reactphysics3d/testbed/src/TestbedApplication.cpp

399 lines
13 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 "TestbedApplication.h"
#include "openglframework.h"
#include <iostream>
#include <cstdlib>
#include <sstream>
#include "cubes/CubesScene.h"
#include "collisiondetection/CollisionDetectionScene.h"
#include "joints/JointsScene.h"
#include "collisionshapes/CollisionShapesScene.h"
#include "heightfield/HeightFieldScene.h"
#include "raycast/RaycastScene.h"
#include "concavemesh/ConcaveMeshScene.h"
#include "cubestack/CubeStackScene.h"
#include "pile/PileScene.h"
using namespace openglframework;
using namespace jointsscene;
using namespace cubesscene;
using namespace raycastscene;
using namespace collisionshapesscene;
using namespace trianglemeshscene;
using namespace heightfieldscene;
using namespace collisiondetectionscene;
using namespace cubestackscene;
using namespace pilescene;
// Initialization of static variables
const float TestbedApplication::SCROLL_SENSITIVITY = 0.08f;
// Constructor
TestbedApplication::TestbedApplication(bool isFullscreen, int windowWidth, int windowHeight)
: Screen(Vector2i(windowWidth, windowHeight), "Testbed ReactPhysics3D", true, isFullscreen, true, true, false, 4, 1),
mIsInitialized(false), mGui(this), mCurrentScene(nullptr),
mEngineSettings(EngineSettings::defaultSettings()),
mFPS(0), mNbFrames(0), mPreviousTime(0),
mLastTimeComputedFPS(0), mFrameTime(0), mTotalPhysicsTime(0), mPhysicsStepTime(0),
mWidth(windowWidth), mHeight(windowHeight),
mSinglePhysicsStepEnabled(false), mSinglePhysicsStepDone(false),
mWindowToFramebufferRatio(Vector2(1, 1)), mIsShadowMappingEnabled(true),
mAreContactPointsDisplayed(false), mAreContactNormalsDisplayed(false),
mAreBroadPhaseAABBsDisplayed(false), mAreCollidersAABBsDisplayed(false),
mAreCollisionShapesDisplayed(false), mAreObjectsWireframeEnabled(false),
mIsVSyncEnabled(false), mIsDebugRendererEnabled(false) {
init();
resize_event(Vector2i(0, 0));
}
// Destructor
TestbedApplication::~TestbedApplication() {
// Destroy all the scenes
destroyScenes();
}
// Initialize the viewer
void TestbedApplication::init() {
// Create all the scenes
createScenes();
// Initialize the GUI
mGui.init();
mTimer.start();
// Enable OpenGL error reporting
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(onOpenGLError, 0);
mIsInitialized = true;
}
// Create all the scenes
void TestbedApplication::createScenes() {
// Cubes scene
CubesScene* cubeScene = new CubesScene("Cubes", mEngineSettings);
mScenes.push_back(cubeScene);
// Cube Stack scene
CubeStackScene* cubeStackScene = new CubeStackScene("Cube Stack", mEngineSettings);
mScenes.push_back(cubeStackScene);
// Joints scene
JointsScene* jointsScene = new JointsScene("Joints", mEngineSettings);
mScenes.push_back(jointsScene);
// Collision shapes scene
CollisionShapesScene* collisionShapesScene = new CollisionShapesScene("Collision Shapes", mEngineSettings);
mScenes.push_back(collisionShapesScene);
// Heightfield shape scene
HeightFieldScene* heightFieldScene = new HeightFieldScene("Heightfield", mEngineSettings);
mScenes.push_back(heightFieldScene);
// Raycast scene
RaycastScene* raycastScene = new RaycastScene("Raycast", mEngineSettings);
mScenes.push_back(raycastScene);
// Collision Detection scene
CollisionDetectionScene* collisionDetectionScene = new CollisionDetectionScene("Collision Detection", mEngineSettings);
mScenes.push_back(collisionDetectionScene);
// Concave Mesh scene
