reactphysics3d/testbed/scenes/collisiondetection/CollisionDetectionScene.h
2019-06-25 23:26:06 +02:00

166 lines
5.8 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. *
* *
********************************************************************************/
#ifndef COLLISION_DETECTION_SCENE_H
#define COLLISION_DETECTION_SCENE_H
// Libraries
#include <cmath>
#include "openglframework.h"
#include "reactphysics3d.h"
#include "SceneDemo.h"
#include "Sphere.h"
#include "Box.h"
#include "Capsule.h"
#include "Line.h"
#include "ConvexMesh.h"
#include "ConcaveMesh.h"
#include "HeightField.h"
#include "Dumbbell.h"
#include "VisualContactPoint.h"
namespace collisiondetectionscene {
// Constants
const float SCENE_RADIUS = 30.0f;
const openglframework::Vector3 BOX_SIZE(4, 2, 1);
const float SPHERE_RADIUS = 3.0f;
const float CONE_RADIUS = 3.0f;
const float CONE_HEIGHT = 5.0f;
const float CYLINDER_RADIUS = 3.0f;
const float CYLINDER_HEIGHT = 5.0f;
const float CAPSULE_RADIUS = 1.0f;
const float CAPSULE_HEIGHT = 1.0f;
const float DUMBBELL_HEIGHT = 5.0f;
const int NB_RAYS = 100;
const float RAY_LENGTH = 30.0f;
const int NB_BODIES = 9;
// Contact manager
class ContactManager : public rp3d::CollisionCallback {
private:
/// Contact point mesh folder path
std::string mMeshFolderPath;
/// Reference to the list of all the visual contact points
std::vector<SceneContactPoint>& mContactPoints;
public:
ContactManager(openglframework::Shader& shader, const std::string& meshFolderPath,
std::vector<SceneContactPoint>& contactPoints)
: mMeshFolderPath(meshFolderPath), mContactPoints(contactPoints) {
}
/// This method is called when some contacts occur
virtual void onContact(const CallbackData& callbackData) override;
};
// Class CollisionDetectionScene
class CollisionDetectionScene : public SceneDemo {
private :
// -------------------- Attributes -------------------- //
/// Contact point mesh folder path
std::string mMeshFolderPath;
/// Contact manager
ContactManager mContactManager;
bool mAreNormalsDisplayed;
/// All objects on the scene
//Box* mBox;
Sphere* mSphere1;
Sphere* mSphere2;
Capsule* mCapsule1;
Capsule* mCapsule2;
Box* mBox1;
Box* mBox2;
ConvexMesh* mConvexMesh;
//Dumbbell* mDumbbell;
ConcaveMesh* mConcaveMesh;
HeightField* mHeightField;
std::vector<PhysicsObject*> mAllShapes;
unsigned int mSelectedShapeIndex;
/// Select the next shape
void selectNextShape();
public:
// -------------------- Methods -------------------- //
/// Constructor
CollisionDetectionScene(const std::string& name, EngineSettings& settings);
/// Destructor
virtual ~CollisionDetectionScene() override;
/// Take a step for the simulation
virtual void update() override;
/// Reset the scene
virtual void reset() override;
/// Display or not the surface normals at hit points
void showHideNormals();
/// Called when a keyboard event occurs
virtual bool keyboardEvent(int key, int scancode, int action, int mods) override;
/// Enabled/Disable the shadow mapping
virtual void setIsShadowMappingEnabled(bool isShadowMappingEnabled) override;
/// Display/Hide the contact points
virtual void setIsContactPointsDisplayed(bool display) override;
};
// Display or not the surface normals at hit points
inline void CollisionDetectionScene::showHideNormals() {
mAreNormalsDisplayed = !mAreNormalsDisplayed;
}
// Enabled/Disable the shadow mapping
inline void CollisionDetectionScene::setIsShadowMappingEnabled(bool isShadowMappingEnabled) {
SceneDemo::setIsShadowMappingEnabled(false);
}
// Display/Hide the contact points
inline void CollisionDetectionScene::setIsContactPointsDisplayed(bool display) {
SceneDemo::setIsContactPointsDisplayed(true);
}
}
#endif