reactphysics3d/testbed/src/TestbedApplication.h
2018-04-27 17:47:31 +02:00

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