reactphysics3d/testbed/scenes/joints/JointsScene.cpp

447 lines
19 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 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 "JointsScene.h"
#include <cmath>
// Namespaces
using namespace openglframework;
using namespace jointsscene;
// Constructor
JointsScene::JointsScene(const std::string& name, EngineSettings& settings)
: SceneDemo(name, settings, true, SCENE_RADIUS) {
// Compute the radius and the center of the scene
openglframework::Vector3 center(0, 5, 0);
// Set the center of the scene
setScenePosition(center, SCENE_RADIUS);
// Gravity vector in the physics world
rp3d::Vector3 gravity(0, rp3d::decimal(-9.81), 0);
rp3d::PhysicsWorld::WorldSettings worldSettings;
worldSettings.worldName = name;
// Create the physics world for the physics simulation
rp3d::PhysicsWorld* physicsWorld = mPhysicsCommon.createPhysicsWorld(worldSettings);
physicsWorld->setEventListener(this);
mPhysicsWorld = physicsWorld;
// Create the Ball-and-Socket joint
createBallAndSocketJoints();
// Create the Slider joint
createSliderJoint();
// Create the Hinge joint
createPropellerHingeJoint();
// Create the Fixed joint
createFixedJoints();
// Create the floor
createFloor();
// Get the physics engine parameters
mEngineSettings.isGravityEnabled = mPhysicsWorld->isGravityEnabled();
rp3d::Vector3 gravityVector = mPhysicsWorld->getGravity();
mEngineSettings.gravity = openglframework::Vector3(gravityVector.x, gravityVector.y, gravityVector.z);
mEngineSettings.isSleepingEnabled = mPhysicsWorld->isSleepingEnabled();
mEngineSettings.sleepLinearVelocity = mPhysicsWorld->getSleepLinearVelocity();
mEngineSettings.sleepAngularVelocity = mPhysicsWorld->getSleepAngularVelocity();
mEngineSettings.nbPositionSolverIterations = mPhysicsWorld->getNbIterationsPositionSolver();
mEngineSettings.nbVelocitySolverIterations = mPhysicsWorld->getNbIterationsVelocitySolver();
mEngineSettings.timeBeforeSleep = mPhysicsWorld->getTimeBeforeSleep();
}
// Destructor
JointsScene::~JointsScene() {
// Destroy the joints
mPhysicsWorld->destroyJoint(mSliderJoint);
mPhysicsWorld->destroyJoint(mPropellerHingeJoint);
mPhysicsWorld->destroyJoint(mFixedJoint1);
mPhysicsWorld->destroyJoint(mFixedJoint2);
for (int i=0; i<NB_BALLSOCKETJOINT_BOXES-1; i++) {
mPhysicsWorld->destroyJoint(mBallAndSocketJoints[i]);
}
// Destroy all the rigid bodies of the scene
mPhysicsWorld->destroyRigidBody(mSliderJointBottomBox->getRigidBody());
mPhysicsWorld->destroyRigidBody(mSliderJointTopBox->getRigidBody());
mPhysicsWorld->destroyRigidBody(mPropellerBox->getRigidBody());
mPhysicsWorld->destroyRigidBody(mFixedJointBox1->getRigidBody());
mPhysicsWorld->destroyRigidBody(mFixedJointBox2->getRigidBody());
for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
mPhysicsWorld->destroyRigidBody(mBallAndSocketJointChainBoxes[i]->getRigidBody());
}
delete mSliderJointBottomBox;
delete mSliderJointTopBox;
delete mPropellerBox;
delete mFixedJointBox1;
delete mFixedJointBox2;
for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
delete mBallAndSocketJointChainBoxes[i];
}
// Destroy the floor
mPhysicsWorld->destroyRigidBody(mFloor->getRigidBody());
delete mFloor;
// Destroy the physics world
mPhysicsCommon.destroyPhysicsWorld(mPhysicsWorld);
}
// Update the physics world (take a simulation step)
void JointsScene::updatePhysics() {
// Update the motor speed of the Slider Joint (to move up and down)
double motorSpeed = 2.0 * std::cos(static_cast<double>(mEngineSettings.elapsedTime) * 1.5);
mSliderJoint->setMotorSpeed(rp3d::decimal(motorSpeed));
SceneDemo::updatePhysics();
}
// Reset the scene
void JointsScene::reset() {
SceneDemo::reset();
openglframework::Vector3 positionBox(0, 15, 5);
openglframework::Vector3 boxDimension(1, 1, 1);
for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
// Initial position and orientation of the rigid body
rp3d::Vector3 initPosition(positionBox.x, positionBox.y, positionBox.z);
rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
