reactphysics3d/testbed/examples/raycast/Scene.cpp
2015-04-08 20:47:55 +02:00

308 lines
12 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. *
* *
********************************************************************************/
// Libraries
#include "Scene.h"
// Namespaces
using namespace openglframework;
// Constructor
Scene::Scene(Viewer* viewer, const std::string& shaderFolderPath, const std::string& meshFolderPath)
: mViewer(viewer), mLight0(0), mCurrentBodyIndex(-1), mAreNormalsDisplayed(false),
mPhongShader(shaderFolderPath + "phong.vert",
shaderFolderPath +"phong.frag") {
// Move the light 0
mLight0.translateWorld(Vector3(50, 50, 50));
// Compute the radius and the center of the scene
float radiusScene = 30.0f;
openglframework::Vector3 center(0, 0, 0);
// Set the center of the scene
mViewer->setScenePosition(center, radiusScene);
// Create the dynamics world for the physics simulation
mCollisionWorld = new rp3d::CollisionWorld();
// Create the static data for the visual contact points
VisualContactPoint::createStaticData(meshFolderPath);
// ---------- Dumbbell ---------- //
openglframework::Vector3 position1(0, 0, 0);
// Create a convex mesh and a corresponding collision body in the dynamics world
mDumbbell = new Dumbbell(position1, mCollisionWorld, meshFolderPath);
// ---------- Box ---------- //
openglframework::Vector3 position2(0, 0, 0);
// Create a box and a corresponding collision body in the dynamics world
mBox = new Box(BOX_SIZE, position2, mCollisionWorld);
mBox->getCollisionBody()->setIsActive(false);
// ---------- Sphere ---------- //
openglframework::Vector3 position3(0, 0, 0);
// Create a sphere and a corresponding collision body in the dynamics world
mSphere = new Sphere(SPHERE_RADIUS, position3, mCollisionWorld,
meshFolderPath);
// ---------- 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,
meshFolderPath);
// ---------- 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, meshFolderPath);
// ---------- Capsule ---------- //
openglframework::Vector3 position6(0, 0, 0);
// Create a cylinder and a corresponding collision body in the dynamics world
mCapsule = new Capsule(CAPSULE_RADIUS, CAPSULE_HEIGHT, position6 ,
mCollisionWorld, meshFolderPath);
// ---------- 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, meshFolderPath);
// Create the lines that will be used for raycasting
createLines();
changeBody();
}
// Create the raycast lines
void Scene::createLines() {
int nbRaysOneDimension = std::sqrt(float(NB_RAYS));
for (int i=0; i<nbRaysOneDimension; i++) {
for (int j=0; j<nbRaysOneDimension; j++) {
float theta = i * 2.0f * M_PI / float(nbRaysOneDimension);
float phi = j * M_PI / float(nbRaysOneDimension);
// Generate a point on a sphere with spherical coordinates
float x = RAY_LENGTH * std::sin(phi) * std::cos(theta);
float y = RAY_LENGTH * std::sin(phi) * std::sin(theta);
float z = RAY_LENGTH * std::cos(phi);
// Create a line from the point on the sphere to the center of
// the scene
openglframework::Vector3 point1(x, y, z);
openglframework::Vector3 point2(0.0f, 0.0f, 0.0f);
Line* line = new Line(point1, point2);
mLines.push_back(line);
}
}
}
// Change the body to raycast and to display
void Scene::changeBody() {
mCurrentBodyIndex++;
if (mCurrentBodyIndex >= NB_BODIES) mCurrentBodyIndex = 0;
mSphere->getCollisionBody()->setIsActive(false);
mBox->getCollisionBody()->setIsActive(false);
mCone->getCollisionBody()->setIsActive(false);
mCylinder->getCollisionBody()->setIsActive(false);
mCapsule->getCollisionBody()->setIsActive(false);
mConvexMesh->getCollisionBody()->setIsActive(false);
mDumbbell->getCollisionBody()->setIsActive(false);
switch(mCurrentBodyIndex) {
case 0: mSphere->getCollisionBody()->setIsActive(true);
break;
case 1: mBox->getCollisionBody()->setIsActive(true);
break;
case 2: mCone->getCollisionBody()->setIsActive(true);
break;
case 3: mCylinder->getCollisionBody()->setIsActive(true);
break;
case 4: mCapsule->getCollisionBody()->setIsActive(true);