ConcaveMeshScene* concaveMeshScene = new ConcaveMeshScene("Concave Mesh", mEngineSettings);
mScenes.push_back(concaveMeshScene);
// Pile scene
PileScene* pileScene = new PileScene("Pile", mEngineSettings);
mScenes.push_back(pileScene);
assert(mScenes.size() > 0);
const int firstSceneIndex = 0;
switchScene(mScenes[firstSceneIndex]);
}
// Remove all the scenes
void TestbedApplication::destroyScenes() {
for (uint i=0; i<mScenes.size(); i++) {
delete mScenes[i];
}
mCurrentScene = NULL;
}
void TestbedApplication::updateSinglePhysicsStep() {
assert(!mTimer.isRunning());
mCurrentScene->updatePhysics();
}
// Update the physics of the current scene
void TestbedApplication::updatePhysics() {
// Update the elapsed time
mEngineSettings.elapsedTime = mTimer.getPhysicsTime();
if (mTimer.isRunning()) {
// Compute the time since the last update() call and update the timer
mTimer.update();
// While the time accumulator is not empty
while(mTimer.isPossibleToTakeStep(mEngineSettings.timeStep)) {
double currentTime = glfwGetTime();
// Take a physics simulation step
mCurrentScene->updatePhysics();
mPhysicsStepTime = glfwGetTime() - currentTime;
// Update the timer
mTimer.nextStep(mEngineSettings.timeStep);
}
}
}
void TestbedApplication::update() {
double currentTime = glfwGetTime();
mCurrentScene->setIsDebugRendererEnabled(mIsDebugRendererEnabled);
// Update the physics
if (mSinglePhysicsStepEnabled && !mSinglePhysicsStepDone) {
updateSinglePhysicsStep();
mSinglePhysicsStepDone = true;
}
else {
updatePhysics();
}
// Compute the physics update time
mTotalPhysicsTime = glfwGetTime() - currentTime;
// Compute the interpolation factor
float factor = mTimer.computeInterpolationFactor(mEngineSettings.timeStep);
assert(factor >= 0.0f && factor <= 1.0f);
// Notify the scene about the interpolation factor
mCurrentScene->setInterpolationFactor(factor);
// Enable/Disable shadow mapping
mCurrentScene->setIsShadowMappingEnabled(mIsShadowMappingEnabled);
// Display/Hide contact points
mCurrentScene->setAreContactPointsDisplayed(mAreContactPointsDisplayed);
// Display/Hide contact normals
mCurrentScene->setAreContactNormalsDisplayed(mAreContactNormalsDisplayed);
// Display/Hide the broad phase AABBs
mCurrentScene->setAreBroadPhaseAABBsDisplayed(mAreBroadPhaseAABBsDisplayed);
// Display/Hide the colliders AABBs
mCurrentScene->setAreCollidersAABBsDisplayed(mAreCollidersAABBsDisplayed);
// Display/Hide the collision shapes
mCurrentScene->setAreCollisionShapesDisplayed(mAreCollisionShapesDisplayed);
// Enable/Disable wireframe mode
mCurrentScene->setIsWireframeEnabled(mAreObjectsWireframeEnabled);
// Update the scene
mCurrentScene->update();
}
void TestbedApplication::draw_contents() {
update();
int bufferWidth, bufferHeight;
glfwMakeContextCurrent(m_glfw_window);
glfwGetFramebufferSize(m_glfw_window, &bufferWidth, &bufferHeight);
// Set the viewport of the scene
mCurrentScene->setViewport(0, 0, bufferWidth, bufferHeight);
// Render the scene
mCurrentScene->render();
mGui.update();
// Compute the current framerate
computeFPS();
}
/// Window resize event handler
bool TestbedApplication::resize_event(const Vector2i &size) {
if (!mIsInitialized) return false;
// Get the framebuffer dimension
int width, height;
glfwGetFramebufferSize(m_glfw_window, &width, &height);
// Resize the camera viewport
mCurrentScene->reshape(width, height);
// Update the window size of the scene
int windowWidth, windowHeight;
glfwGetWindowSize(m_glfw_window, &windowWidth, &windowHeight);
mCurrentScene->setWindowDimension(windowWidth, windowHeight);