rp3d::Transform transform(initPosition, initOrientation);
// Create a box and a corresponding rigid in the physics world
mBallAndSocketJointChainBoxes[i]->setTransform(transform);
positionBox.y -= boxDimension.y + 0.5f;
}
// --------------- Slider Joint --------------- //
// Position of the box
openglframework::Vector3 positionBox1(0, 2.1f, 0);
rp3d::Vector3 initPosition(positionBox1.x, positionBox1.y, positionBox1.z);
rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
rp3d::Transform transformBottomBox(initPosition, initOrientation);
// Create a box and a corresponding rigid in the physics world
mSliderJointBottomBox->setTransform(transformBottomBox);
// Position of the box
openglframework::Vector3 positionBox2(0, 4.2f, 0);
initPosition = rp3d::Vector3(positionBox2.x, positionBox2.y, positionBox2.z);
initOrientation = rp3d::Quaternion::identity();
rp3d::Transform transformTopBox(initPosition, initOrientation);
// Create a box and a corresponding rigid in the physics world
mSliderJointTopBox->setTransform(transformTopBox);
// --------------- Propeller Hinge joint --------------- //
// Position of the box
positionBox1 = openglframework::Vector3(0, 7, 0);
initPosition = rp3d::Vector3(positionBox1.x, positionBox1.y, positionBox1.z);
initOrientation = rp3d::Quaternion::identity();
rp3d::Transform transformHingeBox(initPosition, initOrientation);
// Create a box and a corresponding rigid in the physics world
mPropellerBox->setTransform(transformHingeBox);
// --------------- Fixed joint --------------- //
// Position of the box
positionBox1 = openglframework::Vector3(5, 7, 0);
initPosition = rp3d::Vector3(positionBox1.x, positionBox1.y, positionBox1.z);
initOrientation = rp3d::Quaternion::identity();
rp3d::Transform transformFixedBox1(initPosition, initOrientation);
// Create a box and a corresponding rigid in the physics world
mFixedJointBox1->setTransform(transformFixedBox1);
// Position of the box
positionBox2 = openglframework::Vector3(-5, 7, 0);
initPosition = rp3d::Vector3(positionBox2.x, positionBox2.y, positionBox2.z);
initOrientation = rp3d::Quaternion::identity();
rp3d::Transform transformFixedBox2(initPosition, initOrientation);
// Create a box and a corresponding rigid in the physics world
mFixedJointBox2->setTransform(transformFixedBox2);
}
// Create the boxes and joints for the Ball-and-Socket joint example
void JointsScene::createBallAndSocketJoints() {
// --------------- Create the boxes --------------- //
rp3d::Vector3 positionBox(0, 15, 5);
openglframework::Vector3 boxDimension(1, 1, 1);
const float boxMass = 0.5f;
for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
// Create a box and a corresponding rigid in the physics world
mBallAndSocketJointChainBoxes[i] = new Box(boxDimension, boxMass,
mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
mBallAndSocketJointChainBoxes[i]->setTransform(rp3d::Transform(positionBox, rp3d::Quaternion::identity()));
// Set the box color
mBallAndSocketJointChainBoxes[i]->setColor(mObjectColorDemo);
mBallAndSocketJointChainBoxes[i]->setSleepingColor(mSleepingColorDemo);
// The fist box cannot move (static body)
if (i == 0) {
mBallAndSocketJointChainBoxes[i]->getRigidBody()->setType(rp3d::BodyType::STATIC);
}
// Add some angular velocity damping
mBallAndSocketJointChainBoxes[i]->getRigidBody()->setAngularDamping(rp3d::decimal(0.2));
// Change the material properties of the rigid body
rp3d::Material& material = mBallAndSocketJointChainBoxes[i]->getCollider()->getMaterial();
material.setBounciness(rp3d::decimal(0.4));
mPhysicsObjects.push_back(mBallAndSocketJointChainBoxes[i]);
positionBox.y -= boxDimension.y + 0.5f;
}
// --------------- Create the joints --------------- //
for (int i=0; i<NB_BALLSOCKETJOINT_BOXES-1; i++) {
// Create the joint info object
rp3d::RigidBody* body1 = mBallAndSocketJointChainBoxes[i]->getRigidBody();
rp3d::RigidBody* body2 = mBallAndSocketJointChainBoxes[i+1]->getRigidBody();
rp3d::Vector3 body1Position = body1->getTransform().getPosition();
