207 lines
7.7 KiB
C++
207 lines
7.7 KiB
C++
/********************************************************************************
|
|
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
|
|
* Copyright (c) 2010-2013 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(GlutViewer* viewer) : mViewer(viewer), mLight0(0),
|
|
mPhongShader("shaders/phong.vert",
|
|
"shaders/phong.frag"), mIsRunning(false) {
|
|
|
|
// Move the light 0
|
|
mLight0.translateWorld(Vector3(7, 15, 15));
|
|
|
|
// Compute the radius and the center of the scene
|
|
float radiusScene = 10.0f;
|
|
openglframework::Vector3 center(0, 5, 0);
|
|
|
|
// Set the center of the scene
|
|
mViewer->setScenePosition(center, radiusScene);
|
|
|
|
// Gravity vector in the dynamics world
|
|
rp3d::Vector3 gravity(0, -9.81, 0);
|
|
|
|
// Time step for the physics simulation
|
|
rp3d::decimal timeStep = 1.0f / 60.0f;
|
|
|
|
// Create the dynamics world for the physics simulation
|
|
mDynamicsWorld = new rp3d::DynamicsWorld(gravity, timeStep);
|
|
|
|
// Set the number of iterations of the constraint solver
|
|
mDynamicsWorld->setNbIterationsVelocitySolver(15);
|
|
|
|
// Create the Ball-and-Socket joint
|
|
createBallAndSocketJoints();
|
|
|
|
// Create the floor
|
|
createFloor();
|
|
|
|
// Start the simulation
|
|
startSimulation();
|
|
}
|
|
|
|
// Destructor
|
|
Scene::~Scene() {
|
|
|
|
// Stop the physics simulation
|
|
stopSimulation();
|
|
|
|
// Destroy the shader
|
|
mPhongShader.destroy();
|
|
|
|
// Destroy the joints
|
|
mDynamicsWorld->destroyJoint(mBallAndSocketJoint);
|
|
|
|
// Destroy all the boxes of the scene
|
|
mDynamicsWorld->destroyRigidBody(mBallAndSocketJointBox1->getRigidBody());
|
|
mDynamicsWorld->destroyRigidBody(mBallAndSocketJointBox2->getRigidBody());
|
|
delete mBallAndSocketJointBox1;
|
|
delete mBallAndSocketJointBox2;
|
|
|
|
// Destroy the floor
|
|
mDynamicsWorld->destroyRigidBody(mFloor->getRigidBody());
|
|
delete mFloor;
|
|
|
|
// Destroy the dynamics world
|
|
delete mDynamicsWorld;
|
|
}
|
|
|
|
// Take a step for the simulation
|
|
void Scene::simulate() {
|
|
|
|
// If the physics simulation is running
|
|
if (mIsRunning) {
|
|
|
|
// Take a simulation step
|
|
mDynamicsWorld->update();
|
|
|
|
// Update the position and orientation of the boxes
|
|
mBallAndSocketJointBox1->updateTransform();
|
|
mBallAndSocketJointBox2->updateTransform();
|
|
|
|
// Update the position and orientation of the floor
|
|
mFloor->updateTransform();
|
|
|
|
}
|
|
}
|
|
|
|
// Render the scene
|
|
void Scene::render() {
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
// Bind the shader
|
|
mPhongShader.bind();
|
|
|
|
// Set the variables of the shader
|
|
const Camera& camera = mViewer->getCamera();
|
|
Matrix4 matrixIdentity;
|
|
matrixIdentity.setToIdentity();
|
|
mPhongShader.setVector3Uniform("cameraWorldPosition", mViewer->getCamera().getOrigin());
|
|
mPhongShader.setMatrix4x4Uniform("worldToCameraMatrix", camera.getTransformMatrix().getInverse());
|
|
mPhongShader.setMatrix4x4Uniform("projectionMatrix", camera.getProjectionMatrix());
|
|
mPhongShader.setVector3Uniform("lightWorldPosition", mLight0.getOrigin());
|
|
mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f));
|
|
Color& diffCol = mLight0.getDiffuseColor();
|
|
Color& specCol = mLight0.getSpecularColor();
|
|
mPhongShader.setVector3Uniform("lightDiffuseColor", Vector3(diffCol.r, diffCol.g, diffCol.b));
|
|
mPhongShader.setVector3Uniform("lightSpecularColor", Vector3(specCol.r, specCol.g, specCol.b));
|
|
mPhongShader.setFloatUniform("shininess", 60.0f);
|
|
|
|
// Render all the boxes
|
|
mBallAndSocketJointBox1->render(mPhongShader);
|
|
mBallAndSocketJointBox2->render(mPhongShader);
|
|
|
|
// Render the floor
|
|
mFloor->render(mPhongShader);
|
|
|
|
// Unbind the shader
|
|
mPhongShader.unbind();
|
|
}
|
|
|
|
// Create the boxes and joints for the Ball-and-Socket joint example
|
|
void Scene::createBallAndSocketJoints() {
|
|
|
|
// --------------- Create the first box --------------- //
|
|
|
|
// Position of the box
|
|
openglframework::Vector3 positionBox1(0, 15, 0);
|
|
|
|
// Create a box and a corresponding rigid in the dynamics world
|
|
mBallAndSocketJointBox1 = new Box(BOX_SIZE, positionBox1 , BOX_MASS, mDynamicsWorld);
|
|
|
|
// The fist box cannot move
|
|
mBallAndSocketJointBox1->getRigidBody()->setIsMotionEnabled(false);
|
|
|
|
// Set the bouncing factor of the box
|
|
mBallAndSocketJointBox1->getRigidBody()->setRestitution(0.4);
|
|
|
|
// --------------- Create the second box --------------- //
|
|
|
|
// Position of the box
|
|
openglframework::Vector3 positionBox2(5, 10, 0);
|
|
|
|
// Create a box and a corresponding rigid in the dynamics world
|
|
mBallAndSocketJointBox2 = new Box(BOX_SIZE, positionBox2 , BOX_MASS, mDynamicsWorld);
|
|
|
|
// The second box is allowed to move
|
|
mBallAndSocketJointBox2->getRigidBody()->setIsMotionEnabled(true);
|
|
|
|
// Set the bouncing factor of the box
|
|
mBallAndSocketJointBox2->getRigidBody()->setRestitution(0.4);
|
|
|
|
// --------------- Create the joint --------------- //
|
|
|
|
// Create the joint info object
|
|
rp3d::RigidBody* body1 = mBallAndSocketJointBox1->getRigidBody();
|
|
rp3d::RigidBody* body2 = mBallAndSocketJointBox2->getRigidBody();
|
|
const rp3d::Vector3 anchorPointWorldSpace(0, 10, 0);
|
|
rp3d::BallAndSocketJointInfo jointInfo(body1, body2, anchorPointWorldSpace);
|
|
|
|
// Create the joint in the dynamics world
|
|
mBallAndSocketJoint = dynamic_cast<rp3d::BallAndSocketJoint*>(
|
|
mDynamicsWorld->createJoint(jointInfo));
|
|
}
|
|
|
|
// Create the floor
|
|
void Scene::createFloor() {
|
|
|
|
// Create the floor
|
|
openglframework::Vector3 floorPosition(0, 0, 0);
|
|
mFloor = new Box(FLOOR_SIZE, floorPosition, FLOOR_MASS, mDynamicsWorld);
|
|
|
|
// The floor must be a non-moving rigid body
|
|
mFloor->getRigidBody()->setIsMotionEnabled(false);
|
|
|
|
// Set the bouncing factor of the floor
|
|
mFloor->getRigidBody()->setRestitution(0.3);
|
|
}
|