reactphysics3d/testbed/scenes/hingejointschain/HingeJointsChainScene.cpp

160 lines
6.8 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. *
* *
********************************************************************************/
// Libraries
#include "HingeJointsChainScene.h"
#include <cmath>
// Namespaces
using namespace openglframework;
using namespace hingejointschainscene;
// Constructor
HingeJointsChainScene::HingeJointsChainScene(const std::string& name, EngineSettings& settings)
: SceneDemo(name, settings, true, SCENE_RADIUS) {
std::string meshFolderPath("meshes/");
// Compute the radius and the center of the scene
openglframework::Vector3 center(0, 0, 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;
// Logger
rp3d::DefaultLogger* defaultLogger = mPhysicsCommon.createDefaultLogger();
uint logLevel = static_cast<uint>(rp3d::Logger::Level::Information) | static_cast<uint>(rp3d::Logger::Level::Warning) |
static_cast<uint>(rp3d::Logger::Level::Error);
defaultLogger->addFileDestination("rp3d_log_" + name + ".html", logLevel, rp3d::DefaultLogger::Format::HTML);
mPhysicsCommon.setLogger(defaultLogger);
// Create the physics world for the physics simulation
rp3d::PhysicsWorld* physicsWorld = mPhysicsCommon.createPhysicsWorld(worldSettings);
physicsWorld->setEventListener(this);
mPhysicsWorld = physicsWorld;
// Create all the boxes of the scene
for (int i=0; i<NB_BOXES; i++) {
// Create a box and a corresponding rigid in the physics world
mBoxes[i] = new Box(true, BOX_SIZE, mPhysicsCommon, mPhysicsWorld, meshFolderPath);
// Set the box color
mBoxes[i]->setColor(mObjectColorDemo);
mBoxes[i]->setSleepingColor(mSleepingColorDemo);
// Change the material properties of the rigid body
rp3d::Material& material = mBoxes[i]->getCollider()->getMaterial();
material.setBounciness(rp3d::decimal(0.0));
if (i == 0) {
mBoxes[i]->getRigidBody()->setType(rp3d::BodyType::STATIC);
}
// Add the box the list of boxes in the scene
mPhysicsObjects.push_back(mBoxes[i]);
}
// Set the position of the boxes before the joints creation
reset();
// Create the Ball-and-Socket joints
createJoints();
// 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
HingeJointsChainScene::~HingeJointsChainScene() {
// Destroy the joints
for (uint i=0; i < mHingeJoints.size(); i++) {
mPhysicsWorld->destroyJoint(mHingeJoints[i]);
}
// Destroy all the rigid bodies of the scene
for (int i=0; i<NB_BOXES; i++) {
mPhysicsWorld->destroyRigidBody(mBoxes[i]->getRigidBody());
}
// Destroy the physics world
mPhysicsCommon.destroyPhysicsWorld(mPhysicsWorld);
}
// Create the joints
void HingeJointsChainScene::createJoints() {
for (int i=0; i < NB_BOXES-1; i++) {
// Create the joint info object
rp3d::RigidBody* body1 = mBoxes[i]->getRigidBody();
rp3d::RigidBody* body2 = mBoxes[i+1]->getRigidBody();
rp3d::Vector3 body1Position = body1->getTransform().getPosition();
rp3d::Vector3 body2Position = body2->getTransform().getPosition();
const rp3d::Vector3 anchorPointWorldSpace = body1Position + rp3d::Vector3(BOX_SIZE.x / 2.0f, 0, 0);
rp3d::HingeJointInfo jointInfo(body1, body2, anchorPointWorldSpace, rp3d::Vector3(0, 0, 1));
jointInfo.isCollisionEnabled = false;
rp3d::HingeJoint* joint = dynamic_cast<rp3d::HingeJoint*>(mPhysicsWorld->createJoint(jointInfo));
mHingeJoints.push_back(joint);
}
}
// Reset the scene
void HingeJointsChainScene::reset() {
SceneDemo::reset();
const float space = 0.3f;
const rp3d::Quaternion initOrientation = rp3d::Quaternion::identity();
for (int i=0; i<NB_BOXES; i++) {
// Initial position and orientation of the rigid body
rp3d::Vector3 initPosition(i * (BOX_SIZE.x + space), 20, 0);
rp3d::Transform transform(initPosition, initOrientation);
// Create a box and a corresponding rigid in the physics world
mBoxes[i]->setTransform(transform);
}
}