reactphysics3d/testbed/scenes/joints/JointsScene.cpp

482 lines
20 KiB
C++

/********************************************************************************
* 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 "JointsScene.h"
#include <cmath>
// Namespaces
using namespace openglframework;
using namespace jointsscene;
// Constructor
JointsScene::JointsScene(const std::string& name)
: Scene(name), mLight0(0), mPhongShader("shaders/phong.vert",
"shaders/phong.frag") {
// Move the light 0
mLight0.translateWorld(Vector3(7, 15, 15));
// Compute the radius and the center of the scene
float radiusScene = 30.0f;
openglframework::Vector3 center(0, 5, 0);
// Set the center of the scene
setScenePosition(center, radiusScene);
// Gravity vector in the dynamics world
rp3d::Vector3 gravity(0, rp3d::decimal(-9.81), 0);
// Time step for the physics simulation
rp3d::decimal timeStep = 1.0f / 60.0f;
// 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 Ball-and-Socket joint
createBallAndSocketJoints();
// Create the Slider joint
createSliderJoint();
// Create the Hinge joint
createPropellerHingeJoint();
// Create the Fixed joint
createFixedJoints();
// Create the floor
createFloor();
// 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
JointsScene::~JointsScene() {
// Destroy the shader
mPhongShader.destroy();
// Destroy the joints
mDynamicsWorld->destroyJoint(mSliderJoint);
mDynamicsWorld->destroyJoint(mPropellerHingeJoint);
mDynamicsWorld->destroyJoint(mFixedJoint1);
mDynamicsWorld->destroyJoint(mFixedJoint2);
for (int i=0; i<NB_BALLSOCKETJOINT_BOXES-1; i++) {
mDynamicsWorld->destroyJoint(mBallAndSocketJoints[i]);
}
// Destroy all the rigid bodies of the scene
mDynamicsWorld->destroyRigidBody(mSliderJointBottomBox->getRigidBody());
mDynamicsWorld->destroyRigidBody(mSliderJointTopBox->getRigidBody());
mDynamicsWorld->destroyRigidBody(mPropellerBox->getRigidBody());
mDynamicsWorld->destroyRigidBody(mFixedJointBox1->getRigidBody());
mDynamicsWorld->destroyRigidBody(mFixedJointBox2->getRigidBody());
for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
mDynamicsWorld->destroyRigidBody(mBallAndSocketJointChainBoxes[i]->getRigidBody());
}
delete mSliderJointBottomBox;
delete mSliderJointTopBox;
delete mPropellerBox;
delete mFixedJointBox1;
delete mFixedJointBox2;
for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
delete mBallAndSocketJointChainBoxes[i];
}
// Destroy the floor
mDynamicsWorld->destroyRigidBody(mFloor->getRigidBody());
delete mFloor;
// Destroy the dynamics world
delete mDynamicsWorld;
}
// Update the physics world (take a simulation step)
void JointsScene::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);
// Update the motor speed of the Slider Joint (to move up and down)
long double motorSpeed = 2 * cos(mEngineSettings.elapsedTime * 1.5);
mSliderJoint->setMotorSpeed(rp3d::decimal(motorSpeed));
// Take a simulation step
mDynamicsWorld->update(mEngineSettings.timeStep);
}
// Take a step for the simulation
void JointsScene::update() {
// Update the position and orientation of the boxes
mSliderJointBottomBox->updateTransform(mInterpolationFactor);
mSliderJointTopBox->updateTransform(mInterpolationFactor);
mPropellerBox->updateTransform(mInterpolationFactor);
mFixedJointBox1->updateTransform(mInterpolationFactor);
mFixedJointBox2->updateTransform(mInterpolationFactor);
for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
mBallAndSocketJointChainBoxes[i]->updateTransform(mInterpolationFactor);
}
// Update the position and orientation of the floor
mFloor->updateTransform(mInterpolationFactor);
}
// Render the scene
void JointsScene::render() {
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_CULL_FACE);
// Get the world-space to camera-space matrix
const openglframework::Matrix4 worldToCameraMatrix = mCamera.getTransformMatrix().getInverse();
// Bind the shader
mPhongShader.bind();
// Set the variables of the shader
