/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2015 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 "CollisionShapesScene.h" // Namespaces using namespace openglframework; using namespace collisionshapesscene; // Constructor CollisionShapesScene::CollisionShapesScene(const std::string& name) : Scene(name), mLight0(0), mPhongShader("shaders/phong.vert", "shaders/phong.frag") { std::string meshFolderPath("meshes/"); // Move the light 0 mLight0.translateWorld(Vector3(50, 50, 50)); // Compute the radius and the center of the scene float radiusScene = 30.0f; openglframework::Vector3 center(0, 5, 0); // Set the center of the scene setScenePosition(center, radiusScene); // Gravity vector in the dynamics world rp3d::Vector3 gravity(0, -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); // Set the number of iterations of the constraint solver mDynamicsWorld->setNbIterationsVelocitySolver(15); float radius = 3.0f; for (int i=0; i<NB_COMPOUND_SHAPES; i++) { // Position float angle = i * 30.0f; openglframework::Vector3 position(radius * cos(angle), 100 + i * (DUMBBELL_HEIGHT + 0.3f), radius * sin(angle)); // Create a convex mesh and a corresponding rigid in the dynamics world Dumbbell* dumbbell = new Dumbbell(position, mDynamicsWorld, meshFolderPath, mPhongShader); // Change the material properties of the rigid body rp3d::Material& material = dumbbell->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the mesh the list of dumbbells in the scene mDumbbells.push_back(dumbbell); } // Create all the boxes of the scene for (int i=0; i<NB_BOXES; i++) { // Position float angle = i * 30.0f; openglframework::Vector3 position(radius * cos(angle), 60 + i * (BOX_SIZE.y + 0.8f), radius * sin(angle)); // Create a sphere and a corresponding rigid in the dynamics world Box* box = new Box(BOX_SIZE, position , BOX_MASS, mDynamicsWorld); // Change the material properties of the rigid body rp3d::Material& material = box->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the sphere the list of sphere in the scene mBoxes.push_back(box); } // Create all the spheres of the scene for (int i=0; i<NB_CUBES; i++) { // Position float angle = i * 35.0f; openglframework::Vector3 position(radius * cos(angle), 50 + i * (SPHERE_RADIUS + 0.8f), radius * sin(angle)); // Create a sphere and a corresponding rigid in the dynamics world Sphere* sphere = new Sphere(SPHERE_RADIUS, position , BOX_MASS, mDynamicsWorld, meshFolderPath, mPhongShader); // Change the material properties of the rigid body rp3d::Material& material = sphere->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the sphere the list of sphere in the scene mSpheres.push_back(sphere); } // Create all the cones of the scene for (int i=0; i<NB_CONES; i++) { // Position float angle = i * 50.0f; openglframework::Vector3 position(radius * cos(angle), 35 + i * (CONE_HEIGHT + 0.3f), radius * sin(angle)); // Create a cone and a corresponding rigid in the dynamics world Cone* cone = new Cone(CONE_RADIUS, CONE_HEIGHT, position, CONE_MASS, mDynamicsWorld, meshFolderPath, mPhongShader); // Change the material properties of the rigid body rp3d::Material& material = cone->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the cone the list of sphere in the scene mCones.push_back(cone); } // Create all the cylinders of the scene for (int i=0; i<NB_CYLINDERS; i++) { // Position float angle = i * 35.0f; openglframework::Vector3 position(radius * cos(angle), 25 + i * (CYLINDER_HEIGHT + 0.3f), radius * sin(angle)); // Create a cylinder and a corresponding rigid in the dynamics world Cylinder* cylinder = new Cylinder(CYLINDER_RADIUS, CYLINDER_HEIGHT, position , CYLINDER_MASS, mDynamicsWorld, meshFolderPath, mPhongShader); // Change the material properties of the rigid body rp3d::Material& material = cylinder->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the cylinder the list of sphere in the scene mCylinders.push_back(cylinder); } // Create all the capsules of the scene for (int i=0; i<NB_CAPSULES; i++) { // Position float angle = i * 45.0f; openglframework::Vector3 position(radius * cos(angle), 15 + i * (CAPSULE_HEIGHT + 0.3f), radius * sin(angle)); // Create a cylinder and a corresponding rigid in the dynamics world Capsule* capsule = new Capsule(CAPSULE_RADIUS, CAPSULE_HEIGHT, position , CAPSULE_MASS, mDynamicsWorld, meshFolderPath, mPhongShader); // Change