/******************************************************************************** * 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 "CubeStackScene.h" // Namespaces using namespace openglframework; using namespace cubestackscene; // Constructor CubeStackScene::CubeStackScene(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); mWorldSettings.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 void CubeStackScene::createPhysicsWorld() { // Gravity vector in the physics world mWorldSettings.gravity = rp3d::Vector3(mEngineSettings.gravity.x, mEngineSettings.gravity.y, mEngineSettings.gravity.z); // Create the physics world for the physics simulation rp3d::PhysicsWorld* physicsWorld = mPhysicsCommon.createPhysicsWorld(mWorldSettings); physicsWorld->setEventListener(this); mPhysicsWorld = physicsWorld; // Create all the cubes of the scene for (int i=1; i<=NB_FLOORS; i++) { for (int j=0; jsetColor(mObjectColorDemo); cube->setSleepingColor(mSleepingColorDemo); // Change the material properties of the rigid body rp3d::Material& material = cube->getCollider()->getMaterial(); material.setBounciness(rp3d::decimal(0.4)); // Add the box the list of box in the scene mBoxes.push_back(cube); mPhysicsObjects.push_back(cube); } } // ------------------------- FLOOR ----------------------- // // Create the floor mFloor = new Box(true, FLOOR_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath); mFloor->setColor(mFloorColorDemo); mFloor->setSleepingColor(mFloorColorDemo); // The floor must be a static rigid body mFloor->getRigidBody()->setType(rp3d::BodyType::STATIC); mPhysicsObjects.push_back(mFloor); } // Initialize the bodies positions void CubeStackScene::initBodiesPositions() { int index = 0; for (int i=NB_FLOORS; i > 0; i--) { for (int j=0; jsetTransform(rp3d::Transform(position, rp3d::Quaternion::identity())); index++; } } mFloor->setTransform(rp3d::Transform(rp3d::Vector3::zero(), rp3d::Quaternion::identity())); } // Destroy the physics world void CubeStackScene::destroyPhysicsWorld() { if (mPhysicsWorld != nullptr) { // Destroy all the cubes of the scene for (std::vector::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) { // Destroy the cube delete (*it); } mBoxes.clear(); // Destroy the floor delete mFloor; mPhysicsObjects.clear(); mPhysicsCommon.destroyPhysicsWorld(mPhysicsWorld); mPhysicsWorld = nullptr; } } // Destructor CubeStackScene::~CubeStackScene() { destroyPhysicsWorld(); } // Reset the scene void CubeStackScene::reset() { SceneDemo::reset(); destroyPhysicsWorld(); createPhysicsWorld(); initBodiesPositions(); }