mPhongShader.setVector3Uniform("light0PosCameraSpace",worldToCameraMatrix * mLight0.getOrigin());
mPhongShader.setMatrix4x4Uniform("projectionMatrix", mCamera.getProjectionMatrix());
mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f));
const Color& diffCol = mLight0.getDiffuseColor();
const Color& specCol = mLight0.getSpecularColor();
mPhongShader.setVector3Uniform("light0DiffuseColor", Vector3(diffCol.r, diffCol.g, diffCol.b));
mPhongShader.setVector3Uniform("light0SpecularColor", Vector3(specCol.r, specCol.g, specCol.b));
mPhongShader.setFloatUniform("shininess", 60.0f);
// Render all the boxes
mSliderJointBottomBox->render(mPhongShader, worldToCameraMatrix);
mSliderJointTopBox->render(mPhongShader, worldToCameraMatrix);
mPropellerBox->render(mPhongShader, worldToCameraMatrix);
mFixedJointBox1->render(mPhongShader, worldToCameraMatrix);
mFixedJointBox2->render(mPhongShader, worldToCameraMatrix);
for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
mBallAndSocketJointChainBoxes[i]->render(mPhongShader, worldToCameraMatrix);
}
// Render the floor
mFloor->render(mPhongShader, worldToCameraMatrix);
// Unbind the shader
mPhongShader.unbind();
}
// Reset the scene
void JointsScene::reset() {
openglframework::Vector3 positionBox(0, 15, 5);
openglframework::Vector3 boxDimension(1, 1, 1);
for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
// Initial position and orientation of the rigid body
rp3d::Vector3 initPosition(positionBox.x, positionBox.y, positionBox.z);
rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
rp3d::Transform transform(initPosition, initOrientation);
// Create a box and a corresponding rigid in the dynamics world
mBallAndSocketJointChainBoxes[i]->resetTransform(transform);
positionBox.y -= boxDimension.y + 0.5f;
}
// --------------- Slider Joint --------------- //
// Position of the box
openglframework::Vector3 positionBox1(0, 2.1f, 0);
rp3d::Vector3 initPosition(positionBox1.x, positionBox1.y, positionBox1.z);
rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
rp3d::Transform transformBottomBox(initPosition, initOrientation);
// Create a box and a corresponding rigid in the dynamics world
mSliderJointBottomBox->resetTransform(transformBottomBox);
// Position of the box
openglframework::Vector3 positionBox2(0, 4.2f, 0);
initPosition = rp3d::Vector3(positionBox2.x, positionBox2.y, positionBox2.z);
initOrientation = rp3d::Quaternion::identity();
rp3d::Transform transformTopBox(initPosition, initOrientation);
// Create a box and a corresponding rigid in the dynamics world
mSliderJointTopBox->resetTransform(transformTopBox);
// --------------- Propeller Hinge joint --------------- //
// Position of the box
positionBox1 = openglframework::Vector3(0, 7, 0);
initPosition = rp3d::Vector3(positionBox1.x, positionBox1.y, positionBox1.z);
initOrientation = rp3d::Quaternion::identity();
rp3d::Transform transformHingeBox(initPosition, initOrientation);
// Create a box and a corresponding rigid in the dynamics world
mPropellerBox->resetTransform(transformHingeBox);
// --------------- Fixed joint --------------- //
// Position of the box
positionBox1 = openglframework::Vector3(5, 7, 0);
initPosition = rp3d::Vector3(positionBox1.x, positionBox1.y, positionBox1.z);
initOrientation = rp3d::Quaternion::identity();
rp3d::Transform transformFixedBox1(initPosition, initOrientation);
// Create a box and a corresponding rigid in the dynamics world
mFixedJointBox1->resetTransform(transformFixedBox1);
// Position of the box
positionBox2 = openglframework::Vector3(-5, 7, 0);
initPosition = rp3d::Vector3(positionBox2.x, positionBox2.y, positionBox2.z);
initOrientation = rp3d::Quaternion::identity();
rp3d::Transform transformFixedBox2(initPosition, initOrientation);
// Create a box and a corresponding rigid in the dynamics world
mFixedJointBox2->resetTransform(transformFixedBox2);
}
// Create the boxes and joints for the Ball-and-Socket joint example
