/******************************************************************************** * 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 "CollisionShapesScene.h" // Namespaces using namespace openglframework; using namespace collisionshapesscene; // Constructor CollisionShapesScene::CollisionShapesScene(const std::string& name, EngineSettings& settings) : SceneDemo(name, settings, true, SCENE_RADIUS) { 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); // Gravity vector in the physics world rp3d::Vector3 gravity(0, -9.81f, 0); rp3d::PhysicsWorld::WorldSettings worldSettings; worldSettings.worldName = name; // Create the physics world for the physics simulation rp3d::PhysicsWorld* physicsWorld = mPhysicsCommon.createPhysicsWorld(worldSettings); 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; igetCollider()->getMaterial().setRollingResistance(rp3d::decimal(0.08)); // Set the box color sphere->setColor(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; igetCollider()->getMaterial().setRollingResistance(rp3d::decimal(0.08f)); // Set the box color capsule->setColor(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 floor --------- mFloor = new Box(true, FLOOR_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath); mPhysicsObjects.push_back(mFloor); // Set the box color mFloor->setColor(mFloorColorDemo); mFloor->setSleepingColor(mFloorColorDemo); // The floor must be a static rigid body mFloor->getRigidBody()->setType(rp3d::BodyType::STATIC); // Change the material properties of the rigid body rp3d::Material& material = mFloor->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); // Get the physics engine parameters mEngineSettings.isGravityEnabled = mPhysicsWorld->isGravityEnabled(); rp3d::Vector3 gravityVector = mPhysicsWorld->getGravity(); mEngineSettings.gravity = openglframework::Vector3(gravityVector.x, gravityVector.y, gravityVector.z); mEngineSettings.isSleepingEnabled = mPhysicsWorld->isSleepingEnabled(); mEngineSettings.sleepLinearVelocity = mPhysicsWorld->getSleepLinearVelocity(); mEngineSettings.sleepAngularVelocity = mPhysicsWorld->getSleepAngularVelocity(); mEngineSettings.nbPositionSolverIterations = mPhysicsWorld->getNbIterationsPositionSolver(); mEngineSettings.nbVelocitySolverIterations = mPhysicsWorld->getNbIterationsVelocitySolver(); mEngineSettings.timeBeforeSleep = mPhysicsWorld->getTimeBeforeSleep(); } // Destructor CollisionShapesScene::~CollisionShapesScene() { // Destroy all the physics objects of the scene for (std::vector::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) { // Destroy the corresponding rigid body from the physics world mPhysicsWorld->destroyRigidBody((*it)->getRigidBody()); // Destroy the object delete (*it); } // Destroy the physics world mPhysicsCommon.destroyPhysicsWorld(static_cast(mPhysicsWorld)); } /// Reset the scene void CollisionShapesScene::reset() { SceneDemo::reset(); 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())); } // ---------- Create the triangular mesh ---------- // mFloor->setTransform(rp3d::Transform::identity()); }