rp3d::Vector3 body2Position = body2->getTransform().getPosition();
const rp3d::Vector3 anchorPointWorldSpace = 0.5 * (body1Position + body2Position);
rp3d::BallAndSocketJointInfo jointInfo(body1, body2, anchorPointWorldSpace);
// Create the joint in the physics world
mBallAndSocketJoints[i] = dynamic_cast<rp3d::BallAndSocketJoint*>(
mPhysicsWorld->createJoint(jointInfo));
}
}
/// Create the boxes and joint for the Slider joint example
void JointsScene::createSliderJoint() {
// --------------- Create the first box --------------- //
// Position of the box
rp3d::Vector3 positionBox1(0, 2.1f, 0);
// Create a box and a corresponding rigid in the physics world
openglframework::Vector3 box1Dimension(2, 4, 2);
mSliderJointBottomBox = new Box(box1Dimension , BOX_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
mSliderJointBottomBox->setTransform(rp3d::Transform(positionBox1, rp3d::Quaternion::identity()));
// Set the box color
mSliderJointBottomBox->setColor(mObjectColorDemo);
mSliderJointBottomBox->setSleepingColor(mSleepingColorDemo);
// The fist box cannot move
mSliderJointBottomBox->getRigidBody()->setType(rp3d::BodyType::STATIC);
// Change the material properties of the rigid body
rp3d::Material& material1 = mSliderJointBottomBox->getCollider()->getMaterial();
material1.setBounciness(0.4f);
mPhysicsObjects.push_back(mSliderJointBottomBox);
// --------------- Create the second box --------------- //
// Position of the box
rp3d::Vector3 positionBox2(0, 4.2f, 0);
// Create a box and a corresponding rigid in the physics world
openglframework::Vector3 box2Dimension(1.5f, 4, 1.5f);
mSliderJointTopBox = new Box(box2Dimension, BOX_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
mSliderJointTopBox->setTransform(rp3d::Transform(positionBox2, rp3d::Quaternion::identity()));
// Set the box color
mSliderJointTopBox->setColor(mObjectColorDemo);
mSliderJointTopBox->setSleepingColor(mSleepingColorDemo);
// Change the material properties of the rigid body
rp3d::Material& material2 = mSliderJointTopBox->getCollider()->getMaterial();
material2.setBounciness(0.4f);
mPhysicsObjects.push_back(mSliderJointTopBox);
// --------------- Create the joint --------------- //
// Create the joint info object
rp3d::RigidBody* body1 = mSliderJointBottomBox->getRigidBody();
rp3d::RigidBody* body2 = mSliderJointTopBox->getRigidBody();
const rp3d::Vector3& body1Position = body1->getTransform().getPosition();
const rp3d::Vector3& body2Position = body2->getTransform().getPosition();
const rp3d::Vector3 anchorPointWorldSpace = rp3d::decimal(0.5) * (body2Position + body1Position);
const rp3d::Vector3 sliderAxisWorldSpace = (body2Position - body1Position);
rp3d::SliderJointInfo jointInfo(body1, body2, anchorPointWorldSpace, sliderAxisWorldSpace,
rp3d::decimal(-1.7), rp3d::decimal(1.7));
jointInfo.isMotorEnabled = true;
jointInfo.motorSpeed = 0.0;
jointInfo.maxMotorForce = 10000.0;
jointInfo.isCollisionEnabled = false;
// Create the joint in the physics world
mSliderJoint = dynamic_cast<rp3d::SliderJoint*>(mPhysicsWorld->createJoint(jointInfo));
}
/// Create the boxes and joint for the Hinge joint example
void JointsScene::createPropellerHingeJoint() {
// --------------- Create the propeller box --------------- //
// Position of the box
rp3d::Vector3 positionBox1(0, 7, 0);
// Create a box and a corresponding rigid in the physics world
openglframework::Vector3 boxDimension(10, 1, 1);
mPropellerBox = new Box(boxDimension, BOX_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
mPropellerBox->setTransform(rp3d::Transform(positionBox1, rp3d::Quaternion::identity()));
// Set the box color
mPropellerBox->setColor(mObjectColorDemo);
mPropellerBox->setSleepingColor(mSleepingColorDemo);
// Change the material properties of the rigid body
rp3d::Material& material = mPropellerBox->getCollider()->getMaterial();
material.setBounciness(rp3d::decimal(0.4));
mPhysicsObjects.push_back(mPropellerBox);
// --------------- Create the Hinge joint --------------- //