void JointsScene::createBallAndSocketJoints() {
// --------------- Create the boxes --------------- //
openglframework::Vector3 positionBox(0, 15, 5);
openglframework::Vector3 boxDimension(1, 1, 1);
const float boxMass = 0.5f;
for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
// Create a box and a corresponding rigid in the dynamics world
mBallAndSocketJointChainBoxes[i] = new Box(boxDimension, positionBox , boxMass,
mDynamicsWorld, mPhongShader);
// The fist box cannot move (static body)
if (i == 0) {
mBallAndSocketJointChainBoxes[i]->getRigidBody()->setType(rp3d::STATIC);
}
// Add some angular velocity damping
mBallAndSocketJointChainBoxes[i]->getRigidBody()->setAngularDamping(rp3d::decimal(0.2));
// Change the material properties of the rigid body
rp3d::Material& material = mBallAndSocketJointChainBoxes[i]->getRigidBody()->getMaterial();
material.setBounciness(rp3d::decimal(0.4));
positionBox.y -= boxDimension.y + 0.5f;
}
// --------------- Create the joints --------------- //
for (int i=0; i<NB_BALLSOCKETJOINT_BOXES-1; i++) {
// Create the joint info object
rp3d::RigidBody* body1 = mBallAndSocketJointChainBoxes[i]->getRigidBody();
rp3d::RigidBody* body2 = mBallAndSocketJointChainBoxes[i+1]->getRigidBody();
rp3d::Vector3 body1Position = body1->getTransform().getPosition();
rp3d::Vector3 body2Position = body2->getTransform().getPosition();
const rp3d::Vector3 anchorPointWorldSpace = 0.5 * (body1Position + body2Position);
rp3d::BallAndSocketJointInfo jointInfo(body1, body2, anchorPointWorldSpace);
// Create the joint in the dynamics world
mBallAndSocketJoints[i] = dynamic_cast<rp3d::BallAndSocketJoint*>(
mDynamicsWorld->createJoint(jointInfo));
}
}
/// Create the boxes and joint for the Slider joint example
void JointsScene::createSliderJoint() {
// --------------- Create the first box --------------- //
// Position of the box
openglframework::Vector3 positionBox1(0, 2.1f, 0);
// Create a box and a corresponding rigid in the dynamics world
openglframework::Vector3 box1Dimension(2, 4, 2);
mSliderJointBottomBox = new Box(box1Dimension, positionBox1 , BOX_MASS, mDynamicsWorld, mPhongShader);
// The fist box cannot move
mSliderJointBottomBox->getRigidBody()->setType(rp3d::STATIC);
// Change the material properties of the rigid body
rp3d::Material& material1 = mSliderJointBottomBox->getRigidBody()->getMaterial();
material1.setBounciness(0.4f);
// --------------- Create the second box --------------- //
// Position of the box
openglframework::Vector3 positionBox2(0, 4.2f, 0);
// Create a box and a corresponding rigid in the dynamics world
openglframework::Vector3 box2Dimension(1.5f, 4, 1.5f);
mSliderJointTopBox = new Box(box2Dimension, positionBox2, BOX_MASS, mDynamicsWorld, mPhongShader);
// Change the material properties of the rigid body
rp3d::Material& material2 = mSliderJointTopBox->getRigidBody()->getMaterial();
material2.setBounciness(0.4f);
// --------------- Create the joint --------------- //
// Create the joint info object
rp3d::RigidBody* body1 = mSliderJointBottomBox->getRigidBody();
rp3d::RigidBody* body2 = mSliderJointTopBox->getRigidBody();
const rp3d::Vector3& body1Position = body1->getTransform().getPosition();
const rp3d::Vector3& body2Position = body2->getTransform().getPosition();
const rp3d::Vector3 anchorPointWorldSpace = rp3d::decimal(0.5) * (body2Position + body1Position);
const rp3d::Vector3 sliderAxisWorldSpace = (body2Position - body1Position);
rp3d::SliderJointInfo jointInfo(body1, body2, anchorPointWorldSpace, sliderAxisWorldSpace,
rp3d::decimal(-1.7), rp3d::decimal(1.7));
jointInfo.isMotorEnabled = true;
jointInfo.motorSpeed = 0.0;
jointInfo.maxMotorForce = 10000.0;
jointInfo.isCollisionEnabled = false;
// Create the joint in the dynamics world
mSliderJoint = dynamic_cast<rp3d::SliderJoint*>(mDynamicsWorld->createJoint(jointInfo));
}
/// Create the boxes and joint for the Hinge joint example
void JointsScene::createPropellerHingeJoint() {
