/******************************************************************************** * 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 "BallAndSocketJointsNetScene.h" #include // Namespaces using namespace openglframework; using namespace ballandsocketjointsnetscene; // Constructor BallAndSocketJointsNetScene::BallAndSocketJointsNetScene(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, 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 all the spheres of the scene for (int i=0; isetColor(mObjectColorDemo); sphere->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material = sphere->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.0)); // Add the sphere the list of sphere in the scene mNetSpheres[i][j] = sphere; mPhysicsObjects.push_back(sphere); } } // Set the position of the spheres before the joints creation reset(); // Create the Ball-and-Socket joints createJoints(); // Create the main sphere mMainSphere = new Sphere(true, 7, mPhysicsCommon, mPhysicsWorld, meshFolderPath); mMainSphere->setColor(mObjectColorDemo); mMainSphere->setSleepingColor(mSleepingColorDemo); rp3d::Vector3 initPosition(0, 0, 0); rp3d::Quaternion initOrientation = rp3d::Quaternion::identity(); rp3d::Transform transform(initPosition, initOrientation); mMainSphere->setTransform(transform); mMainSphere->getRigidBody()->setType(rp3d::BodyType::STATIC); rp3d::Material& material = mMainSphere->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.0)); mPhysicsObjects.push_back(mMainSphere); // 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 BallAndSocketJointsNetScene::~BallAndSocketJointsNetScene() { // Destroy the joints for (uint i=0; i < mBallAndSocketJoints.size(); i++) { mPhysicsWorld->destroyJoint(mBallAndSocketJoints[i]); } // Destroy all the rigid bodies of the scene for (int i=0; idestroyRigidBody(mNetSpheres[i][j]->getRigidBody()); } } mPhysicsWorld->destroyRigidBody(mMainSphere->getRigidBody()); // Destroy the physics world mPhysicsCommon.destroyPhysicsWorld(mPhysicsWorld); } // Create the joints void BallAndSocketJointsNetScene::createJoints() { for (int i=0; i 0) { // Create the joint info object rp3d::RigidBody* body1 = mNetSpheres[i-1][j]->getRigidBody(); rp3d::RigidBody* body2 = mNetSpheres[i][j]->getRigidBody(); rp3d::Vector3 body1Position = body1->getTransform().getPosition(); rp3d::Vector3 body2Position = body2->getTransform().getPosition(); //const rp3d::Vector3 anchorPointWorldSpace = 0.5 * (body1Position + body2Position); const rp3d::Vector3 anchorPointWorldSpace = body2Position; rp3d::BallAndSocketJointInfo jointInfo(body1, body2, anchorPointWorldSpace); jointInfo.isCollisionEnabled = false; rp3d::BallAndSocketJoint* joint = dynamic_cast( mPhysicsWorld->createJoint(jointInfo)); mBallAndSocketJoints.push_back(joint); } if (j > 0) { // Create the joint info object rp3d::RigidBody* body1 = mNetSpheres[i][j-1]->getRigidBody(); rp3d::RigidBody* body2 = mNetSpheres[i][j]->getRigidBody(); rp3d::Vector3 body1Position = body1->getTransform().getPosition(); rp3d::Vector3 body2Position = body2->getTransform().getPosition(); const rp3d::Vector3 anchorPointWorldSpace = body2Position; rp3d::BallAndSocketJointInfo jointInfo(body1, body2, anchorPointWorldSpace); jointInfo.isCollisionEnabled = false; rp3d::BallAndSocketJoint* joint = dynamic_cast( mPhysicsWorld->createJoint(jointInfo)); mBallAndSocketJoints.push_back(joint); } } } } // Reset the scene void BallAndSocketJointsNetScene::reset() { SceneDemo::reset(); const float space = 0.5f; const float startX = -(NB_ROWS_NET_SPHERES / 2.0f * (2.0 * SPHERE_RADIUS + space)); const float startZ = -(NB_ROWS_NET_SPHERES / 2.0f * (2.0 * SPHERE_RADIUS + space)); const rp3d::Quaternion initOrientation = rp3d::Quaternion::identity(); for (int i=0; isetTransform(transform); } } }