6838ab89d5
git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@410 92aac97c-a6ce-11dd-a772-7fcde58d38e6
194 lines
7.6 KiB
C++
194 lines
7.6 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010 Daniel Chappuis *
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*********************************************************************************
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy *
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* of this software and associated documentation files (the "Software"), to deal *
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* in the Software without restriction, including without limitation the rights *
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
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* copies of the Software, and to permit persons to whom the Software is *
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* furnished to do so, subject to the following conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in *
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* all copies or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
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* THE SOFTWARE. *
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********************************************************************************/
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// Libraries
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#include <stdlib.h>
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#include <GL/freeglut.h>
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#include <GL/glu.h>
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#include "Box.h"
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#include <reactphysics3d.h>
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// Prototypes
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void init();
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void display();
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void simulate();
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void clean();
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void reshape(int w, int h);
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// Use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constants
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const double FLOOR_SIZE = 20;
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const double FLOOR_THICKNESS = 0.2;
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// Global variables
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PhysicsWorld* physicsWorld; // Physics world
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PhysicsEngine* physicsEngine; // Physics engine
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Box* boxes[2]; // Falling boxes
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RigidBody* floorRigidBody; // Rigid body corresponding the floor
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// Simulation function
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void simulate() {
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// Update the physics simulation
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physicsEngine->update();
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// Display the scene
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display();
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}
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// Main function
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int main(int argc, char** argv) {
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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glutInitWindowSize(600, 600);
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glutInitWindowPosition(100, 100);
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glutCreateWindow("ReactPhysics3D Example - Falling Cubes");
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init();
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glutIdleFunc(simulate);
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glutReshapeFunc(reshape);
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glutMainLoop();
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physicsEngine->stop(); // Stop the physics simulation
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clean();
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return 0;
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}
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// Initialization function
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void init() {
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glClearColor(0.0, 0.0, 0.0, 0.0);
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// Light
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glShadeModel(GL_SMOOTH);
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GLfloat light_position[] = {5.0f, 5.0f, 5.0f, 1.0f};
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_DEPTH_TEST);
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// Gravity vector of the physics world
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Vector3D gravity(0.0, -9.81, 0.0);
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// Create the physics world
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physicsWorld = new PhysicsWorld(gravity);
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// Create the physics engine with the previous physis world and a timestep
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// of 0.005 seconds
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physicsEngine = new PhysicsEngine(physicsWorld, 0.005);
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// Create a falling box with a size of 1m and weight of 3kg
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Vector3D position1(-2.0, 15.0, 0.0); // Position of the box
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Quaternion orientation(0.2, 1.0, 0.6, 0.0); // Orientation of the box
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boxes[0] = new Box(1.0, 3.0, position1, orientation); // Creation of the box
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boxes[0]->getRigidBodyPointer()->setRestitution(0.5); // How bouncy is the rigid body
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physicsWorld->addBody(boxes[0]->getRigidBodyPointer()); // Add the rigid body created in the constructor
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// of the Box to the physics world
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// Create a second falling box with a size of 2m and weight of 4.5kg
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Vector3D position2 = Vector3D(2.0, 10.0, 0.0); // Position of the box
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orientation = Quaternion(1.0, 1.0, 0.5, 0.0); // Orientation of the box
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boxes[1] = new Box(2.0, 4.5, position2, orientation); // Creation of the box
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boxes[1]->getRigidBodyPointer()->setRestitution(0.5); // How bouncy is the rigid body
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physicsWorld->addBody(boxes[1]->getRigidBodyPointer()); // Add the rigid body created in the constructor
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// of the Box to the physics world
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// Create the rigid body corresponding to the floor
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Vector3D positionFloor = Vector3D(0.0, 0.0, 0.0);
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orientation = Quaternion(0.0, 1.0, 0.0, 0.0);
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double mass = 100.0;
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// Local inertia tensor of a cube
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rp3d::Matrix3x3 inertiaTensor(1.0/12.0*mass*2*FLOOR_SIZE*FLOOR_SIZE, 0.0, 0.0,
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0.0, 1.0/12.0*mass*2*FLOOR_SIZE*FLOOR_SIZE, 0.0,
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0.0, 0.0, 1.0/12.0*mass*2*FLOOR_SIZE*FLOOR_SIZE);
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// Creation of the bounding volume for the collision
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// The bounding volume is an Oriented Bounding Box (OBB)
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// The first three arguments are the three axis direction of the OBB (here the x,y and z axis)
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// and the last three arguments are the corresponding half extents of the OBB in those direction.
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// Here the rigid body is a cube and therefore the three half extents are the half of the size
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// of the cube in all OBB directions.
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rp3d::OBB* boundingVolume = new OBB(positionFloor, Vector3D(1.0, 0.0, 0.0), Vector3D(0.0, 1.0, 0.0), Vector3D(0.0, 0.0, 1.0), FLOOR_SIZE, FLOOR_THICKNESS, FLOOR_SIZE);
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// Create the rigid body that will be used to simulate the physics of the box
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floorRigidBody = new RigidBody(positionFloor, orientation, mass, inertiaTensor, boundingVolume);
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// The floor is a rigid body that cannot move
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floorRigidBody->setIsMotionEnabled(false);
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// Set the bouncing restitution factor of the floor
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floorRigidBody->setRestitution(0.5);
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// Add the floor rigid body to the physics world
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physicsWorld->addBody(floorRigidBody);
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// Start the physics simulation
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physicsEngine->start();
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}
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// Display function
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void display() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Display each falling box of the scene
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for (int i=0; i<2; i++) {
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boxes[i]->draw();
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}
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// Display the plane for the floor
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glBegin(GL_POLYGON);
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glNormal3f(0.0, 1.0, 0.0);
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glVertex3f(-FLOOR_SIZE/2, 0.0, -FLOOR_SIZE/2);
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glVertex3f(-FLOOR_SIZE/2, 0.0, FLOOR_SIZE/2);
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glVertex3f(FLOOR_SIZE/2, 0.0, FLOOR_SIZE/2);
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glVertex3f(FLOOR_SIZE/2, 0.0, -FLOOR_SIZE/2);
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glEnd();
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glutSwapBuffers();
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}
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// Reshape function
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void reshape(int w, int h) {
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float ratio = ((float)w / h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glViewport(0, 0, w, h);
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gluPerspective(45, ratio,1,1000);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(20.0, 5.0, 20.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
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}
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// Clean the memory allocation
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void clean() {
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delete physicsEngine;
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delete physicsWorld;
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delete boxes[0];
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delete boxes[1];
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delete floorRigidBody;
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} |