395 lines
15 KiB
C++
395 lines
15 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 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 "Scene.h"
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#include <cmath>
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// Namespaces
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using namespace openglframework;
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// Constructor
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Scene::Scene(GlutViewer* viewer) : mViewer(viewer), mLight0(0),
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mPhongShader("shaders/phong.vert",
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"shaders/phong.frag"), mIsRunning(false) {
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// Move the light 0
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mLight0.translateWorld(Vector3(7, 15, 15));
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// Compute the radius and the center of the scene
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float radiusScene = 10.0f;
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openglframework::Vector3 center(0, 5, 0);
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// Set the center of the scene
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mViewer->setScenePosition(center, radiusScene);
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// Gravity vector in the dynamics world
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rp3d::Vector3 gravity(0, -9.81, 0);
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// Time step for the physics simulation
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rp3d::decimal timeStep = 1.0f / 60.0f;
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// Create the dynamics world for the physics simulation
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mDynamicsWorld = new rp3d::DynamicsWorld(gravity, timeStep);
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// Set the number of iterations of the constraint solver
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mDynamicsWorld->setNbIterationsVelocitySolver(15);
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// Create the Ball-and-Socket joint
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createBallAndSocketJoints();
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// Create the Slider joint
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createSliderJoint();
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// Create the Hinge joint
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createPropellerHingeJoint();
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// Create the Fixed joint
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createFixedJoints();
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// Create the floor
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createFloor();
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// Start the simulation
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startSimulation();
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}
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// Destructor
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Scene::~Scene() {
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// Stop the physics simulation
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stopSimulation();
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// Destroy the shader
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mPhongShader.destroy();
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// Destroy the joints
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mDynamicsWorld->destroyJoint(mSliderJoint);
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mDynamicsWorld->destroyJoint(mPropellerHingeJoint);
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mDynamicsWorld->destroyJoint(mFixedJoint1);
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mDynamicsWorld->destroyJoint(mFixedJoint2);
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for (int i=0; i<NB_BALLSOCKETJOINT_BOXES-1; i++) {
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mDynamicsWorld->destroyJoint(mBallAndSocketJoints[i]);
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}
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// Destroy all the rigid bodies of the scene
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mDynamicsWorld->destroyRigidBody(mSliderJointBottomBox->getRigidBody());
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mDynamicsWorld->destroyRigidBody(mSliderJointTopBox->getRigidBody());
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mDynamicsWorld->destroyRigidBody(mPropellerBox->getRigidBody());
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mDynamicsWorld->destroyRigidBody(mFixedJointBox1->getRigidBody());
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mDynamicsWorld->destroyRigidBody(mFixedJointBox2->getRigidBody());
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for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
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mDynamicsWorld->destroyRigidBody(mBallAndSocketJointChainBoxes[i]->getRigidBody());
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}
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delete mSliderJointBottomBox;
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delete mSliderJointTopBox;
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delete mPropellerBox;
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delete mFixedJointBox1;
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delete mFixedJointBox2;
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for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
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delete mBallAndSocketJointChainBoxes[i];
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}
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// Destroy the floor
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mDynamicsWorld->destroyRigidBody(mFloor->getRigidBody());
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delete mFloor;
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// Destroy the dynamics world
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delete mDynamicsWorld;
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}
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// Take a step for the simulation
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void Scene::simulate() {
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// If the physics simulation is running
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if (mIsRunning) {
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// Update the motor speed of the Slider Joint (to move up and down)
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long double motorSpeed = 3 * cos(mDynamicsWorld->getPhysicsTime() * 1.5);
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mSliderJoint->setMotorSpeed(motorSpeed);
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// Take a simulation step
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mDynamicsWorld->update();
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// Update the position and orientation of the boxes
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mSliderJointBottomBox->updateTransform();
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mSliderJointTopBox->updateTransform();
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mPropellerBox->updateTransform();
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mFixedJointBox1->updateTransform();
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mFixedJointBox2->updateTransform();
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for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
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mBallAndSocketJointChainBoxes[i]->updateTransform();
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}
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// Update the position and orientation of the floor
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mFloor->updateTransform();
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}
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}
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// Render the scene
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void Scene::render() {
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glEnable(GL_DEPTH_TEST);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_CULL_FACE);
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// Get the world-space to camera-space matrix
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const Camera& camera = mViewer->getCamera();
