/******************************************************************************** * 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. * * * ********************************************************************************/ #ifndef RAYCAST_SCENE_H #define RAYCAST_SCENE_H // Libraries #define _USE_MATH_DEFINES #include #include "openglframework.h" #include "reactphysics3d.h" #include "Scene.h" #include "Sphere.h" #include "Box.h" #include "Cone.h" #include "Cylinder.h" #include "Capsule.h" #include "Line.h" #include "ConvexMesh.h" #include "Dumbbell.h" #include "VisualContactPoint.h" #include "../common/Viewer.h" namespace raycastscene { // Constants const openglframework::Vector3 BOX_SIZE(4, 2, 1); const float SPHERE_RADIUS = 3.0f; const float CONE_RADIUS = 3.0f; const float CONE_HEIGHT = 5.0f; const float CYLINDER_RADIUS = 3.0f; const float CYLINDER_HEIGHT = 5.0f; const float CAPSULE_RADIUS = 3.0f; const float CAPSULE_HEIGHT = 5.0f; const float DUMBBELL_HEIGHT = 5.0f; const int NB_RAYS = 100; const float RAY_LENGTH = 30.0f; const int NB_BODIES = 7; // Raycast manager class RaycastManager : public rp3d::RaycastCallback { private: /// All the visual contact points std::vector mHitPoints; /// All the normals at hit points std::vector mNormals; public: virtual rp3d::decimal notifyRaycastHit(const rp3d::RaycastInfo& raycastInfo) { rp3d::Vector3 hitPos = raycastInfo.worldPoint; openglframework::Vector3 position(hitPos.x, hitPos.y, hitPos.z); VisualContactPoint* point = new VisualContactPoint(position); mHitPoints.push_back(point); // Create a line to display the normal at hit point rp3d::Vector3 n = raycastInfo.worldNormal; openglframework::Vector3 normal(n.x, n.y, n.z); Line* normalLine = new Line(position, position + normal); mNormals.push_back(normalLine); return raycastInfo.hitFraction; } void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix, bool showNormals) { // Render all the raycast hit points for (std::vector::iterator it = mHitPoints.begin(); it != mHitPoints.end(); ++it) { (*it)->render(shader, worldToCameraMatrix); } if (showNormals) { // Render all the normals at hit points for (std::vector::iterator it = mNormals.begin(); it != mNormals.end(); ++it) { (*it)->render(shader, worldToCameraMatrix); } } } void resetPoints() { // Destroy all the visual contact points for (std::vector::iterator it = mHitPoints.begin(); it != mHitPoints.end(); ++it) { delete (*it); } mHitPoints.clear(); // Destroy all the normals for (std::vector::iterator it = mNormals.begin(); it != mNormals.end(); ++it) { delete (*it); } mNormals.clear(); } }; // Class RaycastScene class RaycastScene : public Scene { private : // -------------------- Attributes -------------------- // /// Raycast manager RaycastManager mRaycastManager; /// Light 0 openglframework::Light mLight0; /// Phong shader openglframework::Shader mPhongShader; /// All the raycast lines std::vector mLines; /// Current body index int mCurrentBodyIndex; /// True if the hit points normals are displayed bool mAreNormalsDisplayed; /// Raycast manager /// All objects on the scene Box* mBox; Sphere* mSphere; Cone* mCone; Cylinder* mCylinder; Capsule* mCapsule; ConvexMesh* mConvexMesh; Dumbbell* mDumbbell; /// Collision world used for the physics simulation rp3d::CollisionWorld* mCollisionWorld; /// Create the raycast lines void createLines(); public: // -------------------- Methods -------------------- // /// Constructor RaycastScene(const std::string& name); /// Destructor virtual ~RaycastScene(); /// Take a step for the simulation virtual void update(); /// Render the scene virtual void render(); /// Reset the scene virtual void reset(); /// Change the body to raycast void changeBody(); /// Display or not the surface normals at hit points void showHideNormals(); }; // Display or not the surface normals at hit points inline void RaycastScene::showHideNormals() { mAreNormalsDisplayed = !mAreNormalsDisplayed; } } #endif