261 lines
8.1 KiB
C++
261 lines
8.1 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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#ifndef TESTBED_APPLICATION_H
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#define TESTBED_APPLICATION_H
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// Libraries
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#include "openglframework.h"
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#include "Gui.h"
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#include "Scene.h"
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#include "Timer.h"
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#include <GLFW/glfw3.h>
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using namespace nanogui;
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// Macro for OpenGL errors
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#define checkOpenGLErrors() checkOpenGLErrorsInternal(__FILE__,__LINE__)
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/// Class TestbedApplication
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class TestbedApplication : public Screen {
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private :
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// -------------------- Constants -------------------- //
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static const float SCROLL_SENSITIVITY;
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// -------------------- Attributes -------------------- //
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bool mIsInitialized;
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Gui mGui;
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/// Timer
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Timer mTimer;
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/// List of 3D scenes
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std::vector<Scene*> mScenes;
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/// Current 3D scene
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Scene* mCurrentScene;
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/// Physics engine settings
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EngineSettings mEngineSettings;
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/// Current number of frames per seconds
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double mFPS;
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/// Number of frames during the last second
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int mNbFrames;
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/// Current time for fps computation (in seconds)
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double mCurrentTime;
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/// Previous time for fps computation (in seconds)
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double mPreviousTime;
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/// Last time the FPS have been computed
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double mLastTimeComputedFPS;
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/// Update time (in seconds)
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double mFrameTime;
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/// Physics update time (in seconds)
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double mPhysicsTime;
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/// Width and height of the window
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int mWidth, mHeight;
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/// True if the next simulation update is a single physics step
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bool mSinglePhysicsStepEnabled;
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/// True if the single physics step has been taken already
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bool mSinglePhysicsStepDone;
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openglframework::Vector2 mWindowToFramebufferRatio;
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/// True if shadow mapping is enabled
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bool mIsShadowMappingEnabled;
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/// True if contact points are displayed
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bool mIsContactPointsDisplayed;
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/// True if the AABBs of physics objects are displayed
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bool mIsAABBsDisplayed;
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/// True if the wireframe rendering is enabled
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bool mIsWireframeEnabled;
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/// True if vsync is enabled
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bool mIsVSyncEnabled;
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// -------------------- Methods -------------------- //
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/// Private copy-constructor (for the singleton class)
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TestbedApplication(TestbedApplication const&);
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/// Private assignment operator (for the singleton class)
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void operator=(TestbedApplication const&);
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/// Update the physics of the current scene
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void updatePhysics();
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/// Update
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void update();
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/// Update the simulation by taking a single physics step
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void updateSinglePhysicsStep();
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/// Check the OpenGL errors
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static void checkOpenGLErrorsInternal(const char* file, int line);
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/// Compute the FPS
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void computeFPS();
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/// Initialize all the scenes
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void createScenes();
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/// Remove all the scenes
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void destroyScenes();
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/// Return the list of the scenes
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std::vector<Scene*> getScenes();
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/// Start/stop the simulation
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void togglePlayPauseSimulation();
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/// Play the simulation
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void playSimulation();
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/// Pause the simulation
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void pauseSimulation();
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/// Restart the simulation
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void restartSimulation();
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/// Set the variable to know if we need to take a single physics step
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void toggleTakeSinglePhysicsStep();
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public :
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// -------------------- Methods -------------------- //
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/// Private constructor (for the singleton class)
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TestbedApplication(bool isFullscreen);
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/// Destructor
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virtual ~TestbedApplication() override;
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/// Render the content of the application
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virtual void drawContents() override;
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/// Window resize event handler
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virtual bool resizeEvent(const Vector2i& size) override;
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/// Default keyboard event handler
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virtual bool keyboardEvent(int key, int scancode, int action, int modifiers) override;
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/// Handle a mouse button event (default implementation: propagate to children)
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virtual bool mouseButtonEvent(const Vector2i &p, int button, bool down, int modifiers) override;
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/// Handle a mouse motion event (default implementation: propagate to children)
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virtual bool mouseMotionEvent(const Vector2i &p, const Vector2i &rel, int button, int modifiers) override;
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/// Handle a mouse scroll event (default implementation: propagate to children)
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virtual bool scrollEvent(const Vector2i &p, const Vector2f &rel) override;
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/// Initialize the application
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void init();
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/// Change the current scene
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void switchScene(Scene* newScene);
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/// Enable/Disable Vertical synchronization
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void enableVSync(bool enable);
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/// Notify that the engine settings have changed
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void notifyEngineSetttingsChanged();
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// -------------------- Friendship -------------------- //
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friend class Gui;
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};
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// Return the list of the scenes
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inline std::vector<Scene*> TestbedApplication::getScenes() {
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return mScenes;
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}
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// Toggle play/pause for the simulation
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inline void TestbedApplication::togglePlayPauseSimulation() {
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if (mTimer.isRunning()) {
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mTimer.stop();
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}
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else {
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mTimer.start();
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}
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}
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// Play the simulation
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inline void TestbedApplication::playSimulation() {
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if (!mTimer.isRunning()) mTimer.start();
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}
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// Pause the simulation
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inline void TestbedApplication::pauseSimulation() {
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if (mTimer.isRunning()) mTimer.stop();
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}
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// Restart the simulation
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inline void TestbedApplication::restartSimulation() {
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mCurrentScene->reset();
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mTimer.start();
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}
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// Take a single step of simulation
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inline void TestbedApplication::toggleTakeSinglePhysicsStep() {
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mSinglePhysicsStepEnabled = true;
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mSinglePhysicsStepDone = false;
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if (mTimer.isRunning()) {
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mSinglePhysicsStepEnabled = false;
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}
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}
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// Enable/Disable Vertical synchronization
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inline void TestbedApplication::enableVSync(bool enable) {
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mIsVSyncEnabled = enable;
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if (mIsVSyncEnabled) {
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glfwSwapInterval(1);
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}
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else {
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glfwSwapInterval(0);
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}
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}
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#endif
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