break;
case 5: mConvexMesh->getCollisionBody()->setIsActive(true);
break;
case 6: mDumbbell->getCollisionBody()->setIsActive(true);
break;
}
}
// Destructor
Scene::~Scene() {
// Destroy the shader
mPhongShader.destroy();
// Destroy the box rigid body from the dynamics world
mCollisionWorld->destroyCollisionBody(mBox->getCollisionBody());
delete mBox;
// Destroy the sphere
mCollisionWorld->destroyCollisionBody(mSphere->getCollisionBody());
delete mSphere;
// 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 convex mesh
delete mDumbbell;
mRaycastManager.resetPoints();
// Destroy the static data for the visual contact points
VisualContactPoint::destroyStaticData();
// Destroy the collision world
delete mCollisionWorld;
// Destroy the lines
for (std::vector<Line*>::iterator it = mLines.begin(); it != mLines.end();
++it) {
delete (*it);
}
}
// Take a step for the simulation
void Scene::simulate() {
mRaycastManager.resetPoints();
// For each line of the scene
for (std::vector<Line*>::iterator it = mLines.begin(); it != mLines.end();
++it) {
Line* line = *it;
// Create a ray corresponding to the line
openglframework::Vector3 p1 = line->getPoint1();
openglframework::Vector3 p2 = line->getPoint2();
rp3d::Vector3 point1(p1.x, p1.y, p1.z);
rp3d::Vector3 point2(p2.x, p2.y, p2.z);
rp3d::Ray ray(point1, point2);
// Perform a raycast query on the physics world by passing a raycast
// callback class in argument.
mCollisionWorld->raycast(ray, &mRaycastManager);
}
}
// Render the scene
void Scene::render() {
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_CULL_FACE);
// Get the world-space to camera-space matrix
const Camera& camera = mViewer->getCamera();
const openglframework::Matrix4 worldToCameraMatrix = camera.getTransformMatrix().getInverse();
// Bind the shader
mPhongShader.bind();
openglframework::Vector4 grey(0.7, 0.7, 0.7, 1);
mPhongShader.setVector4Uniform("vertexColor", grey);
// Set the variables of the shader
mPhongShader.setMatrix4x4Uniform("projectionMatrix", camera.getProjectionMatrix());
mPhongShader.setVector3Uniform("light0PosCameraSpace", worldToCameraMatrix * mLight0.getOrigin());
mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f));
const Color& diffColLight0 = mLight0.getDiffuseColor();
const Color& specColLight0 = mLight0.getSpecularColor();
mPhongShader.setVector3Uniform("light0DiffuseColor", Vector3(diffColLight0.r, diffColLight0.g, diffColLight0.b));
mPhongShader.setVector3Uniform("light0SpecularColor", Vector3(specColLight0.r, specColLight0.g, specColLight0.b));
mPhongShader.setFloatUniform("shininess", 200.0f);
if (mBox->getCollisionBody()->isActive()) mBox->render(mPhongShader, worldToCameraMatrix);
if (mSphere->getCollisionBody()->isActive()) mSphere->render(mPhongShader, worldToCameraMatrix);
if (mCone->getCollisionBody()->isActive()) mCone->render(mPhongShader, worldToCameraMatrix);
if (mCylinder->getCollisionBody()->isActive()) mCylinder->render(mPhongShader, worldToCameraMatrix);
if (mCapsule->getCollisionBody()->isActive()) mCapsule->render(mPhongShader, worldToCameraMatrix);
if (mConvexMesh->getCollisionBody()->isActive()) mConvexMesh->render(mPhongShader, worldToCameraMatrix);
if (mDumbbell->getCollisionBody()->isActive()) mDumbbell->render(mPhongShader, worldToCameraMatrix);
mPhongShader.unbind();
mPhongShader.bind();
mPhongShader.setVector3Uniform("light0SpecularColor", Vector3(0, 0, 0));
openglframework::Vector4 redColor(1, 0, 0, 1);
mPhongShader.setVector4Uniform("vertexColor", redColor);
// Render all the raycast hit points
mRaycastManager.render(mPhongShader, worldToCameraMatrix, mAreNormalsDisplayed);
mPhongShader.unbind();
mPhongShader.bind();
openglframework::Vector4 blueColor(0, 0.62, 0.92, 1);
mPhongShader.setVector4Uniform("vertexColor", blueColor);
// Render the lines
for (std::vector<Line*>::iterator it = mLines.begin(); it != mLines.end();
++it) {
(*it)->render(mPhongShader, worldToCameraMatrix);
}
// Unbind the shader
mPhongShader.unbind();
}