/******************************************************************************** * 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 "HeightFieldScene.h" // Namespaces using namespace openglframework; using namespace heightfieldscene; // Constructor HeightFieldScene::HeightFieldScene(const std::string& name, EngineSettings& settings, reactphysics3d::PhysicsCommon& physicsCommon) : SceneDemo(name, settings, physicsCommon, true, SCENE_RADIUS) { mWorldSettings.gravity = rp3d::Vector3(settings.gravity.x, settings.gravity.y, settings.gravity.z); std::string meshFolderPath("meshes/"); // 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); mWorldSettings.worldName = name; } // Destructor HeightFieldScene::~HeightFieldScene() { destroyPhysicsWorld(); } // Create the physics world void HeightFieldScene::createPhysicsWorld() { // Gravity vector in the physics world mWorldSettings.gravity = rp3d::Vector3(mEngineSettings.gravity.x, mEngineSettings.gravity.y, mEngineSettings.gravity.z); // Create the physics world for the physics simulation rp3d::PhysicsWorld* physicsWorld = mPhysicsCommon.createPhysicsWorld(mWorldSettings); physicsWorld->setEventListener(this); mPhysicsWorld = physicsWorld; for (int i = 0; isetColor(mObjectColorDemo); dumbbell->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& capsuleMaterial = dumbbell->getCapsuleCollider()->getMaterial(); capsuleMaterial.setBounciness(rp3d::decimal(0.2)); rp3d::Material& sphere1Material = dumbbell->getSphere1Collider()->getMaterial(); sphere1Material.setBounciness(rp3d::decimal(0.2)); rp3d::Material& sphere2Material = dumbbell->getSphere2Collider()->getMaterial(); sphere2Material.setBounciness(rp3d::decimal(0.2)); // Add the mesh the list of dumbbells in the scene mDumbbells.push_back(dumbbell); mPhysicsObjects.push_back(dumbbell); } // Create all the boxes of the scene for (int i = 0; isetColor(mObjectColorDemo); box->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material = box->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the sphere the list of sphere in the scene mBoxes.push_back(box); mPhysicsObjects.push_back(box); } // Create all the spheres of the scene for (int i = 0; isetColor(mObjectColorDemo); sphere->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material = sphere->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the sphere the list of sphere in the scene mSpheres.push_back(sphere); mPhysicsObjects.push_back(sphere); } // Create all the capsules of the scene for (int i = 0; isetColor(mObjectColorDemo); capsule->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material = capsule->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the cylinder the list of sphere in the scene mCapsules.push_back(capsule); mPhysicsObjects.push_back(capsule); } // Create all the convex meshes of the scene for (int i = 0; isetColor(mObjectColorDemo); mesh->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material = mesh->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Add the mesh the list of sphere in the scene mConvexMeshes.push_back(mesh); mPhysicsObjects.push_back(mesh); } // ---------- Create the height field ---------- // // Create a convex mesh and a corresponding rigid in the physics world mHeightField = new HeightField(true, mPhysicsCommon, mPhysicsWorld); // Set the mesh as beeing static mHeightField->getRigidBody()->setType(rp3d::BodyType::STATIC); mPhysicsObjects.push_back(mHeightField); // Set the color mHeightField->setColor(mFloorColorDemo); mHeightField->setSleepingColor(mFloorColorDemo); // Change the material properties of the rigid body rp3d::Material& material = mHeightField->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); material.setFrictionCoefficient(0.1f); } // Initialize the bodies positions void HeightFieldScene::initBodiesPositions() { const float radius = 3.0f; for (uint i = 0; isetTransform(rp3d::Transform(position, rp3d::Quaternion::identity())); } // Create all the boxes of the scene for (uint i = 0; isetTransform(rp3d::Transform(position, rp3d::Quaternion::identity())); } // Create all the spheres of the scene for (uint i = 0; isetTransform(rp3d::Transform(position, rp3d::Quaternion::identity())); } // Create all the capsules of the scene for (uint i = 0; isetTransform(rp3d::Transform(position, rp3d::Quaternion::identity())); } // Create all the convex meshes of the scene for (uint i = 0; isetTransform(rp3d::Transform(position, rp3d::Quaternion::identity())); } mHeightField->setTransform(rp3d::Transform::identity()); } // Destroy the physics world void HeightFieldScene::destroyPhysicsWorld() { if (mPhysicsWorld != nullptr) { // Destroy all the physics objects of the scene for (std::vector::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) { // Destroy the object delete (*it); } mBoxes.clear(); mSpheres.clear(); mCapsules.clear(); mConvexMeshes.clear(); mDumbbells.clear(); mPhysicsObjects.clear(); // Destroy the physics world mPhysicsCommon.destroyPhysicsWorld(mPhysicsWorld); mPhysicsWorld = nullptr; } } // Reset the scene void HeightFieldScene::reset() { SceneDemo::reset(); destroyPhysicsWorld(); createPhysicsWorld(); initBodiesPositions(); }