reactphysics3d/testbed/scenes/joints/JointsScene.h
2015-07-29 18:15:20 +02:00

149 lines
5.4 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 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 JOINTS_SCENE_H
#define JOINTS_SCENE_H
// Libraries
#include "openglframework.h"
#include "reactphysics3d.h"
#include "Box.h"
#include "SceneDemo.h"
namespace jointsscene {
// Constants
const float SCENE_RADIUS = 30.0f;
const openglframework::Vector3 BOX_SIZE(2, 2, 2); // Box dimensions in meters
const openglframework::Vector3 FLOOR_SIZE(20, 0.5f, 20); // Floor dimensions in meters
const float BOX_MASS = 1.0f; // Box mass in kilograms
const float FLOOR_MASS = 100.0f; // Floor mass in kilograms
const int NB_BALLSOCKETJOINT_BOXES = 7; // Number of Ball-And-Socket chain boxes
const int NB_HINGE_BOXES = 7; // Number of Hinge chain boxes
// Class JointsScene
class JointsScene : public SceneDemo {
protected :
// -------------------- Attributes -------------------- //
/// Light 0
openglframework::Light mLight0;
/// Phong shader
openglframework::Shader mPhongShader;
/// Boxes of Ball-And-Socket joint chain
Box* mBallAndSocketJointChainBoxes[NB_BALLSOCKETJOINT_BOXES];
/// Boxes of the Hinge joint chain
Box* mHingeJointChainBoxes[NB_HINGE_BOXES];
/// Ball-And-Socket joints of the chain
rp3d::BallAndSocketJoint* mBallAndSocketJoints[NB_BALLSOCKETJOINT_BOXES-1];
/// Hinge joints of the chain
rp3d::HingeJoint* mHingeJoints[NB_HINGE_BOXES-1];
/// Bottom box of the Slider joint
Box* mSliderJointBottomBox;
/// Top box of the Slider joint
Box* mSliderJointTopBox;
/// Slider joint
rp3d::SliderJoint* mSliderJoint;
/// Propeller box
Box* mPropellerBox;
/// Box 1 of Fixed joint
Box* mFixedJointBox1;
/// Box 2 of Fixed joint
Box* mFixedJointBox2;
/// Hinge joint
rp3d::HingeJoint* mPropellerHingeJoint;
/// First Fixed joint
rp3d::FixedJoint* mFixedJoint1;
/// Second Fixed joint
rp3d::FixedJoint* mFixedJoint2;
/// Box for the floor
Box* mFloor;
/// Dynamics world used for the physics simulation
rp3d::DynamicsWorld* mDynamicsWorld;
// -------------------- Methods -------------------- //
/// Create the boxes and joints for the Ball-and-Socket joint example
void createBallAndSocketJoints();
/// Create the boxes and joint for the Slider joint example
void createSliderJoint();
/// Create the boxes and joint for the Hinge joint example
void createPropellerHingeJoint();
/// Create the boxes and joint for the Fixed joint example
void createFixedJoints();
/// Create the floor
void createFloor();
public:
// -------------------- Methods -------------------- //
/// Constructor
JointsScene(const std::string& name);
/// Destructor
virtual ~JointsScene();
/// Update the physics world (take a simulation step)
/// Can be called several times per frame
virtual void updatePhysics();
/// Take a step for the simulation
virtual void update();
/// Render the scene in a single pass
virtual void renderSinglePass(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix);
/// Reset the scene
virtual void reset();
};
}
#endif