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const openglframework::Matrix4 worldToCameraMatrix = camera.getTransformMatrix().getInverse();
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// Bind the shader
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mPhongShader.bind();
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// Set the variables of the shader
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mPhongShader.setVector3Uniform("lightPosCameraSpace",worldToCameraMatrix * mLight0.getOrigin());
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mPhongShader.setMatrix4x4Uniform("projectionMatrix", camera.getProjectionMatrix());
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mPhongShader.setVector3Uniform("lightWorldPosition", mLight0.getOrigin());
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mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f));
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Color& diffCol = mLight0.getDiffuseColor();
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Color& specCol = mLight0.getSpecularColor();
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mPhongShader.setVector3Uniform("lightDiffuseColor", Vector3(diffCol.r, diffCol.g, diffCol.b));
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mPhongShader.setVector3Uniform("lightSpecularColor", Vector3(specCol.r, specCol.g, specCol.b));
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mPhongShader.setFloatUniform("shininess", 60.0f);
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// Render all the boxes
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mSliderJointBottomBox->render(mPhongShader, worldToCameraMatrix);
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mSliderJointTopBox->render(mPhongShader, worldToCameraMatrix);
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mPropellerBox->render(mPhongShader, worldToCameraMatrix);
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mFixedJointBox1->render(mPhongShader, worldToCameraMatrix);
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mFixedJointBox2->render(mPhongShader, worldToCameraMatrix);
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for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
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mBallAndSocketJointChainBoxes[i]->render(mPhongShader, worldToCameraMatrix);
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}
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// Render the floor
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mFloor->render(mPhongShader, worldToCameraMatrix);
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// Unbind the shader
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mPhongShader.unbind();
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}
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// Create the boxes and joints for the Ball-and-Socket joint example
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void Scene::createBallAndSocketJoints() {
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// --------------- Create the boxes --------------- //
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openglframework::Vector3 positionBox(0, 15, 5);
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openglframework::Vector3 boxDimension(1, 1, 1);
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const float boxMass = 0.5f;
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for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
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// Create a box and a corresponding rigid in the dynamics world
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mBallAndSocketJointChainBoxes[i] = new Box(boxDimension, positionBox , boxMass,
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mDynamicsWorld);
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// The fist box cannot move
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if (i == 0) mBallAndSocketJointChainBoxes[i]->getRigidBody()->setIsMotionEnabled(false);
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else mBallAndSocketJointChainBoxes[i]->getRigidBody()->setIsMotionEnabled(true);
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// Set the bouncing factor of the box
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mBallAndSocketJointChainBoxes[i]->getRigidBody()->setRestitution(0.4);
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positionBox.y -= boxDimension.y + 0.5;
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}
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// --------------- Create the joints --------------- //
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for (int i=0; i<NB_BALLSOCKETJOINT_BOXES-1; i++) {
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// Create the joint info object
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rp3d::RigidBody* body1 = mBallAndSocketJointChainBoxes[i]->getRigidBody();
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rp3d::RigidBody* body2 = mBallAndSocketJointChainBoxes[i+1]->getRigidBody();
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rp3d::Vector3 body1Position = body1->getTransform().getPosition();
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rp3d::Vector3 body2Position = body2->getTransform().getPosition();
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const rp3d::Vector3 anchorPointWorldSpace = 0.5 * (body1Position + body2Position);
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rp3d::BallAndSocketJointInfo jointInfo(body1, body2, anchorPointWorldSpace);
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// Create the joint in the dynamics world
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mBallAndSocketJoints[i] = dynamic_cast<rp3d::BallAndSocketJoint*>(
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mDynamicsWorld->createJoint(jointInfo));
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}
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}
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/// Create the boxes and joint for the Slider joint example
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void Scene::createSliderJoint() {
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// --------------- Create the first box --------------- //
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// Position of the box
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openglframework::Vector3 positionBox1(0, 2.1, 0);
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// Create a box and a corresponding rigid in the dynamics world
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openglframework::Vector3 box1Dimension(2, 4, 2);
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mSliderJointBottomBox = new Box(box1Dimension, positionBox1 , SPHERE_MASS, mDynamicsWorld);
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// The fist box cannot move
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mSliderJointBottomBox->getRigidBody()->setIsMotionEnabled(false);
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// Set the bouncing factor of the box
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mSliderJointBottomBox->getRigidBody()->setRestitution(0.4);
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// --------------- Create the second box --------------- //
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// Position of the box
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openglframework::Vector3 positionBox2(0, 4.2, 0);
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// Create a box and a corresponding rigid in the dynamics world
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openglframework::Vector3 box2Dimension(1.5, 4, 1.5);
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mSliderJointTopBox = new Box(box2Dimension, positionBox2 , SPHERE_MASS, mDynamicsWorld);
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// The second box is allowed to move
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mSliderJointTopBox->getRigidBody()->setIsMotionEnabled(true);
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// Set the bouncing factor of the box
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mSliderJointTopBox->getRigidBody()->setRestitution(0.4);
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// --------------- Create the joint --------------- //
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// Create the joint info object
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rp3d::RigidBody* body1 = mSliderJointBottomBox->getRigidBody();
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rp3d::RigidBody* body2 = mSliderJointTopBox->getRigidBody();
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const rp3d::Vector3& body1Position = body1->getTransform().getPosition();
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const rp3d::Vector3& body2Position = body2->getTransform().getPosition();
