148 lines
6.1 KiB
C++
148 lines
6.1 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "CubeStackScene.h"
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// Namespaces
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using namespace openglframework;
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using namespace cubestackscene;
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// Constructor
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CubeStackScene::CubeStackScene(const std::string& name, EngineSettings& settings)
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: SceneDemo(name, settings, SCENE_RADIUS) {
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// Compute the radius and the center of the scene
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openglframework::Vector3 center(0, 5, 0);
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// Set the center of the scene
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setScenePosition(center, SCENE_RADIUS);
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// Gravity vector in the dynamics world
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rp3d::Vector3 gravity(0, rp3d::decimal(-9.81), 0);
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rp3d::WorldSettings worldSettings;
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worldSettings.worldName = name;
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// Create the dynamics world for the physics simulation
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rp3d::DynamicsWorld* dynamicsWorld = mPhysicsCommon.createDynamicsWorld(gravity, worldSettings);
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dynamicsWorld->setEventListener(this);
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mPhysicsWorld = dynamicsWorld;
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// Create all the cubes of the scene
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for (int i=1; i<=NB_FLOORS; i++) {
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for (int j=0; j<i; j++) {
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// Create a cube and a corresponding rigid in the dynamics world
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Box* cube = new Box(BOX_SIZE, BOX_MASS, mPhysicsCommon, getDynamicsWorld(), mMeshFolderPath);
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// Set the box color
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cube->setColor(mDemoColors[i % mNbDemoColors]);
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cube->setSleepingColor(mRedColorDemo);
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// Change the material properties of the rigid body
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rp3d::Material& material = cube->getRigidBody()->getMaterial();
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material.setBounciness(rp3d::decimal(0.4));
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// Add the box the list of box in the scene
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mBoxes.push_back(cube);
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mPhysicsObjects.push_back(cube);
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}
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}
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// ------------------------- FLOOR ----------------------- //
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// Create the floor
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mFloor = new Box(FLOOR_SIZE, FLOOR_MASS, mPhysicsCommon, getDynamicsWorld(), mMeshFolderPath);
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mFloor->setColor(mGreyColorDemo);
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mFloor->setSleepingColor(mGreyColorDemo);
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// The floor must be a static rigid body
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mFloor->getRigidBody()->setType(rp3d::BodyType::STATIC);
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mPhysicsObjects.push_back(mFloor);
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// Get the physics engine parameters
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mEngineSettings.isGravityEnabled = getDynamicsWorld()->isGravityEnabled();
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rp3d::Vector3 gravityVector = getDynamicsWorld()->getGravity();
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mEngineSettings.gravity = openglframework::Vector3(gravityVector.x, gravityVector.y, gravityVector.z);
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mEngineSettings.isSleepingEnabled = getDynamicsWorld()->isSleepingEnabled();
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mEngineSettings.sleepLinearVelocity = getDynamicsWorld()->getSleepLinearVelocity();
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mEngineSettings.sleepAngularVelocity = getDynamicsWorld()->getSleepAngularVelocity();
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mEngineSettings.nbPositionSolverIterations = getDynamicsWorld()->getNbIterationsPositionSolver();
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mEngineSettings.nbVelocitySolverIterations = getDynamicsWorld()->getNbIterationsVelocitySolver();
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mEngineSettings.timeBeforeSleep = getDynamicsWorld()->getTimeBeforeSleep();
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}
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// Destructor
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CubeStackScene::~CubeStackScene() {
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// Destroy all the cubes of the scene
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for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
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// Destroy the corresponding rigid body from the dynamics world
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getDynamicsWorld()->destroyRigidBody((*it)->getRigidBody());
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// Destroy the cube
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delete (*it);
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}
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// Destroy the rigid body of the floor
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getDynamicsWorld()->destroyRigidBody(mFloor->getRigidBody());
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// Destroy the floor
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delete mFloor;
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// Destroy the dynamics world
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mPhysicsCommon.destroyDynamicsWorld(getDynamicsWorld());
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}
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// Reset the scene
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void CubeStackScene::reset() {
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SceneDemo::reset();
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int index = 0;
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for (int i=NB_FLOORS; i > 0; i--) {
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for (int j=0; j<i; j++) {
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// Create all the cubes of the scene
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Box* box = mBoxes[index];
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// Position of the cubes
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rp3d::Vector3 position((-i * 0.5f + j) * (0.1f + BOX_SIZE.x),
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BOX_SIZE.y + (NB_FLOORS - i) * (BOX_SIZE.y + 0.1f),
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0);
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box->setTransform(rp3d::Transform(position, rp3d::Quaternion::identity()));
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index++;
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}
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}
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mFloor->setTransform(rp3d::Transform(rp3d::Vector3::zero(), rp3d::Quaternion::identity()));
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}
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