reactphysics3d/testbed/scenes/collisiondetection/CollisionDetectionScene.cpp

418 lines
16 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. *
* *
********************************************************************************/
// Libraries
#include "CollisionDetectionScene.h"
// Namespaces
using namespace openglframework;
using namespace collisiondetectionscene;
// Constructor
CollisionDetectionScene::CollisionDetectionScene(const std::string& name)
: SceneDemo(name, SCENE_RADIUS, false), mMeshFolderPath("meshes/"),
mContactManager(mPhongShader, mMeshFolderPath),
mAreNormalsDisplayed(false), mVBOVertices(GL_ARRAY_BUFFER) {
mSelectedShapeIndex = 0;
mIsContactPointsDisplayed = true;
mIsWireframeEnabled = true;
// Compute the radius and the center of the scene
openglframework::Vector3 center(0, 0, 0);
// Set the center of the scene
setScenePosition(center, SCENE_RADIUS);
// Create the dynamics world for the physics simulation
mCollisionWorld = new rp3d::CollisionWorld();
// ---------- Sphere 1 ---------- //
openglframework::Vector3 position1(0, 0, 0);
// Create a sphere and a corresponding collision body in the dynamics world
mSphere1 = new Sphere(6, position1, mCollisionWorld, mMeshFolderPath);
mAllShapes.push_back(mSphere1);
// Set the color
mSphere1->setColor(mGreyColorDemo);
mSphere1->setSleepingColor(mRedColorDemo);
// ---------- Sphere 2 ---------- //
openglframework::Vector3 position2(4, 0, 0);
// Create a sphere and a corresponding collision body in the dynamics world
mSphere2 = new Sphere(4, position2, mCollisionWorld, mMeshFolderPath);
mAllShapes.push_back(mSphere2);
// Set the color
mSphere2->setColor(mGreyColorDemo);
mSphere2->setSleepingColor(mRedColorDemo);
// ---------- Capsule 1 ---------- //
openglframework::Vector3 position3(4, 0, 0);
// Create a cylinder and a corresponding collision body in the dynamics world
mCapsule1 = new Capsule(CAPSULE_RADIUS, CAPSULE_HEIGHT, position3, mCollisionWorld, mMeshFolderPath);
mAllShapes.push_back(mCapsule1);
// Set the color
mCapsule1->setColor(mGreyColorDemo);
mCapsule1->setSleepingColor(mRedColorDemo);
// ---------- Cone ---------- //
//openglframework::Vector3 position4(0, 0, 0);
// Create a cone and a corresponding collision body in the dynamics world
//mCone = new Cone(CONE_RADIUS, CONE_HEIGHT, position4, mCollisionWorld,
// mMeshFolderPath);
// Set the color
//mCone->setColor(mGreyColorDemo);
//mCone->setSleepingColor(mRedColorDemo);
// ---------- Cylinder ---------- //
//openglframework::Vector3 position5(0, 0, 0);
// Create a cylinder and a corresponding collision body in the dynamics world
//mCylinder = new Cylinder(CYLINDER_RADIUS, CYLINDER_HEIGHT, position5,
// mCollisionWorld, mMeshFolderPath);
// Set the color
//mCylinder->setColor(mGreyColorDemo);
//mCylinder->setSleepingColor(mRedColorDemo);
// ---------- Convex Mesh ---------- //
//openglframework::Vector3 position7(0, 0, 0);
// Create a convex mesh and a corresponding collision body in the dynamics world
//mConvexMesh = new ConvexMesh(position7, mCollisionWorld, mMeshFolderPath + "convexmesh.obj");
// Set the color
//mConvexMesh->setColor(mGreyColorDemo);
//mConvexMesh->setSleepingColor(mRedColorDemo);
// ---------- Concave Mesh ---------- //
//openglframework::Vector3 position8(0, 0, 0);
// Create a convex mesh and a corresponding collision body in the dynamics world
//mConcaveMesh = new ConcaveMesh(position8, mCollisionWorld, mMeshFolderPath + "city.obj");
// Set the color
//mConcaveMesh->setColor(mGreyColorDemo);
//mConcaveMesh->setSleepingColor(mRedColorDemo);
// ---------- Heightfield ---------- //
//openglframework::Vector3 position9(0, 0, 0);
// Create a convex mesh and a corresponding collision body in the dynamics world
//mHeightField = new HeightField(position9, mCollisionWorld);
// Set the color
//mHeightField->setColor(mGreyColorDemo);
//mHeightField->setSleepingColor(mRedColorDemo);
// Create the VBO and VAO to render the lines
//createVBOAndVAO(mPhongShader);
mAllShapes[mSelectedShapeIndex]->setColor(mBlueColorDemo);
}
// Reset the scene
void CollisionDetectionScene::reset() {
}
// Destructor
CollisionDetectionScene::~CollisionDetectionScene() {
// Destroy the shader
mPhongShader.destroy();
// Destroy the box rigid body from the dynamics world
//mCollisionWorld->destroyCollisionBody(mBox->getCollisionBody());
//delete mBox;
// Destroy the spheres