the material properties of the rigid body rp3d::Material& material = capsule->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the cylinder the list of sphere in the scene mCapsules.push_back(capsule); } // Create all the convex meshes of the scene for (int i=0; i<NB_MESHES; i++) { // Position float angle = i * 30.0f; openglframework::Vector3 position(radius * cos(angle), 5 + i * (CAPSULE_HEIGHT + 0.3f), radius * sin(angle)); // Create a convex mesh and a corresponding rigid in the dynamics world ConvexMesh* mesh = new ConvexMesh(position, MESH_MASS, mDynamicsWorld, meshFolderPath, mPhongShader); // Change the material properties of the rigid body rp3d::Material& material = mesh->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the mesh the list of sphere in the scene mConvexMeshes.push_back(mesh); } // Create the floor openglframework::Vector3 floorPosition(0, 0, 0); mFloor = new Box(FLOOR_SIZE, floorPosition, FLOOR_MASS, mDynamicsWorld); // The floor must be a static rigid body mFloor->getRigidBody()->setType(rp3d::STATIC); // Change the material properties of the rigid body rp3d::Material& material = mFloor->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Get the physics engine parameters mEngineSettings.isGravityEnabled = mDynamicsWorld->isGravityEnabled(); rp3d::Vector3 gravityVector = mDynamicsWorld->getGravity(); mEngineSettings.gravity = openglframework::Vector3(gravityVector.x, gravityVector.y, gravityVector.z); mEngineSettings.isSleepingEnabled = mDynamicsWorld->isSleepingEnabled(); mEngineSettings.sleepLinearVelocity = mDynamicsWorld->getSleepLinearVelocity(); mEngineSettings.sleepAngularVelocity = mDynamicsWorld->getSleepAngularVelocity(); mEngineSettings.nbPositionSolverIterations = mDynamicsWorld->getNbIterationsPositionSolver(); mEngineSettings.nbVelocitySolverIterations = mDynamicsWorld->getNbIterationsVelocitySolver(); mEngineSettings.timeBeforeSleep = mDynamicsWorld->getTimeBeforeSleep(); } // Destructor CollisionShapesScene::~CollisionShapesScene() { // Destroy the shader mPhongShader.destroy(); // Destroy all the boxes of the scene for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) { // Destroy the corresponding rigid body from the dynamics world mDynamicsWorld->destroyRigidBody((*it)->getRigidBody()); // Destroy the box delete (*it); } // Destroy all the sphere of the scene for (std::vector<Sphere*>::iterator it = mSpheres.begin(); it != mSpheres.end(); ++it) { // Destroy the corresponding rigid body from the dynamics world mDynamicsWorld->destroyRigidBody((*it)->getRigidBody()); // Destroy the sphere delete (*it); } // Destroy all the cones of the scene for (std::vector<Cone*>::iterator it = mCones.begin(); it != mCones.end(); ++it) { // Destroy the corresponding rigid body from the dynamics world mDynamicsWorld->destroyRigidBody((*it)->getRigidBody()); // Destroy the sphere delete (*it); } // Destroy all the cylinders of the scene for (std::vector<Cylinder*>::iterator it = mCylinders.begin(); it != mCylinders.end(); ++it) { // Destroy the corresponding rigid body from the dynamics world mDynamicsWorld->destroyRigidBody((*it)->getRigidBody()); // Destroy the sphere delete (*it); } // Destroy all the capsules of the scene for (std::vector<Capsule*>::iterator it = mCapsules.begin(); it != mCapsules.end(); ++it) { // Destroy the corresponding rigid body from the dynamics world mDynamicsWorld->destroyRigidBody((*it)->getRigidBody()); // Destroy the sphere delete (*it); } // Destroy all the convex meshes of the scene for (std::vector<ConvexMesh*>::iterator it = mConvexMeshes.begin(); it != mConvexMeshes.end(); ++it) { // Destroy the corresponding rigid body from the dynamics world mDynamicsWorld->destroyRigidBody((*it)->getRigidBody()); // Destroy the convex mesh delete (*it); } // Destroy all the dumbbell of the scene for (std::vector<Dumbbell*>::iterator it = mDumbbells.begin(); it != mDumbbells.end(); ++it) { // Destroy the corresponding rigid body from the dynamics world mDynamicsWorld->destroyRigidBody((*it)->getRigidBody()); // Destroy the convex mesh delete (*it); } // Destroy the rigid body of the floor mDynamicsWorld->destroyRigidBody(mFloor->getRigidBody()); // Destroy the floor delete mFloor; // Destroy the dynamics world delete mDynamicsWorld; } // Update the physics world (take