reactphysics3d/testbed/scenes/ballandsocketjointschain/BallAndSocketJointsChainScene.cpp

165 lines
6.4 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 "BallAndSocketJointsChainScene.h"
#include <cmath>
// Namespaces
using namespace openglframework;
using namespace ballandsocketjointschainscene;
// Constructor
BallAndSocketJointsChainScene::BallAndSocketJointsChainScene(const std::string& name, EngineSettings& settings)
: SceneDemo(name, settings, true, SCENE_RADIUS) {
std::string meshFolderPath("meshes/");
// 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);
mWorldSettings.worldName = name;
// Logger
rp3d::DefaultLogger* defaultLogger = mPhysicsCommon.createDefaultLogger();
uint logLevel = static_cast<uint>(rp3d::Logger::Level::Information) | static_cast<uint>(rp3d::Logger::Level::Warning) |
static_cast<uint>(rp3d::Logger::Level::Error);
defaultLogger->addFileDestination("rp3d_log_" + name + ".html", logLevel, rp3d::DefaultLogger::Format::HTML);
mPhysicsCommon.setLogger(defaultLogger);
}
// Destructor
BallAndSocketJointsChainScene::~BallAndSocketJointsChainScene() {
destroyPhysicsWorld();
}
// Create the physics world
void BallAndSocketJointsChainScene::createPhysicsWorld() {
// Gravity vector in the physics world
mWorldSettings.gravity = rp3d::Vector3(mEngineSettings.gravity.x, mEngineSettings.gravity.y, mEngineSettings.gravity.z);
// Create the physics world for the physics simulation
mPhysicsWorld = mPhysicsCommon.createPhysicsWorld(mWorldSettings);
mPhysicsWorld->setEventListener(this);
// Create all the spheres of the scene
for (int i=0; i<NB_SPHERES; i++) {
// Create a sphere and a corresponding rigid in the physics world
mSpheres[i] = new Sphere(true, SPHERE_RADIUS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
// Set the sphere color
mSpheres[i]->setColor(mObjectColorDemo);
mSpheres[i]->setSleepingColor(mSleepingColorDemo);
// Change the material properties of the rigid body
rp3d::Material& material = mSpheres[i]->getCollider()->getMaterial();
material.setBounciness(rp3d::decimal(0.0));
if (i == 0) {
mSpheres[i]->getRigidBody()->setType(rp3d::BodyType::STATIC);
}
// Add the sphere the list of sphere in the scene
mPhysicsObjects.push_back(mSpheres[i]);
}
// Set the position of the spheres before the joints creation
initBodiesPositions();
// Create the Ball-and-Socket joints
createJoints();
}
// Initialize the bodies positions
void BallAndSocketJointsChainScene::initBodiesPositions() {
const float space = 0.5f;
const rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
for (int i=0; i<NB_SPHERES; i++) {
// Initial position and orientation of the rigid body
rp3d::Vector3 initPosition(i * (2 * SPHERE_RADIUS + space), 20, 0);
rp3d::Transform transform(initPosition, initOrientation);
// Create a box and a corresponding rigid in the physics world
mSpheres[i]->setTransform(transform);
}
}
// Destroy the physics world
void BallAndSocketJointsChainScene::destroyPhysicsWorld() {
if (mPhysicsWorld != nullptr) {
// Destroy all the physics objects of the scene
for (std::vector<PhysicsObject*>::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) {
// Destroy the object
delete (*it);
}
mBallAndSocketJoints.clear();
mPhysicsObjects.clear();
mPhysicsCommon.destroyPhysicsWorld(mPhysicsWorld);
mPhysicsWorld = nullptr;
}
}
// Create the joints
void BallAndSocketJointsChainScene::createJoints() {
for (int i=0; i < NB_SPHERES-1; i++) {
// Create the joint info object
rp3d::RigidBody* body1 = mSpheres[i]->getRigidBody();
rp3d::RigidBody* body2 = mSpheres[i+1]->getRigidBody();
rp3d::Vector3 body1Position = body1->getTransform().getPosition();
const rp3d::Vector3 anchorPointWorldSpace = body1Position;
rp3d::BallAndSocketJointInfo jointInfo(body1, body2, anchorPointWorldSpace);
jointInfo.isCollisionEnabled = false;
rp3d::BallAndSocketJoint* joint = dynamic_cast<rp3d::BallAndSocketJoint*>( mPhysicsWorld->createJoint(jointInfo));
mBallAndSocketJoints.push_back(joint);
}
}
// Reset the scene
void BallAndSocketJointsChainScene::reset() {
SceneDemo::reset();
destroyPhysicsWorld();
createPhysicsWorld();
initBodiesPositions();
}