// Create the joint info object
rp3d::RigidBody* body1 = mPropellerBox->getRigidBody();
rp3d::RigidBody* body2 = mSliderJointTopBox->getRigidBody();
const rp3d::Vector3& body1Position = body1->getTransform().getPosition();
const rp3d::Vector3& body2Position = body2->getTransform().getPosition();
const rp3d::Vector3 anchorPointWorldSpace = 0.5 * (body2Position + body1Position);
const rp3d::Vector3 hingeAxisWorldSpace(0, 1, 0);
rp3d::HingeJointInfo jointInfo(body1, body2, anchorPointWorldSpace, hingeAxisWorldSpace);
jointInfo.isMotorEnabled = true;
jointInfo.motorSpeed = - rp3d::decimal(0.5) * PI;
jointInfo.maxMotorTorque = rp3d::decimal(60.0);
jointInfo.isCollisionEnabled = false;
// Create the joint in the physics world
mPropellerHingeJoint = dynamic_cast<rp3d::HingeJoint*>(mPhysicsWorld->createJoint(jointInfo));
}
/// Create the boxes and joints for the fixed joints
void JointsScene::createFixedJoints() {
// --------------- Create the first box --------------- //
// Position of the box
rp3d::Vector3 positionBox1(5, 7, 0);
// Create a box and a corresponding rigid in the physics world
openglframework::Vector3 boxDimension(1.5, 1.5, 1.5);
mFixedJointBox1 = new Box(boxDimension, BOX_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
mFixedJointBox1->setTransform(rp3d::Transform(positionBox1, rp3d::Quaternion::identity()));
// Set the box color
mFixedJointBox1->setColor(mObjectColorDemo);
mFixedJointBox1->setSleepingColor(mSleepingColorDemo);
// Change the material properties of the rigid body
rp3d::Material& material1 = mFixedJointBox1->getCollider()->getMaterial();
material1.setBounciness(rp3d::decimal(0.4));
mPhysicsObjects.push_back(mFixedJointBox1);
// --------------- Create the second box --------------- //
// Position of the box
rp3d::Vector3 positionBox2(-5, 7, 0);
// Create a box and a corresponding rigid in the physics world
mFixedJointBox2 = new Box(boxDimension, BOX_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
mFixedJointBox2->setTransform(rp3d::Transform(positionBox2, rp3d::Quaternion::identity()));
// Set the box color
mFixedJointBox2->setColor(mObjectColorDemo);
mFixedJointBox2->setSleepingColor(mSleepingColorDemo);
// Change the material properties of the rigid body
rp3d::Material& material2 = mFixedJointBox2->getCollider()->getMaterial();
material2.setBounciness(rp3d::decimal(0.4));
mPhysicsObjects.push_back(mFixedJointBox2);
// --------------- Create the first fixed joint --------------- //
// Create the joint info object
rp3d::RigidBody* body1 = mFixedJointBox1->getRigidBody();
rp3d::RigidBody* propellerBody = mPropellerBox->getRigidBody();
const rp3d::Vector3 anchorPointWorldSpace1(5, 7, 0);
rp3d::FixedJointInfo jointInfo1(body1, propellerBody, anchorPointWorldSpace1);
jointInfo1.isCollisionEnabled = false;
// Create the joint in the physics world
mFixedJoint1 = dynamic_cast<rp3d::FixedJoint*>(mPhysicsWorld->createJoint(jointInfo1));
// --------------- Create the second fixed joint --------------- //
// Create the joint info object
rp3d::RigidBody* body2 = mFixedJointBox2->getRigidBody();
const rp3d::Vector3 anchorPointWorldSpace2(-5, 7, 0);
rp3d::FixedJointInfo jointInfo2(body2, propellerBody, anchorPointWorldSpace2);
jointInfo2.isCollisionEnabled = false;
// Create the joint in the physics world
mFixedJoint2 = dynamic_cast<rp3d::FixedJoint*>(mPhysicsWorld->createJoint(jointInfo2));
}
// Create the floor
void JointsScene::createFloor() {
// Create the floor
rp3d::Vector3 floorPosition(0, 0, 0);
mFloor = new Box(FLOOR_SIZE, FLOOR_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
// Set the box color
mFloor->setColor(mFloorColorDemo);
mFloor->setSleepingColor(mFloorColorDemo);
// The floor must be a static rigid body
mFloor->getRigidBody()->setType(rp3d::BodyType::STATIC);
// Change the material properties of the rigid body
rp3d::Material& material = mFloor->getCollider()->getMaterial();
material.setBounciness(rp3d::decimal(0.3));
mPhysicsObjects.push_back(mFloor);
}