reactphysics3d/examples/collisionshapes/Scene.h
Daniel Chappuis 5f7af61593 -Remove unnecessary contact manifold
-Delete the BroadPhasePair class
2014-11-21 21:27:09 +01:00

159 lines
5.0 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. *
* *
********************************************************************************/
#ifndef SCENE_H
#define SCENE_H
// Libraries
#include "openglframework.h"
#include "reactphysics3d.h"
#include "Sphere.h"
#include "Box.h"
#include "Cone.h"
#include "Cylinder.h"
#include "Capsule.h"
#include "ConvexMesh.h"
#include "Dumbbell.h"
#include "VisualContactPoint.h"
#include "../common/Viewer.h"
// Constants
const int NB_BOXES = 2;
const int NB_CUBES = 1;
const int NB_CONES = 3;
const int NB_CYLINDERS = 2;
const int NB_CAPSULES = 1;
const int NB_MESHES = 2;
const int NB_COMPOUND_SHAPES = 2;
const openglframework::Vector3 BOX_SIZE(2, 2, 2);
const float SPHERE_RADIUS = 1.5f;
const float CONE_RADIUS = 2.0f;
const float CONE_HEIGHT = 3.0f;
const float CYLINDER_RADIUS = 1.0f;
const float CYLINDER_HEIGHT = 5.0f;
const float CAPSULE_RADIUS = 1.0f;
const float CAPSULE_HEIGHT = 1.0f;
const float DUMBBELL_HEIGHT = 1.0f;
const openglframework::Vector3 FLOOR_SIZE(20, 0.5f, 20); // Floor dimensions in meters
const float BOX_MASS = 1.0f;
const float CONE_MASS = 1.0f;
const float CYLINDER_MASS = 1.0f;
const float CAPSULE_MASS = 1.0f;
const float MESH_MASS = 1.0f;
const float FLOOR_MASS = 100.0f; // Floor mass in kilograms
// Class Scene
class Scene {
private :
// -------------------- Attributes -------------------- //
/// Pointer to the viewer
Viewer* mViewer;
/// Light 0
openglframework::Light mLight0;
/// Phong shader
openglframework::Shader mPhongShader;
/// All the spheres of the scene
std::vector<Box*> mBoxes;
std::vector<Sphere*> mSpheres;
std::vector<Cone*> mCones;
std::vector<Cylinder*> mCylinders;
std::vector<Capsule*> mCapsules;
/// All the convex meshes of the scene
std::vector<ConvexMesh*> mConvexMeshes;
/// All the dumbbell of the scene
std::vector<Dumbbell*> mDumbbells;
/// Box for the floor
Box* mFloor;
/// Dynamics world used for the physics simulation
rp3d::DynamicsWorld* mDynamicsWorld;
/// True if the physics simulation is running
bool mIsRunning;
public:
// -------------------- Methods -------------------- //
/// Constructor
Scene(Viewer* viewer, const std::string& shaderFolderPath,
const std::string& meshFolderPath);
/// Destructor
~Scene();
/// Take a step for the simulation
void simulate();
/// Stop the simulation
void stopSimulation();
/// Start the simulation
void startSimulation();
/// Pause or continue simulation
void pauseContinueSimulation();
/// Render the scene
void render();
};
// Stop the simulation
inline void Scene::stopSimulation() {
mDynamicsWorld->stop();
mIsRunning = false;
}
// Start the simulation
inline void Scene::startSimulation() {
mDynamicsWorld->start();
mIsRunning = true;
}
// Pause or continue simulation
inline void Scene::pauseContinueSimulation() {
if (mIsRunning) {
stopSimulation();
}
else {
startSimulation();
}
}
#endif