142 lines
5.9 KiB
C++
142 lines
5.9 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "CubesScene.h"
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// Namespaces
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using namespace openglframework;
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using namespace cubesscene;
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// Constructor
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CubesScene::CubesScene(const std::string& name, EngineSettings& settings)
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: SceneDemo(name, settings, SCENE_RADIUS) {
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// Compute the radius and the center of the scene
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openglframework::Vector3 center(0, 5, 0);
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// Set the center of the scene
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setScenePosition(center, SCENE_RADIUS);
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// Gravity vector in the dynamics world
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rp3d::Vector3 gravity(0, rp3d::decimal(-9.81), 0);
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rp3d::WorldSettings worldSettings;
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worldSettings.worldName = name;
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// Create the dynamics world for the physics simulation
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rp3d::DynamicsWorld* dynamicsWorld = mPhysicsCommon.createDynamicsWorld(gravity, worldSettings);
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dynamicsWorld->setEventListener(this);
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mPhysicsWorld = dynamicsWorld;
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// Create all the cubes of the scene
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for (int i=0; i<NB_CUBES; i++) {
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// Create a cube and a corresponding rigid in the dynamics world
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Box* cube = new Box(BOX_SIZE, BOX_MASS, mPhysicsCommon, getDynamicsWorld(), mMeshFolderPath);
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// Set the box color
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cube->setColor(mObjectColorDemo);
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cube->setSleepingColor(mSleepingColorDemo);
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// Change the material properties of the rigid body
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rp3d::Material& material = cube->getRigidBody()->getMaterial();
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material.setBounciness(rp3d::decimal(0.4));
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// Add the box the list of box in the scene
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mBoxes.push_back(cube);
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mPhysicsObjects.push_back(cube);
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}
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// ------------------------- FLOOR ----------------------- //
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// Create the floor
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mFloor = new Box(FLOOR_SIZE, FLOOR_MASS, mPhysicsCommon, getDynamicsWorld(), mMeshFolderPath);
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mFloor->setColor(mFloorColorDemo);
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mFloor->setSleepingColor(mFloorColorDemo);
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// The floor must be a static rigid body
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mFloor->getRigidBody()->setType(rp3d::BodyType::STATIC);
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mPhysicsObjects.push_back(mFloor);
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// Get the physics engine parameters
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mEngineSettings.isGravityEnabled = getDynamicsWorld()->isGravityEnabled();
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rp3d::Vector3 gravityVector = getDynamicsWorld()->getGravity();
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mEngineSettings.gravity = openglframework::Vector3(gravityVector.x, gravityVector.y, gravityVector.z);
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mEngineSettings.isSleepingEnabled = getDynamicsWorld()->isSleepingEnabled();
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mEngineSettings.sleepLinearVelocity = getDynamicsWorld()->getSleepLinearVelocity();
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mEngineSettings.sleepAngularVelocity = getDynamicsWorld()->getSleepAngularVelocity();
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mEngineSettings.nbPositionSolverIterations = getDynamicsWorld()->getNbIterationsPositionSolver();
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mEngineSettings.nbVelocitySolverIterations = getDynamicsWorld()->getNbIterationsVelocitySolver();
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mEngineSettings.timeBeforeSleep = getDynamicsWorld()->getTimeBeforeSleep();
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}
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// Destructor
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CubesScene::~CubesScene() {
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// Destroy all the cubes of the scene
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for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
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// Destroy the corresponding rigid body from the dynamics world
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getDynamicsWorld()->destroyRigidBody((*it)->getRigidBody());
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// Destroy the cube
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delete (*it);
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}
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// Destroy the rigid body of the floor
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getDynamicsWorld()->destroyRigidBody(mFloor->getRigidBody());
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// Destroy the floor
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delete mFloor;
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// Destroy the dynamics world
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mPhysicsCommon.destroyDynamicsWorld(getDynamicsWorld());
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}
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// Reset the scene
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void CubesScene::reset() {
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float radius = 2.0f;
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// Create all the cubes of the scene
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std::vector<Box*>::iterator it;
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int i = 0;
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for (it = mBoxes.begin(); it != mBoxes.end(); ++it) {
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// Position of the cubes
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float angle = i * 30.0f;
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rp3d::Vector3 position(radius * std::cos(angle),
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10 + i * (BOX_SIZE.y + 0.3f),
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0);
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(*it)->setTransform(rp3d::Transform(position, rp3d::Quaternion::identity()));
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i++;
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}
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mFloor->setTransform(rp3d::Transform(rp3d::Vector3::zero(), rp3d::Quaternion::identity()));
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}
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