/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2015 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 "ConcaveMeshScene.h" // Namespaces using namespace openglframework; using namespace trianglemeshscene; // Constructor ConcaveMeshScene::ConcaveMeshScene(const std::string& name) : SceneDemo(name, 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 dynamics world rp3d::Vector3 gravity(0, rp3d::decimal(-9.81), 0); // Create the dynamics world for the physics simulation mDynamicsWorld = new rp3d::DynamicsWorld(gravity); // Set the number of iterations of the constraint solver mDynamicsWorld->setNbIterationsVelocitySolver(15); // ---------- Create the cube ----------- // // Position rp3d::decimal radius = 2.0; openglframework::Vector3 spherePos(15, 10, 0); // Create a sphere and a corresponding rigid in the dynamics world mBox = new Box(Vector3(3, 3, 3), spherePos, 80.1, mDynamicsWorld); // Set the sphere color mBox->setColor(mDemoColors[1]); mBox->setSleepingColor(mRedColorDemo); // Change the material properties of the rigid body rp3d::Material& sphereMat = mBox->getRigidBody()->getMaterial(); sphereMat.setBounciness(rp3d::decimal(0.2)); // ---------- Create the triangular mesh ---------- // // Position openglframework::Vector3 position(0, 0, 0); rp3d::decimal mass = 1.0; // Create a convex mesh and a corresponding rigid in the dynamics world mConcaveMesh = new ConcaveMesh(position, mass, mDynamicsWorld, meshFolderPath); // Set the mesh as beeing static mConcaveMesh->getRigidBody()->setType(rp3d::STATIC); // Set the box color mConcaveMesh->setColor(mDemoColors[0]); mConcaveMesh->setSleepingColor(mRedColorDemo); // Change the material properties of the rigid body rp3d::Material& material = mConcaveMesh->getRigidBody()->getMaterial(); material.setBounciness(rp3d::decimal(0.2)); material.setFrictionCoefficient(0.1); // Get the physics engine parameters mEngineSettings.isGravityEnabled = mDynamicsWorld->isGravityEnabled(); rp3d::Vector3 gravityVector = mDynamicsWorld->getGravity(); mEngineSettings.gravity = openglframework::Vector3(gravityVector.x, gravityVector.y, gravityVector.z); mEngineSettings.isSleepingEnabled = mDynamicsWorld->isSleepingEnabled(); mEngineSettings.sleepLinearVelocity = mDynamicsWorld->getSleepLinearVelocity(); mEngineSettings.sleepAngularVelocity = mDynamicsWorld->getSleepAngularVelocity(); mEngineSettings.nbPositionSolverIterations = mDynamicsWorld->getNbIterationsPositionSolver(); mEngineSettings.nbVelocitySolverIterations = mDynamicsWorld->getNbIterationsVelocitySolver(); mEngineSettings.timeBeforeSleep = mDynamicsWorld->getTimeBeforeSleep(); } // Destructor ConcaveMeshScene::~ConcaveMeshScene() { mDynamicsWorld->destroyRigidBody(mBox->getRigidBody()); // Destroy the corresponding rigid body from the dynamics world mDynamicsWorld->destroyRigidBody(mConcaveMesh->getRigidBody()); delete mBox; // Destroy the convex mesh delete mConcaveMesh; // Destroy the dynamics world delete mDynamicsWorld; } // Update the physics world (take a simulation step) void ConcaveMeshScene::updatePhysics() { // Update the physics engine parameters mDynamicsWorld->setIsGratityEnabled(mEngineSettings.isGravityEnabled); rp3d::Vector3 gravity(mEngineSettings.gravity.x, mEngineSettings.gravity.y, mEngineSettings.gravity.z); mDynamicsWorld->setGravity(gravity); mDynamicsWorld->enableSleeping(mEngineSettings.isSleepingEnabled); mDynamicsWorld->setSleepLinearVelocity(mEngineSettings.sleepLinearVelocity); mDynamicsWorld->setSleepAngularVelocity(mEngineSettings.sleepAngularVelocity); mDynamicsWorld->setNbIterationsPositionSolver(mEngineSettings.nbPositionSolverIterations); mDynamicsWorld->setNbIterationsVelocitySolver(mEngineSettings.nbVelocitySolverIterations); mDynamicsWorld->setTimeBeforeSleep(mEngineSettings.timeBeforeSleep); // Take a simulation step mDynamicsWorld->update(mEngineSettings.timeStep); } // Update the scene void ConcaveMeshScene::update() { SceneDemo::update(); // Update the transform used for the rendering mConcaveMesh->updateTransform(mInterpolationFactor); mBox->updateTransform(mInterpolationFactor); } // Render the scene in a single pass void ConcaveMeshScene::renderSinglePass(Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) { // Bind the shader shader.bind(); mConcaveMesh->render(shader, worldToCameraMatrix); mBox->render(shader, worldToCameraMatrix); // Unbind the shader shader.unbind(); } // Reset the scene void ConcaveMeshScene::reset() { // Reset the transform rp3d::Quaternion initOrientation(0, 0, 3.141/12); rp3d::Quaternion initOrientation2(0, 0, 3.141/13); //rp3d::Transform transform(rp3d::Vector3(0, 0, 0), initOrientation); rp3d::Transform transform(rp3d::Vector3(0, 0, 0), initOrientation2); mConcaveMesh->resetTransform(transform); rp3d::Vector3 spherePos(2, 15, 0); rp3d::Transform sphereTransform(spherePos, initOrientation2); mBox->resetTransform(sphereTransform); }