/******************************************************************************** * 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 "CubeStackScene.h" // Namespaces using namespace openglframework; using namespace cubestackscene; // Constructor CubeStackScene::CubeStackScene(const std::string& name, EngineSettings& settings) : SceneDemo(name, settings, SCENE_RADIUS) { // 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); // Gravity vector in the dynamics world rp3d::Vector3 gravity(0, rp3d::decimal(-9.81), 0); // Create the dynamics world for the physics simulation mPhysicsWorld = new rp3d::DynamicsWorld(gravity); #ifdef IS_PROFILING_ACTIVE mPhysicsWorld->setProfilerName(name + "_profiler"); #endif // Create all the cubes of the scene for (int i=1; i<=NB_FLOORS; i++) { for (int j=0; jsetColor(mDemoColors[i % mNbDemoColors]); cube->setSleepingColor(mRedColorDemo); // Change the material properties of the rigid body rp3d::Material& material = cube->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.4)); // Add the box the list of box in the scene mBoxes.push_back(cube); mPhysicsObjects.push_back(cube); } } // ------------------------- FLOOR ----------------------- // // Create the floor mFloor = new Box(FLOOR_SIZE, FLOOR_MASS, getDynamicsWorld(), mMeshFolderPath); mFloor->setColor(mGreyColorDemo); mFloor->setSleepingColor(mGreyColorDemo); // The floor must be a static rigid body mFloor->getRigidBody()->setType(rp3d::BodyType::STATIC); mPhysicsObjects.push_back(mFloor); // Get the physics engine parameters mEngineSettings.isGravityEnabled = getDynamicsWorld()->isGravityEnabled(); rp3d::Vector3 gravityVector = getDynamicsWorld()->getGravity(); mEngineSettings.gravity = openglframework::Vector3(gravityVector.x, gravityVector.y, gravityVector.z); mEngineSettings.isSleepingEnabled = getDynamicsWorld()->isSleepingEnabled(); mEngineSettings.sleepLinearVelocity = getDynamicsWorld()->getSleepLinearVelocity(); mEngineSettings.sleepAngularVelocity = getDynamicsWorld()->getSleepAngularVelocity(); mEngineSettings.nbPositionSolverIterations = getDynamicsWorld()->getNbIterationsPositionSolver(); mEngineSettings.nbVelocitySolverIterations = getDynamicsWorld()->getNbIterationsVelocitySolver(); mEngineSettings.timeBeforeSleep = getDynamicsWorld()->getTimeBeforeSleep(); } // Destructor CubeStackScene::~CubeStackScene() { // Destroy all the cubes of the scene for (std::vector::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) { // Destroy the corresponding rigid body from the dynamics world getDynamicsWorld()->destroyRigidBody((*it)->getRigidBody()); // Destroy the cube delete (*it); } // Destroy the rigid body of the floor getDynamicsWorld()->destroyRigidBody(mFloor->getRigidBody()); // Destroy the floor delete mFloor; // Destroy the dynamics world delete getDynamicsWorld(); } // Reset the scene void CubeStackScene::reset() { int index = 0; for (int i=NB_FLOORS; i > 0; i--) { for (int j=0; jsetTransform(rp3d::Transform(position, rp3d::Quaternion::identity())); index++; } } mFloor->setTransform(rp3d::Transform(rp3d::Vector3::zero(), rp3d::Quaternion::identity())); }