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const rp3d::Vector3 anchorPointWorldSpace = 0.5 * (body2Position + body1Position);
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const rp3d::Vector3 sliderAxisWorldSpace = (body2Position - body1Position);
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rp3d::SliderJointInfo jointInfo(body1, body2, anchorPointWorldSpace, sliderAxisWorldSpace,
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-1.7, 1.7);
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jointInfo.isMotorEnabled = true;
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jointInfo.motorSpeed = 0.0;
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jointInfo.maxMotorForce = 10000.0;
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jointInfo.isCollisionEnabled = false;
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// Create the joint in the dynamics world
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mSliderJoint = dynamic_cast<rp3d::SliderJoint*>(mDynamicsWorld->createJoint(jointInfo));
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}
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/// Create the boxes and joint for the Hinge joint example
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void Scene::createPropellerHingeJoint() {
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// --------------- Create the propeller box --------------- //
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// Position of the box
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openglframework::Vector3 positionBox1(0, 7, 0);
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// Create a box and a corresponding rigid in the dynamics world
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openglframework::Vector3 boxDimension(10, 1, 1);
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mPropellerBox = new Box(boxDimension, positionBox1 , SPHERE_MASS, mDynamicsWorld);
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// The fist box cannot move
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mPropellerBox->getRigidBody()->setIsMotionEnabled(true);
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// Set the bouncing factor of the box
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mPropellerBox->getRigidBody()->setRestitution(0.4);
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// --------------- Create the Hinge joint --------------- //
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// Create the joint info object
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rp3d::RigidBody* body1 = mPropellerBox->getRigidBody();
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rp3d::RigidBody* body2 = mSliderJointTopBox->getRigidBody();
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const rp3d::Vector3& body1Position = body1->getTransform().getPosition();
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const rp3d::Vector3& body2Position = body2->getTransform().getPosition();
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const rp3d::Vector3 anchorPointWorldSpace = 0.5 * (body2Position + body1Position);
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const rp3d::Vector3 hingeAxisWorldSpace(0, 1, 0);
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rp3d::HingeJointInfo jointInfo(body1, body2, anchorPointWorldSpace, hingeAxisWorldSpace);
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jointInfo.isMotorEnabled = true;
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jointInfo.motorSpeed = -0.5 * PI;
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jointInfo.maxMotorTorque = 60.0;
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jointInfo.isCollisionEnabled = false;
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// Create the joint in the dynamics world
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mPropellerHingeJoint = dynamic_cast<rp3d::HingeJoint*>(mDynamicsWorld->createJoint(jointInfo));
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}
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/// Create the boxes and joints for the fixed joints
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void Scene::createFixedJoints() {
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// --------------- Create the first box --------------- //
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// Position of the box
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openglframework::Vector3 positionBox1(5, 7, 0);
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// Create a box and a corresponding rigid in the dynamics world
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openglframework::Vector3 boxDimension(1.5, 1.5, 1.5);
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mFixedJointBox1 = new Box(boxDimension, positionBox1 , SPHERE_MASS, mDynamicsWorld);
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// The fist box cannot move
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mFixedJointBox1->getRigidBody()->setIsMotionEnabled(true);
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// Set the bouncing factor of the box
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mFixedJointBox1->getRigidBody()->setRestitution(0.4);
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// --------------- Create the second box --------------- //
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// Position of the box
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openglframework::Vector3 positionBox2(-5, 7, 0);
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// Create a box and a corresponding rigid in the dynamics world
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mFixedJointBox2 = new Box(boxDimension, positionBox2 , SPHERE_MASS, mDynamicsWorld);
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// The second box is allowed to move
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mFixedJointBox2->getRigidBody()->setIsMotionEnabled(true);
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// Set the bouncing factor of the box
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mFixedJointBox2->getRigidBody()->setRestitution(0.4);
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// --------------- Create the first fixed joint --------------- //
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// Create the joint info object
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rp3d::RigidBody* body1 = mFixedJointBox1->getRigidBody();
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rp3d::RigidBody* propellerBody = mPropellerBox->getRigidBody();
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const rp3d::Vector3 anchorPointWorldSpace1(5, 7, 0);
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rp3d::FixedJointInfo jointInfo1(body1, propellerBody, anchorPointWorldSpace1);
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// Create the joint in the dynamics world
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mFixedJoint1 = dynamic_cast<rp3d::FixedJoint*>(mDynamicsWorld->createJoint(jointInfo1));
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// --------------- Create the second fixed joint --------------- //
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// Create the joint info object
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rp3d::RigidBody* body2 = mFixedJointBox2->getRigidBody();
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const rp3d::Vector3 anchorPointWorldSpace2(-5, 7, 0);
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rp3d::FixedJointInfo jointInfo2(body2, propellerBody, anchorPointWorldSpace2);
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// Create the joint in the dynamics world
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mFixedJoint2 = dynamic_cast<rp3d::FixedJoint*>(mDynamicsWorld->createJoint(jointInfo2));
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}
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// Create the floor
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void Scene::createFloor() {
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// Create the floor
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openglframework::Vector3 floorPosition(0, 0, 0);
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mFloor = new Box(FLOOR_SIZE, floorPosition, FLOOR_MASS, mDynamicsWorld);
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// The floor must be a non-moving rigid body
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mFloor->getRigidBody()->setIsMotionEnabled(false);
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// Set the bouncing factor of the floor
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mFloor->getRigidBody()->setRestitution(0.3);
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}
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