mCollisionWorld->destroyCollisionBody(mSphere1->getCollisionBody());
delete mSphere1;
mCollisionWorld->destroyCollisionBody(mSphere2->getCollisionBody());
delete mSphere2;
/*
// Destroy the corresponding rigid body from the dynamics world
mCollisionWorld->destroyCollisionBody(mCone->getCollisionBody());
delete mCone;
// Destroy the corresponding rigid body from the dynamics world
mCollisionWorld->destroyCollisionBody(mCylinder->getCollisionBody());
// Destroy the sphere
delete mCylinder;
// Destroy the corresponding rigid body from the dynamics world
mCollisionWorld->destroyCollisionBody(mCapsule->getCollisionBody());
// Destroy the sphere
delete mCapsule;
// Destroy the corresponding rigid body from the dynamics world
mCollisionWorld->destroyCollisionBody(mConvexMesh->getCollisionBody());
// Destroy the convex mesh
delete mConvexMesh;
// Destroy the corresponding rigid body from the dynamics world
mCollisionWorld->destroyCollisionBody(mDumbbell->getCollisionBody());
// Destroy the dumbbell
delete mDumbbell;
// Destroy the corresponding rigid body from the dynamics world
mCollisionWorld->destroyCollisionBody(mConcaveMesh->getCollisionBody());
// Destroy the convex mesh
delete mConcaveMesh;
// Destroy the corresponding rigid body from the dynamics world
mCollisionWorld->destroyCollisionBody(mHeightField->getCollisionBody());
// Destroy the convex mesh
delete mHeightField;
*/
mContactManager.resetPoints();
// Destroy the static data for the visual contact points
VisualContactPoint::destroyStaticData();
// Destroy the collision world
delete mCollisionWorld;
// Destroy the VBOs and VAO
mVBOVertices.destroy();
mVAO.destroy();
}
// Update the physics world (take a simulation step)
void CollisionDetectionScene::updatePhysics() {
}
// Take a step for the simulation
void CollisionDetectionScene::update() {
mContactManager.resetPoints();
mCollisionWorld->testCollision(&mContactManager);
SceneDemo::update();
}
// Render the scene
void CollisionDetectionScene::renderSinglePass(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix) {
/*
// Bind the VAO
mVAO.bind();
// Bind the shader
shader.bind();
mVBOVertices.bind();
// Set the model to camera matrix
const Matrix4 localToCameraMatrix = Matrix4::identity();
shader.setMatrix4x4Uniform("localToWorldMatrix", localToCameraMatrix);
shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix);
// Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the
// model-view matrix)
const openglframework::Matrix3 normalMatrix =
localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose();
shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
// Set the vertex color
openglframework::Vector4 color(1, 0, 0, 1);
shader.setVector4Uniform("vertexColor", color, false);
// Get the location of shader attribute variables
GLint vertexPositionLoc = shader.getAttribLocation("vertexPosition");
glEnableVertexAttribArray(vertexPositionLoc);
glVertexAttribPointer(vertexPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL);
// Draw the lines
glDrawArrays(GL_LINES, 0, NB_RAYS);
glDisableVertexAttribArray(vertexPositionLoc);
mVBOVertices.unbind();
// Unbind the VAO
mVAO.unbind();
shader.unbind();
*/
// Render the shapes
if (mSphere1->getCollisionBody()->isActive()) mSphere1->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
if (mSphere2->getCollisionBody()->isActive()) mSphere2->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
if (mCapsule1->getCollisionBody()->isActive()) mCapsule1->render(shader, worldToCameraMatrix, mIsWireframeEnabled);
/*
if (mBox->getCollisionBody()->isActive()) mBox->render(shader, worldToCameraMatrix);
if (mCone->getCollisionBody()->isActive()) mCone->render(shader, worldToCameraMatrix);
if (mCylinder->getCollisionBody()->isActive()) mCylinder->render(shader, worldToCameraMatrix);
if (mCapsule->getCollisionBody()->isActive()) mCapsule->render(shader, worldToCameraMatrix);
if (mConvexMesh->getCollisionBody()->isActive()) mConvexMesh->render(shader, worldToCameraMatrix);
if (mDumbbell->getCollisionBody()->isActive()) mDumbbell->render(shader, worldToCameraMatrix);
if (mConcaveMesh->getCollisionBody()->isActive()) mConcaveMesh->render(shader, worldToCameraMatrix);
if (mHeightField->getCollisionBody()->isActive()) mHeightField->render(shader, worldToCameraMatrix);
*/
shader.unbind();
}
// Create the Vertex Buffer Objects used to render with OpenGL.
