/******************************************************************************** * 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 "CollisionDetectionScene.h" // Namespaces using namespace openglframework; using namespace collisiondetectionscene; // Constructor CollisionDetectionScene::CollisionDetectionScene(const std::string& name) : SceneDemo(name, SCENE_RADIUS, false), mMeshFolderPath("meshes/"), mContactManager(mPhongShader, mMeshFolderPath), mAreNormalsDisplayed(false), mVBOVertices(GL_ARRAY_BUFFER) { mSelectedShapeIndex = 0; mIsContactPointsDisplayed = true; mIsWireframeEnabled = true; // Compute the radius and the center of the scene openglframework::Vector3 center(0, 0, 0); // Set the center of the scene setScenePosition(center, SCENE_RADIUS); // Create the dynamics world for the physics simulation mCollisionWorld = new rp3d::CollisionWorld(); // ---------- Sphere 1 ---------- // openglframework::Vector3 position1(0, 0, 0); // Create a sphere and a corresponding collision body in the dynamics world mSphere1 = new Sphere(6, position1, mCollisionWorld, mMeshFolderPath); mAllShapes.push_back(mSphere1); // Set the color mSphere1->setColor(mGreyColorDemo); mSphere1->setSleepingColor(mRedColorDemo); // ---------- Sphere 2 ---------- // openglframework::Vector3 position2(4, 0, 0); // Create a sphere and a corresponding collision body in the dynamics world mSphere2 = new Sphere(4, position2, mCollisionWorld, mMeshFolderPath); mAllShapes.push_back(mSphere2); // Set the color mSphere2->setColor(mGreyColorDemo); mSphere2->setSleepingColor(mRedColorDemo); // ---------- Cone ---------- // //openglframework::Vector3 position4(0, 0, 0); // Create a cone and a corresponding collision body in the dynamics world //mCone = new Cone(CONE_RADIUS, CONE_HEIGHT, position4, mCollisionWorld, // mMeshFolderPath); // Set the color //mCone->setColor(mGreyColorDemo); //mCone->setSleepingColor(mRedColorDemo); // ---------- Cylinder ---------- // //openglframework::Vector3 position5(0, 0, 0); // Create a cylinder and a corresponding collision body in the dynamics world //mCylinder = new Cylinder(CYLINDER_RADIUS, CYLINDER_HEIGHT, position5, // mCollisionWorld, mMeshFolderPath); // Set the color //mCylinder->setColor(mGreyColorDemo); //mCylinder->setSleepingColor(mRedColorDemo); // ---------- Capsule ---------- // //openglframework::Vector3 position6(0, 0, 0); // Create a cylinder and a corresponding collision body in the dynamics world //mCapsule = new Capsule(CAPSULE_RADIUS, CAPSULE_HEIGHT, position6 , // mCollisionWorld, mMeshFolderPath); // Set the color //mCapsule->setColor(mGreyColorDemo); //mCapsule->setSleepingColor(mRedColorDemo); // ---------- Convex Mesh ---------- // //openglframework::Vector3 position7(0, 0, 0); // Create a convex mesh and a corresponding collision body in the dynamics world //mConvexMesh = new ConvexMesh(position7, mCollisionWorld, mMeshFolderPath + "convexmesh.obj"); // Set the color //mConvexMesh->setColor(mGreyColorDemo); //mConvexMesh->setSleepingColor(mRedColorDemo); // ---------- Concave Mesh ---------- // //openglframework::Vector3 position8(0, 0, 0); // Create a convex mesh and a corresponding collision body in the dynamics world //mConcaveMesh = new ConcaveMesh(position8, mCollisionWorld, mMeshFolderPath + "city.obj"); // Set the color //mConcaveMesh->setColor(mGreyColorDemo); //mConcaveMesh->setSleepingColor(mRedColorDemo); // ---------- Heightfield ---------- // //openglframework::Vector3 position9(0, 0, 0); // Create a convex mesh and a corresponding collision body in the dynamics world //mHeightField = new HeightField(position9, mCollisionWorld); // Set the color //mHeightField->setColor(mGreyColorDemo); //mHeightField->setSleepingColor(mRedColorDemo); // Create the VBO and VAO to render the lines createVBOAndVAO(mPhongShader); mAllShapes[mSelectedShapeIndex]->setColor(mBlueColorDemo); } // Reset the scene void CollisionDetectionScene::reset() { } // Destructor