199 lines
7.9 KiB
C++
199 lines
7.9 KiB
C++
/********************************************************************************
|
|
* 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 "CubesScene.h"
|
|
|
|
// Namespaces
|
|
using namespace openglframework;
|
|
using namespace cubesscene;
|
|
|
|
// Constructor
|
|
CubesScene::CubesScene(const std::string& name)
|
|
: SceneDemo(name, 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 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);
|
|
|
|
float radius = 2.0f;
|
|
|
|
// Create all the cubes of the scene
|
|
for (int i=0; i<NB_CUBES; i++) {
|
|
|
|
// Position of the cubes
|
|
float angle = i * 30.0f;
|
|
openglframework::Vector3 position(radius * cos(angle),
|
|
30 + i * (BOX_SIZE.y + 0.3f),
|
|
0);
|
|
|
|
// Create a cube and a corresponding rigid in the dynamics world
|
|
Box* cube = new Box(BOX_SIZE, position , BOX_MASS, mDynamicsWorld);
|
|
|
|
// Set the box color
|
|
cube->setColor(mDemoColors[i % mNbDemoColors]);
|
|
cube->setSleepingColor(mRedColorDemo);
|
|
|
|
// Change the material properties of the rigid body
|
|
rp3d::Material& material = cube->getRigidBody()->getMaterial();
|
|
material.setBounciness(rp3d::decimal(0.4));
|
|
|
|
// Add the box the list of box in the scene
|
|
mBoxes.push_back(cube);
|
|
}
|
|
|
|
// Create the floor
|
|
openglframework::Vector3 floorPosition(0, 0, 0);
|
|
mFloor = new Box(FLOOR_SIZE, floorPosition, FLOOR_MASS, mDynamicsWorld);
|
|
mFloor->setColor(mGreyColorDemo);
|
|
mFloor->setSleepingColor(mGreyColorDemo);
|
|
|
|
// The floor must be a static rigid body
|
|
mFloor->getRigidBody()->setType(rp3d::STATIC);
|
|
|
|
// Change the material properties of the floor rigid body
|
|
rp3d::Material& material = mFloor->getRigidBody()->getMaterial();
|
|
material.setBounciness(rp3d::decimal(0.3));
|
|
|
|
// 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
|
|
CubesScene::~CubesScene() {
|
|
|
|
// Destroy all the cubes of the scene
|
|
for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
|
|
|
|
// Destroy the corresponding rigid body from the dynamics world
|
|
mDynamicsWorld->destroyRigidBody((*it)->getRigidBody());
|
|
|
|
// Destroy the cube
|
|
delete (*it);
|
|
}
|
|
|
|
// Destroy the rigid body of the floor
|
|
mDynamicsWorld->destroyRigidBody(mFloor->getRigidBody());
|
|
|
|
// Destroy the floor
|
|
delete mFloor;
|
|
|
|
// Destroy the dynamics world
|
|
delete mDynamicsWorld;
|
|
}
|
|
|
|
// Update the physics world (take a simulation step)
|
|
void CubesScene::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 CubesScene::update() {
|
|
|
|
SceneDemo::update();
|
|
|
|
// Update the position and orientation of the boxes
|
|
for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
|
|
|
|
// Update the transform used for the rendering
|
|
(*it)->updateTransform(mInterpolationFactor);
|
|
}
|
|
|
|
mFloor->updateTransform(mInterpolationFactor);
|
|
}
|
|
|
|
// Render the scene in a single pass
|
|
void CubesScene::renderSinglePass(Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) {
|
|
|
|
// Bind the shader
|
|
shader.bind();
|
|
|
|
// Render all the cubes of the scene
|
|
for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
|
|
(*it)->render(shader, worldToCameraMatrix);
|
|
}
|
|
|
|
// Render the floor
|
|
mFloor->render(shader, worldToCameraMatrix);
|
|
|
|
// Unbind the shader
|
|
shader.unbind();
|
|
}
|
|
|
|
// Reset the scene
|
|
void CubesScene::reset() {
|
|
|
|
float radius = 2.0f;
|
|
|
|
for (int i=0; i<NB_CUBES; i++) {
|
|
|
|
// Position of the cubes
|
|
float angle = i * 30.0f;
|
|
openglframework::Vector3 position(radius * cos(angle),
|
|
10 + i * (BOX_SIZE.y + 0.3f),
|
|
0);
|
|
|
|
// Initial position and orientation of the rigid body
|
|
rp3d::Vector3 initPosition(position.x, position.y, position.z);
|
|
rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
|
|
rp3d::Transform transform(initPosition, initOrientation);
|
|
|
|
mBoxes[i]->resetTransform(transform);
|
|
}
|
|
}
|