a simulation step) void CollisionShapesScene::updatePhysics() { // Update the physics engine parameters mDynamicsWorld->setIsGratityEnabled(mEngineSettings.isGravityEnabled); rp3d::Vector3 gravity(mEngineSettings.gravity.x, mEngineSettings.gravity.y, mEngineSettings.gravity.z); mDynamicsWorld->setGravity(gravity); mDynamicsWorld->enableSleeping(mEngineSettings.isSleepingEnabled); mDynamicsWorld->setSleepLinearVelocity(mEngineSettings.sleepLinearVelocity); mDynamicsWorld->setSleepAngularVelocity(mEngineSettings.sleepAngularVelocity); mDynamicsWorld->setNbIterationsPositionSolver(mEngineSettings.nbPositionSolverIterations); mDynamicsWorld->setNbIterationsVelocitySolver(mEngineSettings.nbVelocitySolverIterations); mDynamicsWorld->setTimeBeforeSleep(mEngineSettings.timeBeforeSleep); // Take a simulation step mDynamicsWorld->update(mEngineSettings.timeStep); } // Take a step for the simulation void CollisionShapesScene::update() { // Update the position and orientation of the boxes for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) { // Update the transform used for the rendering (*it)->updateTransform(mInterpolationFactor); } // Update the position and orientation of the sphere for (std::vector<Sphere*>::iterator it = mSpheres.begin(); it != mSpheres.end(); ++it) { // Update the transform used for the rendering (*it)->updateTransform(mInterpolationFactor); } // Update the position and orientation of the cones for (std::vector<Cone*>::iterator it = mCones.begin(); it != mCones.end(); ++it) { // Update the transform used for the rendering (*it)->updateTransform(mInterpolationFactor); } // Update the position and orientation of the cylinders for (std::vector<Cylinder*>::iterator it = mCylinders.begin(); it != mCylinders.end(); ++it) { // Update the transform used for the rendering (*it)->updateTransform(mInterpolationFactor); } // Update the position and orientation of the capsules for (std::vector<Capsule*>::iterator it = mCapsules.begin(); it != mCapsules.end(); ++it) { // Update the transform used for the rendering (*it)->updateTransform(mInterpolationFactor); } // Update the position and orientation of the convex meshes for (std::vector<ConvexMesh*>::iterator it = mConvexMeshes.begin(); it != mConvexMeshes.end(); ++it) { // Update the transform used for the rendering (*it)->updateTransform(mInterpolationFactor); } // Update the position and orientation of the dumbbells for (std::vector<Dumbbell*>::iterator it = mDumbbells.begin(); it != mDumbbells.end(); ++it) { // Update the transform used for the rendering (*it)->updateTransform(mInterpolationFactor); } mFloor->updateTransform(mInterpolationFactor); } // Render the scene void CollisionShapesScene::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 openglframework::Matrix4 worldToCameraMatrix = mCamera.getTransformMatrix().getInverse(); // Bind the shader mPhongShader.bind(); // Set the variables of the shader mPhongShader.setMatrix4x4Uniform("projectionMatrix", mCamera.getProjectionMatrix()); mPhongShader.setVector3Uniform("light0PosCameraSpace", worldToCameraMatrix * mLight0.getOrigin()); mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f)); const Color& diffColLight0 = mLight0.getDiffuseColor(); const Color& specColLight0 = mLight0.getSpecularColor(); mPhongShader.setVector3Uniform("light0DiffuseColor", Vector3(diffColLight0.r, diffColLight0.g, diffColLight0.b)); mPhongShader.setVector3Uniform("light0SpecularColor", Vector3(specColLight0.r, specColLight0.g, specColLight0.b)); mPhongShader.setFloatUniform("shininess", 200.0f); // Render all the boxes of the scene for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) { (*it)->render(mPhongShader, worldToCameraMatrix); } // Render all the sphere of the scene for (std::vector<Sphere*>::iterator it = mSpheres.begin(); it != mSpheres.end(); ++it) { (*it)->render(mPhongShader, worldToCameraMatrix); } // Render all the cones of the scene for (std::vector<Cone*>::iterator it = mCones.begin(); it != mCones.end(); ++it) { (*it)->render(mPhongShader, worldToCameraMatrix); } // Render all the cylinders of the scene for (std::vector<Cylinder*>::iterator it = mCylinders.begin(); it != mCylinders.end(); ++it) { (*it)->render(mPhongShader, worldToCameraMatrix); } // Render all the capsules of the scene for (std::vector<Capsule*>::iterator it = mCapsules.begin(); it != mCapsules.end(); ++it) { (*it)->render(mPhongShader, worldToCameraMatrix); } // Render all the convex meshes of the scene for (std::vector<ConvexMesh*>::iterator it = mConvexMeshes.begin(); it != mConvexMeshes.end(); ++it) { (*it)->render(mPhongShader, worldToCameraMatrix); } // Render all the dumbbells of the scene for (std::vector<Dumbbell*>::iterator it = mDumbbells.begin(); it != mDumbbells.end(); ++it) { (*it)->render(mPhongShader, worldToCameraMatrix); } // Render the floor mFloor->render(mPhongShader, worldToCameraMatrix); // Unbind the shader mPhongShader.unbind(); } /// Reset the scene void CollisionShapesScene::reset() { float radius = 3.0f; for (int i=0; i<NB_COMPOUND_SHAPES; i++) { // Position float angle = i * 30.0f; openglframework::Vector3 position(radius * cos(angle), 100 + i * (DUMBBELL_HEIGHT + 0.3f), radius * sin(angle)); // Initial position and orientation of the rigid body rp3d::Vector3 initPosition(position.x, position.y, position.z); rp3d::Quaternion initOrientation = rp3d::Quaternion::identity(); rp3d::Transform transform(initPosition, initOrientation); // Reset the transform mDumbbells[i]->resetTransform(transform); } // Create all the boxes of the scene for (int i=0; i<NB_BOXES; i++) { // Position float angle = i * 30.0f; openglframework::Vector3 position(radius * cos(angle), 60 + i * (BOX_SIZE.y + 0.8f), radius * sin(angle)); // Initial position and orientation of the rigid body rp3d::Vector3 initPosition(position.x, position.y, position.z); rp3d::Quaternion initOrientation = rp3d::Quaternion::identity(); rp3d::Transform transform(initPosition, initOrientation); // Reset the transform mBoxes[i]->resetTransform(transform); } // Create all the spheres of the scene for (int i=0; i<NB_CUBES; i++) { // Position float angle = i * 35.0f; openglframework::Vector3 position(radius * cos(angle), 50 + i * (SPHERE_RADIUS + 0.8f), radius * sin(angle)); // Initial position and orientation of the rigid body rp3d::Vector3 initPosition(position.x, position.y, position.z); rp3d::Quaternion initOrientation = rp3d::Quaternion::identity(); rp3d::Transform transform(initPosition, initOrientation); // Reset the transform mSpheres[i]->resetTransform(transform); } // Create all the cones of the scene for (int i=0; i<NB_CONES; i++) { // Position float angle = i * 50.0f; openglframework::Vector3 position(radius * cos(angle), 35 + i * (CONE_HEIGHT + 0.3f), radius * sin(angle)); // Initial position and orientation of the rigid body rp3d::Vector3 initPosition(position.x, position.y, position.z); rp3d::Quaternion initOrientation = rp3d::Quaternion::identity(); rp3d::Transform transform(initPosition, initOrientation); // Reset the transform mCones[i]->resetTransform(transform); } // Create all the cylinders of the scene for (int i=0; i<NB_CYLINDERS; i++) { // Position float angle = i * 35.0f; openglframework::Vector3 position(radius * cos(angle), 25 + i * (CYLINDER_HEIGHT + 0.3f), radius * sin(angle)); // Initial position and orientation of the rigid body rp3d::Vector3 initPosition(position.x, position.y, position.z); rp3d::Quaternion initOrientation = rp3d::Quaternion::identity(); rp3d::Transform transform(initPosition, initOrientation); // Reset the transform mCylinders[i]->resetTransform(transform); } // Create all the capsules of the scene for (int i=0; i<NB_CAPSULES; i++) { // Position float angle = i * 45.0f; openglframework::Vector3 position(radius * cos(angle), 15 + i * (CAPSULE_HEIGHT + 0.3f), radius * sin(angle)); // Initial position and orientation of the rigid body rp3d::Vector3 initPosition(position.x, position.y, position.z); rp3d::Quaternion initOrientation = rp3d::Quaternion::identity(); rp3d::Transform transform(initPosition, initOrientation); // Reset the transform mCapsules[i]->resetTransform(transform); } // Create all the convex meshes of the scene for (int i=0; i<NB_MESHES; i++) { // Position float angle = i * 30.0f; openglframework::Vector3 position(radius * cos(angle), 5 + i * (CAPSULE_HEIGHT + 0.3f), radius * sin(angle)); // Initial position and orientation of the rigid body rp3d::Vector3 initPosition(position.x, position.y, position.z); rp3d::Quaternion initOrientation = rp3d::Quaternion::identity(); rp3d::Transform transform(initPosition, initOrientation); // Reset the transform mConvexMeshes[i]->resetTransform(transform); } }