// --------------- Create the propeller box --------------- //
// Position of the box
openglframework::Vector3 positionBox1(0, 7, 0);
// Create a box and a corresponding rigid in the dynamics world
openglframework::Vector3 boxDimension(10, 1, 1);
mPropellerBox = new Box(boxDimension, positionBox1 , BOX_MASS, mDynamicsWorld, mPhongShader);
// Change the material properties of the rigid body
rp3d::Material& material = mPropellerBox->getRigidBody()->getMaterial();
material.setBounciness(rp3d::decimal(0.4));
// --------------- Create the Hinge joint --------------- //
// Create the joint info object
rp3d::RigidBody* body1 = mPropellerBox->getRigidBody();
rp3d::RigidBody* body2 = mSliderJointTopBox->getRigidBody();
const rp3d::Vector3& body1Position = body1->getTransform().getPosition();
const rp3d::Vector3& body2Position = body2->getTransform().getPosition();
const rp3d::Vector3 anchorPointWorldSpace = 0.5 * (body2Position + body1Position);
const rp3d::Vector3 hingeAxisWorldSpace(0, 1, 0);
rp3d::HingeJointInfo jointInfo(body1, body2, anchorPointWorldSpace, hingeAxisWorldSpace);
jointInfo.isMotorEnabled = true;
jointInfo.motorSpeed = - rp3d::decimal(0.5) * PI;
jointInfo.maxMotorTorque = rp3d::decimal(60.0);
jointInfo.isCollisionEnabled = false;
// Create the joint in the dynamics world
mPropellerHingeJoint = dynamic_cast<rp3d::HingeJoint*>(mDynamicsWorld->createJoint(jointInfo));
}
/// Create the boxes and joints for the fixed joints
void JointsScene::createFixedJoints() {
// --------------- Create the first box --------------- //
// Position of the box
openglframework::Vector3 positionBox1(5, 7, 0);
// Create a box and a corresponding rigid in the dynamics world
openglframework::Vector3 boxDimension(1.5, 1.5, 1.5);
mFixedJointBox1 = new Box(boxDimension, positionBox1 , BOX_MASS, mDynamicsWorld, mPhongShader);
// Change the material properties of the rigid body
rp3d::Material& material1 = mFixedJointBox1->getRigidBody()->getMaterial();
material1.setBounciness(rp3d::decimal(0.4));
// --------------- Create the second box --------------- //
// Position of the box
openglframework::Vector3 positionBox2(-5, 7, 0);
// Create a box and a corresponding rigid in the dynamics world
mFixedJointBox2 = new Box(boxDimension, positionBox2 , BOX_MASS, mDynamicsWorld, mPhongShader);
// Change the material properties of the rigid body
rp3d::Material& material2 = mFixedJointBox2->getRigidBody()->getMaterial();
material2.setBounciness(rp3d::decimal(0.4));
// --------------- Create the first fixed joint --------------- //
// Create the joint info object
rp3d::RigidBody* body1 = mFixedJointBox1->getRigidBody();
rp3d::RigidBody* propellerBody = mPropellerBox->getRigidBody();
const rp3d::Vector3 anchorPointWorldSpace1(5, 7, 0);
rp3d::FixedJointInfo jointInfo1(body1, propellerBody, anchorPointWorldSpace1);
jointInfo1.isCollisionEnabled = false;
// Create the joint in the dynamics world
mFixedJoint1 = dynamic_cast<rp3d::FixedJoint*>(mDynamicsWorld->createJoint(jointInfo1));
// --------------- Create the second fixed joint --------------- //
// Create the joint info object
rp3d::RigidBody* body2 = mFixedJointBox2->getRigidBody();
const rp3d::Vector3 anchorPointWorldSpace2(-5, 7, 0);
rp3d::FixedJointInfo jointInfo2(body2, propellerBody, anchorPointWorldSpace2);
jointInfo2.isCollisionEnabled = false;
// Create the joint in the dynamics world
mFixedJoint2 = dynamic_cast<rp3d::FixedJoint*>(mDynamicsWorld->createJoint(jointInfo2));
}
// Create the floor
void JointsScene::createFloor() {
// Create the floor
openglframework::Vector3 floorPosition(0, 0, 0);
mFloor = new Box(FLOOR_SIZE, floorPosition, FLOOR_MASS, mDynamicsWorld, mPhongShader);
// The floor must be a static rigid body
mFloor->getRigidBody()->setType(rp3d::STATIC);
// Change the material properties of the rigid body
rp3d::Material& material = mFloor->getRigidBody()->getMaterial();
material.setBounciness(rp3d::decimal(0.3));
}