/// We create two VBOs (one for vertices and one for indices)
void CollisionDetectionScene::createVBOAndVAO(openglframework::Shader& shader) {
// Bind the shader
shader.bind();
// Create the VBO for the vertices data
mVBOVertices.create();
mVBOVertices.bind();
size_t sizeVertices = mLinePoints.size() * sizeof(openglframework::Vector3);
mVBOVertices.copyDataIntoVBO(sizeVertices, &mLinePoints[0], GL_STATIC_DRAW);
mVBOVertices.unbind();
// Create the VAO for both VBOs
mVAO.create();
mVAO.bind();
// Bind the VBO of vertices
mVBOVertices.bind();
// Unbind the VAO
mVAO.unbind();
// Unbind the shader
shader.unbind();
}
void CollisionDetectionScene::selectNextShape() {
int previousIndex = mSelectedShapeIndex;
mSelectedShapeIndex++;
if (mSelectedShapeIndex >= mAllShapes.size()) {
mSelectedShapeIndex = 0;
}
mAllShapes[previousIndex]->setColor(mGreyColorDemo);
mAllShapes[mSelectedShapeIndex]->setColor(mBlueColorDemo);
}
// Called when a keyboard event occurs
bool CollisionDetectionScene::keyboardEvent(int key, int scancode, int action, int mods) {
// If the space key has been pressed
if (key == GLFW_KEY_SPACE && action == GLFW_PRESS) {
selectNextShape();
return true;
}
float stepDist = 0.5f;
float stepAngle = 20 * (3.14f / 180.0f);
if (key == GLFW_KEY_RIGHT && action == GLFW_PRESS) {
rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform();
transform.setPosition(transform.getPosition() + rp3d::Vector3(stepDist, 0, 0));
mAllShapes[mSelectedShapeIndex]->setTransform(transform);
}
else if (key == GLFW_KEY_LEFT && action == GLFW_PRESS) {
rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform();
transform.setPosition(transform.getPosition() + rp3d::Vector3(-stepDist, 0, 0));
mAllShapes[mSelectedShapeIndex]->setTransform(transform);
}
else if (key == GLFW_KEY_UP && action == GLFW_PRESS) {
rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform();
transform.setPosition(transform.getPosition() + rp3d::Vector3(0, stepDist, 0));
mAllShapes[mSelectedShapeIndex]->setTransform(transform);
}
else if (key == GLFW_KEY_DOWN && action == GLFW_PRESS) {
rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform();
transform.setPosition(transform.getPosition() + rp3d::Vector3(0, -stepDist, 0));
mAllShapes[mSelectedShapeIndex]->setTransform(transform);
}
else if (key == GLFW_KEY_Z && action == GLFW_PRESS) {
rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform();
transform.setPosition(transform.getPosition() + rp3d::Vector3(0, 0, stepDist));
mAllShapes[mSelectedShapeIndex]->setTransform(transform);
}
else if (key == GLFW_KEY_H && action == GLFW_PRESS) {
rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform();
transform.setPosition(transform.getPosition() + rp3d::Vector3(0, 0, -stepDist));
mAllShapes[mSelectedShapeIndex]->setTransform(transform);
}
else if (key == GLFW_KEY_A && action == GLFW_PRESS) {
rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform();
transform.setOrientation(rp3d::Quaternion(0, stepAngle, 0) * transform.getOrientation());
mAllShapes[mSelectedShapeIndex]->setTransform(transform);
}
else if (key == GLFW_KEY_D && action == GLFW_PRESS) {
rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform();
transform.setOrientation(rp3d::Quaternion(0, -stepAngle, 0) * transform.getOrientation());
mAllShapes[mSelectedShapeIndex]->setTransform(transform);
}
else if (key == GLFW_KEY_W && action == GLFW_PRESS) {
rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform();
transform.setOrientation(rp3d::Quaternion(stepAngle, 0, 0) * transform.getOrientation());
mAllShapes[mSelectedShapeIndex]->setTransform(transform);
}
else if (key == GLFW_KEY_S && action == GLFW_PRESS) {
rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform();
transform.setOrientation(rp3d::Quaternion(-stepAngle, 0, 0) * transform.getOrientation());
mAllShapes[mSelectedShapeIndex]->setTransform(transform);
}
else if (key == GLFW_KEY_F && action == GLFW_PRESS) {
rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform();
transform.setOrientation(rp3d::Quaternion(0, 0, stepAngle) * transform.getOrientation());
mAllShapes[mSelectedShapeIndex]->setTransform(transform);
}
else if (key == GLFW_KEY_G && action == GLFW_PRESS) {
rp3d::Transform transform = mAllShapes[mSelectedShapeIndex]->getTransform();
transform.setOrientation(rp3d::Quaternion(0, 0, -stepAngle) * transform.getOrientation());
mAllShapes[mSelectedShapeIndex]->setTransform(transform);
}
return false;
}