/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010-2014 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 "Dumbbell.h" // Constructor Dumbbell::Dumbbell(const openglframework::Vector3 &position, reactphysics3d::DynamicsWorld* dynamicsWorld, const std::string& meshFolderPath) : openglframework::Mesh() { // Load the mesh from a file openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "dumbbell.obj", *this); // Calculate the normals of the mesh calculateNormals(); // Identity scaling matrix mScalingMatrix.setToIdentity(); // Initialize the position where the sphere will be rendered translateWorld(position); // Create a sphere collision shape for the two ends of the dumbbell // ReactPhysics3D will clone this object to create an internal one. Therefore, // it is OK if this object is destroyed right after calling RigidBody::addCollisionShape() const rp3d::decimal radiusSphere = rp3d::decimal(1.5); const rp3d::decimal massSphere = rp3d::decimal(2.0); const rp3d::SphereShape sphereCollisionShape(radiusSphere); // Create a cylinder collision shape for the middle of the dumbbell // ReactPhysics3D will clone this object to create an internal one. Therefore, // it is OK if this object is destroyed right after calling RigidBody::addCollisionShape() const rp3d::decimal radiusCylinder = rp3d::decimal(0.5); const rp3d::decimal heightCylinder = rp3d::decimal(8.0); const rp3d::decimal massCylinder = rp3d::decimal(1.0); const rp3d::CylinderShape cylinderCollisionShape(radiusCylinder, heightCylinder); // 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 transformBody(initPosition, initOrientation); // Initial transform of the first sphere collision shape of the dumbbell (in local-space) rp3d::Transform transformSphereShape1(rp3d::Vector3(0, 4.0, 0), rp3d::Quaternion::identity()); // Initial transform of the second sphere collision shape of the dumbell (in local-space) rp3d::Transform transformSphereShape2(rp3d::Vector3(0, -4.0, 0), rp3d::Quaternion::identity()); // Initial transform of the cylinder collision shape of the dumbell (in local-space) rp3d::Transform transformCylinderShape(rp3d::Vector3(0, 0, 0), rp3d::Quaternion::identity()); // Create a rigid body corresponding to the dumbbell in the dynamics world mRigidBody = dynamicsWorld->createRigidBody(transformBody); // Add the three collision shapes to the body and specify the mass and transform of the shapes mRigidBody->addCollisionShape(sphereCollisionShape, massSphere, transformSphereShape1); mRigidBody->addCollisionShape(sphereCollisionShape, massSphere, transformSphereShape2); mRigidBody->addCollisionShape(cylinderCollisionShape, massCylinder, transformCylinderShape); } // Destructor Dumbbell::~Dumbbell() { // Destroy the mesh destroy(); } // Render the sphere at the correct position and with the correct orientation void Dumbbell::render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) { // Bind the shader shader.bind(); // Set the model to camera matrix const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * mTransformMatrix; shader.setMatrix4x4Uniform("localToCameraMatrix", localToCameraMatrix); // Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the // model-view matrix) const openglframework::Matrix3 normalMatrix = localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose(); shader.setMatrix3x3Uniform("normalMatrix", normalMatrix); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); if (hasTexture()) { glEnableClientState(GL_TEXTURE_COORD_ARRAY); } glVertexPointer(3, GL_FLOAT, 0, getVerticesPointer()); glNormalPointer(GL_FLOAT, 0, getNormalsPointer()); if(hasTexture()) { glTexCoordPointer(2, GL_FLOAT, 0, getUVTextureCoordinatesPointer()); } // For each part of the mesh for (unsigned int i=0; igetInterpolatedTransform(); // Compute the transform used for rendering the sphere float matrix[16]; transform.getOpenGLMatrix(matrix); openglframework::Matrix4 newMatrix(matrix[0], matrix[4], matrix[8], matrix[12], matrix[1], matrix[5], matrix[9], matrix[13], matrix[2], matrix[6], matrix[10], matrix[14], matrix[3], matrix[7], matrix[11], matrix[15]); // Apply the scaling matrix to have the correct sphere dimensions mTransformMatrix = newMatrix * mScalingMatrix; }