CollisionDetectionScene::~CollisionDetectionScene() { // Destroy the shader mPhongShader.destroy(); // Destroy the box rigid body from the dynamics world //mCollisionWorld->destroyCollisionBody(mBox->getCollisionBody()); //delete mBox; // Destroy the spheres mCollisionWorld->destroyCollisionBody(mSphere1->getCollisionBody()); delete mSphere1; mCollisionWorld->destroyCollisionBody(mSphere2->getCollisionBody()); delete mSphere2; /* // Destroy the corresponding rigid body from the dynamics world mCollisionWorld->destroyCollisionBody(mCone->getCollisionBody()); delete mCone; // Destroy the corresponding rigid body from the dynamics world mCollisionWorld->destroyCollisionBody(mCylinder->getCollisionBody()); // Destroy the sphere delete mCylinder; // Destroy the corresponding rigid body from the dynamics world mCollisionWorld->destroyCollisionBody(mCapsule->getCollisionBody()); // Destroy the sphere delete mCapsule; // Destroy the corresponding rigid body from the dynamics world mCollisionWorld->destroyCollisionBody(mConvexMesh->getCollisionBody()); // Destroy the convex mesh delete mConvexMesh; // Destroy the corresponding rigid body from the dynamics world mCollisionWorld->destroyCollisionBody(mDumbbell->getCollisionBody()); // Destroy the dumbbell delete mDumbbell; // Destroy the corresponding rigid body from the dynamics world mCollisionWorld->destroyCollisionBody(mConcaveMesh->getCollisionBody()); // Destroy the convex mesh delete mConcaveMesh; // Destroy the corresponding rigid body from the dynamics world mCollisionWorld->destroyCollisionBody(mHeightField->getCollisionBody()); // Destroy the convex mesh delete mHeightField; */ mContactManager.resetPoints(); // Destroy the static data for the visual contact points VisualContactPoint::destroyStaticData(); // Destroy the collision world delete mCollisionWorld; // Destroy the VBOs and VAO mVBOVertices.destroy(); mVAO.destroy(); } // Update the physics world (take a simulation step) void CollisionDetectionScene::updatePhysics() { } // Take a step for the simulation void CollisionDetectionScene::update() { mContactManager.resetPoints(); mCollisionWorld->testCollision(&mContactManager); SceneDemo::update(); } // Render the scene void CollisionDetectionScene::renderSinglePass(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) { /* // Bind the VAO mVAO.bind(); // Bind the shader shader.bind(); mVBOVertices.bind(); // Set the model to camera matrix const Matrix4 localToCameraMatrix = Matrix4::identity(); shader.setMatrix4x4Uniform("localToWorldMatrix", localToCameraMatrix); shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix); // 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, false); // Set the vertex color openglframework::Vector4 color(1, 0, 0, 1); shader.setVector4Uniform("vertexColor", color, false); // Get the location of shader attribute variables GLint vertexPositionLoc = shader.getAttribLocation("vertexPosition"); glEnableVertexAttribArray(vertexPositionLoc); glVertexAttribPointer(vertexPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL); // Draw the lines glDrawArrays(GL_LINES, 0, NB_RAYS); glDisableVertexAttribArray(vertexPositionLoc); mVBOVertices.unbind(); // Unbind the VAO mVAO.unbind(); shader.unbind(); */ // Render the shapes if (mSphere1->getCollisionBody()->isActive()) mSphere1->render(shader, worldToCameraMatrix, mIsWireframeEnabled); if (mSphere2->getCollisionBody()->isActive()) mSphere2->render(shader, worldToCameraMatrix, mIsWireframeEnabled); /* if (mBox->getCollisionBody()->isActive()) mBox->render(shader, worldToCameraMatrix); if (mCone->getCollisionBody()->isActive()) mCone->render(shader, worldToCameraMatrix); if (mCylinder->getCollisionBody()->isActive()) mCylinder->render(shader, worldToCameraMatrix); if (mCapsule->getCollisionBody()->isActive()) mCapsule->render(shader, worldToCameraMatrix); if (mConvexMesh->getCollisionBody()->isActive()) mConvexMesh->render(shader, worldToCameraMatrix); if (mDumbbell->getCollisionBody()->isActive()) mDumbbell->render(shader, worldToCameraMatrix); if (mConcaveMesh->getCollisionBody()->isActive()) mConcaveMesh->render(shader, worldToCameraMatrix); if (mHeightField->getCollisionBody()->isActive()) mHeightField->render(shader, worldToCameraMatrix); */ shader.unbind(); } // Create the Vertex Buffer Objects used to render with OpenGL. /// We create two VBOs (one for vertices and one for indices) void CollisionDetectionScene::createVBOAndVAO(openglframework::Shader& shader) { // Bind the shader shader.bind(); // Create the VBO for the vertices data mVBOVertices.create(); mVBOVertices.bind(); size_t sizeVertices = mLinePoints.size() * sizeof(openglframework::Vector3); mVBOVertices.copyDataIntoVBO(sizeVertices, &mLinePoints[0], GL_STATIC_DRAW); mVBOVertices.unbind(); // Create the VAO for both VBOs mVAO.create(); mVAO.bind(); // Bind the VBO of vertices mVBOVertices.bind(); // Unbind the VAO mVAO.unbind(); // Unbind the shader shader.unbind(); } void CollisionDetectionScene::selectNextShape() { int previousIndex = mSelectedShapeIndex; mSelectedShapeIndex++; if (mSelectedShapeIndex >= mAllShapes.size()) { mSelectedShapeIndex = 0; } mAllShapes[previousIndex]->setColor(mGreyColorDemo); mAllShapes[mSelectedShapeIndex]->setColor(mBlueColorDemo); } // Called when a keyboard event occurs bool CollisionDetectionScene::keyboardEvent(int key, int scancode, int action, int mods) { // If the space key has been pressed if (key == GLFW_KEY_SPACE && action == GLFW_PRESS) { selectNextShape(); return true; } float stepDist = 0.5f; float stepAngle = 20 * (3.14f / 180.0f); if (key == GLFW_KEY_RIGHT && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setPosition(transform.getPosition() + rp3d::Vector3(stepDist, 0, 0)); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_LEFT && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setPosition(transform.getPosition() + rp3d::Vector3(-stepDist, 0, 0)); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_UP && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setPosition(transform.getPosition() + rp3d::Vector3(0, stepDist, 0)); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_DOWN && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setPosition(transform.getPosition() + rp3d::Vector3(0, -stepDist, 0)); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_Z && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setPosition(transform.getPosition() + rp3d::Vector3(0, 0, stepDist)); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_H && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setPosition(transform.getPosition() + rp3d::Vector3(0, 0, -stepDist)); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_A && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setOrientation(rp3d::Quaternion(0, stepAngle, 0) * transform.getOrientation()); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_D && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setOrientation(rp3d::Quaternion(0, -stepAngle, 0) * transform.getOrientation()); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_W && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setOrientation(rp3d::Quaternion(stepAngle, 0, 0) * transform.getOrientation()); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_S && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setOrientation(rp3d::Quaternion(-stepAngle, 0, 0) * transform.getOrientation()); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_F && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setOrientation(rp3d::Quaternion(0, 0, stepAngle) * transform.getOrientation()); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } else if (key == GLFW_KEY_G && action == GLFW_PRESS) { rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform(); transform.setOrientation(rp3d::Quaternion(0, 0, -stepAngle) * transform.getOrientation()); mAllShapes[mSelectedShapeIndex]->setTransform(transform); } return false; }