return true;
}
// Change the current scene
void TestbedApplication::switchScene(Scene* newScene) {
if (newScene == mCurrentScene) return;
mCurrentScene = newScene;
// Reset the scene
mCurrentScene->reset();
mCurrentScene->updateEngineSettings();
resize_event(Vector2i(0, 0));
}
// Notify that the engine settings have changed
void TestbedApplication::notifyEngineSetttingsChanged() {
mCurrentScene->updateEngineSettings();
}
void GLAPIENTRY TestbedApplication::onOpenGLError(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
const GLchar* message, const void* userParam ) {
if (type == GL_DEBUG_TYPE_ERROR) {
fprintf( stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
("** GL ERROR **" ),
type, severity, message );
}
}
// Compute the FPS
void TestbedApplication::computeFPS() {
// Note : By default the nanogui library is using glfwWaitEvents() to process
// events and sleep to target a framerate of 50 ms (using a thread
// sleeping). However, for games we prefer to use glfwPollEvents()
// instead and remove the update. Therefore the file common.cpp of the
// nanogui library has been modified to have a faster framerate
mNbFrames++;
// Get the number of seconds since start
mCurrentTime = glfwGetTime();
// Calculate time passed
mFrameTime = mCurrentTime - mPreviousTime;
double timeInterval = (mCurrentTime - mLastTimeComputedFPS) * 1000.0;
// Update the FPS counter each second
if(timeInterval > 1000) {
// calculate the number of frames per second
mFPS = static_cast<double>(mNbFrames) / timeInterval;
mFPS *= 1000.0;
// Reset frame count
mNbFrames = 0;
mLastTimeComputedFPS = mCurrentTime;
}
// Set time
mPreviousTime = mCurrentTime;
}
bool TestbedApplication::keyboard_event(int key, int scancode, int action, int modifiers) {
if (Screen::keyboard_event(key, scancode, action, modifiers)) {
return true;
}
// Close application on escape key
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
glfwSetWindowShouldClose(m_glfw_window, GL_TRUE);
return true;
}
return mCurrentScene->keyboardEvent(key, scancode, action, modifiers);
}
// Handle a mouse button event (default implementation: propagate to children)
bool TestbedApplication::mouse_button_event(const Vector2i &p, int button, bool down, int modifiers) {
if (Screen::mouse_button_event(p, button, down, modifiers)) {
return true;
}
// Get the mouse cursor position
double x, y;
glfwGetCursorPos(m_glfw_window, &x, &y);
return mCurrentScene->mouseButtonEvent(button, down, modifiers, x, y);
}
// Handle a mouse motion event (default implementation: propagate to children)
bool TestbedApplication::mouse_motion_event(const Vector2i &p, const Vector2i &rel, int button, int modifiers) {
if (Screen::mouse_motion_event(p, rel, button, modifiers)) {
return true;
}
int leftButtonState = glfwGetMouseButton(m_glfw_window, GLFW_MOUSE_BUTTON_LEFT);
int rightButtonState = glfwGetMouseButton(m_glfw_window, GLFW_MOUSE_BUTTON_RIGHT);
int middleButtonState = glfwGetMouseButton(m_glfw_window, GLFW_MOUSE_BUTTON_MIDDLE);
int altKeyState = glfwGetKey(m_glfw_window, GLFW_KEY_LEFT_ALT);
return mCurrentScene->mouseMotionEvent(p[0], p[1], leftButtonState, rightButtonState,
middleButtonState, altKeyState);
}
// Handle a mouse scroll event (default implementation: propagate to children)
bool TestbedApplication::scroll_event(const Vector2i &p, const Vector2f &rel) {
if (Screen::scroll_event(p, rel)) {
return true;
}
return mCurrentScene->scrollingEvent(rel[0], rel[1], SCROLL_SENSITIVITY);
}