/******************************************************************************** * 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 "BallAndSocketJointScene.h" #include // Namespaces using namespace openglframework; using namespace ballandsocketjointscene; // Constructor BallAndSocketJointScene::BallAndSocketJointScene(const std::string& name, EngineSettings& settings) : SceneDemo(name, settings, true, 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 physics world rp3d::Vector3 gravity(0, rp3d::decimal(-9.81), 0); rp3d::PhysicsWorld::WorldSettings worldSettings; worldSettings.worldName = name; // Logger rp3d::DefaultLogger* defaultLogger = mPhysicsCommon.createDefaultLogger(); uint logLevel = static_cast(rp3d::Logger::Level::Information) | static_cast(rp3d::Logger::Level::Warning) | static_cast(rp3d::Logger::Level::Error); defaultLogger->addFileDestination("rp3d_log_" + name + ".html", logLevel, rp3d::DefaultLogger::Format::HTML); mPhysicsCommon.setLogger(defaultLogger); // Create the physics world for the physics simulation rp3d::PhysicsWorld* physicsWorld = mPhysicsCommon.createPhysicsWorld(worldSettings); physicsWorld->setEventListener(this); mPhysicsWorld = physicsWorld; // Create the Ball-and-Socket joint createBallAndSocketJoint(); // 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 BallAndSocketJointScene::~BallAndSocketJointScene() { // Destroy the joints mPhysicsWorld->destroyJoint(mJoint); // Destroy all the rigid bodies of the scene mPhysicsWorld->destroyRigidBody(mBox1->getRigidBody()); mPhysicsWorld->destroyRigidBody(mBox2->getRigidBody()); delete mBox1; delete mBox2; // Destroy the physics world mPhysicsCommon.destroyPhysicsWorld(mPhysicsWorld); } // Reset the scene void BallAndSocketJointScene::reset() { SceneDemo::reset(); mBox1->setTransform(rp3d::Transform(rp3d::Vector3(0, 8, 0), rp3d::Quaternion::identity())); mBox2->setTransform(rp3d::Transform(rp3d::Vector3(0, 0, 0), rp3d::Quaternion::identity())); } // Create the boxes and joints for the Ball-and-Socket joint example void BallAndSocketJointScene::createBallAndSocketJoint() { // --------------- Create the box 1 --------------- // mBox1 = new Box(true, Vector3(4, 4, 4) , mPhysicsCommon, mPhysicsWorld, mMeshFolderPath); mBox1->setTransform(rp3d::Transform(rp3d::Vector3(0, 8, 0), rp3d::Quaternion::identity())); // Set the box color mBox1->setColor(mObjectColorDemo); mBox1->setSleepingColor(mSleepingColorDemo); mBox1->getRigidBody()->setType(rp3d::BodyType::STATIC); mPhysicsObjects.push_back(mBox1); // --------------- Create the box 2 --------------- // mBox2 = new Box(true, Vector3(4, 8, 4), mPhysicsCommon, mPhysicsWorld, mMeshFolderPath); mBox2->setTransform(rp3d::Transform(rp3d::Vector3(0, 0, 0), rp3d::Quaternion::identity())); // Set the box color mBox2->setColor(mObjectColorDemo); mBox2->setSleepingColor(mSleepingColorDemo); mPhysicsObjects.push_back(mBox2); // --------------- Create the joint --------------- // // Create the joint info object rp3d::RigidBody* body1 = mBox1->getRigidBody(); rp3d::RigidBody* body2 = mBox2->getRigidBody(); rp3d::Vector3 body1Position = body1->getTransform().getPosition(); rp3d::Vector3 body2Position = body2->getTransform().getPosition(); const rp3d::Vector3 anchorPointWorldSpace = 0.5 * (body1Position + body2Position); rp3d::BallAndSocketJointInfo jointInfo(body1, body2, anchorPointWorldSpace); jointInfo.isCollisionEnabled = false; // Create the joint in the physics world mJoint = dynamic_cast(mPhysicsWorld->createJoint(jointInfo)); mJoint->setConeLimitLocalAxisBody1(rp3d::Vector3(0, 1, 0)); mJoint->setConeLimitLocalAxisBody2(rp3d::Vector3(0, 1, 0)); mJoint->setConeLimitHalfAngle(45.0 * rp3d::PI_RP3D / 180.0); mJoint->enableConeLimit(true); } // Update the scene void BallAndSocketJointScene::update() { SceneDemo::update(); }