/******************************************************************************** * 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 "ConvexMesh.h" #include <unordered_set> // Constructor ConvexMesh::ConvexMesh(bool createRigidBody, rp3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld, const std::string& meshPath) : PhysicsObject(physicsCommon, meshPath), mVBOVertices(GL_ARRAY_BUFFER), mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER), mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) { // Compute the scaling matrix mScalingMatrix = openglframework::Matrix4::identity(); // Polygon faces descriptions for the polyhedron mPolygonFaces = new rp3d::PolygonVertexArray::PolygonFace[getNbFaces(0)]; rp3d::PolygonVertexArray::PolygonFace* face = mPolygonFaces; for (uint f=0; f < getNbFaces(0); f++) { for (int v = 0; v < 3; v++) { const openglframework::Vector3 vertex = mVertices[mIndices[0][f*3 + v]]; int vIndex = findVertexIndex(mConvexMeshVertices, vertex); if (vIndex == -1) { vIndex = mConvexMeshVertices.size(); mConvexMeshVertices.push_back(vertex); } mConvexMeshIndices.push_back(vIndex); } face->indexBase = f * 3; face->nbVertices = 3; face++; } // Create the polygon vertex array mPolygonVertexArray = new rp3d::PolygonVertexArray(mConvexMeshVertices.size(), &(mConvexMeshVertices[0]), sizeof(openglframework::Vector3), &(mConvexMeshIndices[0]), sizeof(int), getNbFaces(0), mPolygonFaces, rp3d::PolygonVertexArray::VertexDataType::VERTEX_FLOAT_TYPE, rp3d::PolygonVertexArray::IndexDataType::INDEX_INTEGER_TYPE); // Create the polyhedron mesh mPolyhedronMesh = mPhysicsCommon.createPolyhedronMesh(mPolygonVertexArray); // Create the collision shape for the rigid body (convex mesh shape) and do // not forget to delete it at the end mConvexShape = mPhysicsCommon.createConvexMeshShape(mPolyhedronMesh); mPreviousTransform = rp3d::Transform::identity(); // Create a rigid body corresponding to the sphere in the physics world if (createRigidBody) { rp3d::RigidBody* body = physicsWorld->createRigidBody(mPreviousTransform); mCollider = body->addCollider(mConvexShape, rp3d::Transform::identity()); body->updateMassPropertiesFromColliders(); mBody = body; } else { mBody = physicsWorld->createCollisionBody(mPreviousTransform); mCollider = mBody->addCollider(mConvexShape, rp3d::Transform::identity()); } // Create the VBOs and VAO createVBOAndVAO(); mTransformMatrix = mTransformMatrix * mScalingMatrix; } // Destructor ConvexMesh::~ConvexMesh() { // Destroy the mesh destroy(); // Destroy the VBOs and VAO mVBOIndices.destroy(); mVBOVertices.destroy(); mVBONormals.destroy(); mVBOTextureCoords.destroy(); mVAO.destroy(); mPhysicsCommon.destroyConvexMeshShape(mConvexShape); mPhysicsCommon.destroyPolyhedronMesh(mPolyhedronMesh); delete mPolygonVertexArray; delete[] mPolygonFaces; } // Render the sphere at the correct position and with the correct orientation void ConvexMesh::render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) { // Bind the shader shader.bind(); // Set the model to camera matrix shader.setMatrix4x4Uniform("localToWorldMatrix", mTransformMatrix); shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix); // Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the // model-view matrix) const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * mTransformMatrix; const openglframework::Matrix3 normalMatrix = localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose(); shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false); // Set the vertex color rp3d::RigidBody* rigidBody = dynamic_cast<rp3d::RigidBody*>(mBody); openglframework::Color currentColor = rigidBody != nullptr && rigidBody->isSleeping() ? mSleepingColor : mColor; openglframework::Vector4 color(currentColor.r, currentColor.g, currentColor.b, currentColor.a); shader.setVector4Uniform("globalVertexColor", color, false); // Bind the VAO mVAO.bind(); mVBOVertices.bind(); // Get the location of shader attribute variables GLint vertexPositionLoc = shader.getAttribLocation("vertexPosition"); GLint vertexNormalLoc = shader.getAttribLocation("vertexNormal", false); glEnableVertexAttribArray(vertexPositionLoc); glVertexAttribPointer(vertexPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)nullptr); mVBONormals.bind(); if (vertexNormalLoc != -1) glVertexAttribPointer(vertexNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)nullptr); if (vertexNormalLoc != -1) glEnableVertexAttribArray(vertexNormalLoc); // For each part of the mesh for (unsigned int i=0; i<getNbParts(); i++) { glDrawElements(GL_TRIANGLES, getNbFaces(i) * 3, GL_UNSIGNED_INT, (char*)nullptr); } glDisableVertexAttribArray(vertexPositionLoc); if (vertexNormalLoc != -1) glDisableVertexAttribArray(vertexNormalLoc); mVBONormals.unbind(); mVBOVertices.unbind(); // Unbind the VAO mVAO.unbind(); // Unbind the shader shader.unbind(); } // Create the Vertex Buffer Objects used to render with OpenGL. /// We create two VBOs (one for vertices and one for indices) void ConvexMesh::createVBOAndVAO() { // Create the VBO for the vertices data mVBOVertices.create(); mVBOVertices.bind(); size_t sizeVertices = mVertices.size() * sizeof(openglframework::Vector3); mVBOVertices.copyDataIntoVBO(sizeVertices, getVerticesPointer(), GL_STATIC_DRAW); mVBOVertices.unbind(); // Create the VBO for the normals data mVBONormals.create(); mVBONormals.bind(); size_t sizeNormals = mNormals.size() * sizeof(openglframework::Vector3); mVBONormals.copyDataIntoVBO(sizeNormals, getNormalsPointer(), GL_STATIC_DRAW); mVBONormals.unbind(); if (hasTexture()) { // Create the VBO for the texture co data mVBOTextureCoords.create(); mVBOTextureCoords.bind(); size_t sizeTextureCoords = mUVs.size() * sizeof(openglframework::Vector2); mVBOTextureCoords.copyDataIntoVBO(sizeTextureCoords, getUVTextureCoordinatesPointer(), GL_STATIC_DRAW); mVBOTextureCoords.unbind(); } // Create th VBO for the indices data mVBOIndices.create(); mVBOIndices.bind(); size_t sizeIndices = mIndices[0].size() * sizeof(unsigned int); mVBOIndices.copyDataIntoVBO(sizeIndices, getIndicesPointer(), GL_STATIC_DRAW); mVBOIndices.unbind(); // Create the VAO for both VBOs mVAO.create(); mVAO.bind(); // Bind the VBO of vertices mVBOVertices.bind(); // Bind the VBO of normals mVBONormals.bind(); if (hasTexture()) { // Bind the VBO of texture coords mVBOTextureCoords.bind(); } // Bind the VBO of indices mVBOIndices.bind(); // Unbind the VAO mVAO.unbind(); } // Return the index of a given vertex in the mesh int ConvexMesh::findVertexIndex(const std::vector<openglframework::Vector3>& vertices, const openglframework::Vector3& vertex) { for (int i = 0; i < vertices.size(); i++) { if (vertices[i] == vertex) { return i; } } return -1; }