.create(); mVAO.bind(); // Bind the VBO of vertices mVBOVertices.bind(); // Unbind the VAO mVAO.unbind(); } // Called when a keyboard event occurs bool RaycastScene::keyboardEvent(int key, int scancode, int action, int mods) { // If the space key has been pressed if (key == GLFW_KEY_SPACE && action == GLFW_PRESS) { changeBody(); return true; } return false; }