reactphysics3d/examples/fallingbox/Box.cpp
chappuis.daniel 6838ab89d5 Add the example demo fallingbox
git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@410 92aac97c-a6ce-11dd-a772-7fcde58d38e6
2011-01-14 15:34:53 +00:00

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4.2 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010 Daniel Chappuis *
*********************************************************************************
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy *
* of this software and associated documentation files (the "Software"), to deal *
* in the Software without restriction, including without limitation the rights *
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
* copies of the Software, and to permit persons to whom the Software is *
* furnished to do so, subject to the following conditions: *
* *
* The above copyright notice and this permission notice shall be included in *
* all copies or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
* THE SOFTWARE. *
********************************************************************************/
// Libraries
#include "Box.h"
#include <GL/freeglut.h>
// Use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
Box::Box(double size, double mass, Vector3D& position, rp3d::Quaternion& orientation) {
this->size = size;
// Local inertia tensor of a cube
rp3d::Matrix3x3 inertiaTensor(1.0/12.0*mass*2*size*size, 0.0, 0.0,
0.0, 1.0/12.0*mass*2*size*size, 0.0,
0.0, 0.0, 1.0/12.0*mass*2*size*size);
// Creation of the bounding volume for the collision
// The bounding volume is an Oriented Bounding Box (OBB)
// The first three arguments are the three axis direction of the OBB (here the x,y and z axis)
// and the last three arguments are the corresponding half extents of the OBB in those direction.
// Here the rigid body is a cube and therefore the three half extents are the half of the size
// of the cube in all OBB directions.
rp3d::OBB* boundingVolume = new OBB(position, Vector3D(1.0, 0.0, 0.0), Vector3D(0.0, 1.0, 0.0), Vector3D(0.0, 0.0, 1.0), size/2.0, size/2.0, size/2);
// Create the rigid body that will be used to simulate the physics of the box
rigidBody = new RigidBody(position, orientation, mass, inertiaTensor, boundingVolume);
}
// Destructor
Box::~Box() {
// Delete the physics body
delete rigidBody;
}
// Draw the box
void Box::draw() const {
// Get the current position of the rigid body (for animation you should use the
// getInterpolatedPosition() function instead of getPosition()
Vector3D position = rigidBody->getInterpolatedPosition();
// Get the current orientation of the rigid body (represented by a quaternion)
Quaternion orientation = rigidBody->getInterpolatedOrientation();
// Use the returned quaternion to get the rotation axis and rotation angle
Vector3D orientationAxis;
double orientationAngle;
orientation.getRotationAngleAxis(orientationAngle, orientationAxis);
glPushMatrix();
// Translation of the box to its position
glTranslatef(position.getValue(0), position.getValue(1), position.getValue(2));
// Rotation of the box according to its orientation
glRotatef(orientationAngle/PI*180.0, orientationAxis.getX(), orientationAxis.getY(), orientationAxis.getZ());
// Draw the cube
glutSolidCube(size);
glPopMatrix();
}