213 lines
8.6 KiB
C++
213 lines
8.6 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 "ConcaveMesh.h"
|
|
|
|
// Constructor
|
|
ConcaveMesh::ConcaveMesh(bool createRigidBody, reactphysics3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld, const std::string& meshPath)
|
|
: PhysicsObject(physicsCommon, meshPath), mVBOVertices(GL_ARRAY_BUFFER),
|
|
mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER),
|
|
mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) {
|
|
|
|
// Compute the scaling matrix
|
|
mScalingMatrix = openglframework::Matrix4::identity();
|
|
|
|
mPhysicsTriangleMesh = mPhysicsCommon.createTriangleMesh();
|
|
|
|
// For each subpart of the mesh
|
|
for (unsigned int i=0; i<getNbParts(); i++) {
|
|
|
|
// Vertex and Indices array for the triangle mesh (data in shared and not copied)
|
|
rp3d::TriangleVertexArray* vertexArray =
|
|
new rp3d::TriangleVertexArray(getNbVertices(), &(mVertices[0]), sizeof(openglframework::Vector3),
|
|
getNbFaces(i), &(mIndices[i][0]), 3 * sizeof(int),
|
|
rp3d::TriangleVertexArray::VertexDataType::VERTEX_FLOAT_TYPE,
|
|
rp3d::TriangleVertexArray::IndexDataType::INDEX_INTEGER_TYPE);
|
|
|
|
// Add the triangle vertex array of the subpart to the triangle mesh
|
|
mPhysicsTriangleMesh->addSubpart(vertexArray);
|
|
}
|
|
|
|
// Create the collision shape for the rigid body (convex mesh shape) and
|
|
// do not forget to delete it at the end
|
|
mConcaveShape = mPhysicsCommon.createConcaveMeshShape(mPhysicsTriangleMesh);
|
|
|
|
mPreviousTransform = rp3d::Transform::identity();
|
|
|
|
// Create the body
|
|
if (createRigidBody) {
|
|
rp3d::RigidBody* body = physicsWorld->createRigidBody(mPreviousTransform);
|
|
mCollider = body->addCollider(mConcaveShape, rp3d::Transform::identity());
|
|
body->updateMassPropertiesFromColliders();
|
|
mBody = body;
|
|
}
|
|
else {
|
|
mBody = physicsWorld->createCollisionBody(mPreviousTransform);
|
|
mCollider = mBody->addCollider(mConcaveShape, rp3d::Transform::identity());
|
|
}
|
|
|
|
// Create the VBOs and VAO
|
|
createVBOAndVAO();
|
|
|
|
mTransformMatrix = mTransformMatrix * mScalingMatrix;
|
|
}
|
|
|
|
// Destructor
|
|
ConcaveMesh::~ConcaveMesh() {
|
|
|
|
// Destroy the triangle mesh data for the physics engine
|
|
for (unsigned int i=0; i<mPhysicsTriangleMesh->getNbSubparts(); i++) {
|
|
delete mPhysicsTriangleMesh->getSubpart(i);
|
|
}
|
|
|
|
// Destroy the mesh
|
|
destroy();
|
|
|
|
// Destroy the VBOs and VAO
|
|
mVBOIndices.destroy();
|
|
mVBOVertices.destroy();
|
|
mVBONormals.destroy();
|
|
mVBOTextureCoords.destroy();
|
|
mVAO.destroy();
|
|
|
|
mPhysicsCommon.destroyConcaveMeshShape(mConcaveShape);
|
|
}
|
|
|
|
// Render the sphere at the correct position and with the correct orientation
|
|
void ConcaveMesh::render(openglframework::Shader& shader,
|
|
const openglframework::Matrix4& worldToCameraMatrix) {
|
|
|
|
// Bind the shader
|
|
shader.bind();
|
|
|
|
// Set the model to camera matrix
|
|
shader.setMatrix4x4Uniform("localToWorldMatrix", mTransformMatrix);
|
|
shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix);
|
|
|
|
// Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the
|
|
// model-view matrix)
|
|
const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * mTransformMatrix;
|
|
const openglframework::Matrix3 normalMatrix =
|
|
localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose();
|
|
shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
|
|
|
|
// Set the vertex color
|
|
rp3d::RigidBody* rigidBody = dynamic_cast<rp3d::RigidBody*>(mBody);
|
|
openglframework::Color currentColor = rigidBody != nullptr && rigidBody->isSleeping() ? mSleepingColor : mColor;
|
|
openglframework::Vector4 color(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
|
|
shader.setVector4Uniform("vertexColor", color, false);
|
|
|
|
// Bind the VAO
|
|
mVAO.bind();
|
|
|
|
mVBOVertices.bind();
|
|
|
|
// Get the location of shader attribute variables
|
|
GLint vertexPositionLoc = shader.getAttribLocation("vertexPosition");
|
|
GLint vertexNormalLoc = shader.getAttribLocation("vertexNormal", false);
|
|
|
|
glEnableVertexAttribArray(vertexPositionLoc);
|
|
glVertexAttribPointer(vertexPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)nullptr);
|
|
|
|
mVBONormals.bind();
|
|
|
|
if (vertexNormalLoc != -1) glVertexAttribPointer(vertexNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)nullptr);
|
|
if (vertexNormalLoc != -1) glEnableVertexAttribArray(vertexNormalLoc);
|
|
|
|
// For each part of the mesh
|
|
for (unsigned int i=0; i<getNbParts(); i++) {
|
|
glDrawElements(GL_TRIANGLES, getNbFaces(i) * 3, GL_UNSIGNED_INT, (char*)nullptr);
|
|
}
|
|
|
|
glDisableVertexAttribArray(vertexPositionLoc);
|
|
if (vertexNormalLoc != -1) glDisableVertexAttribArray(vertexNormalLoc);
|
|
|
|
mVBONormals.unbind();
|
|
mVBOVertices.unbind();
|
|
|
|
// Unbind the VAO
|
|
mVAO.unbind();
|
|
|
|
// Unbind the shader
|
|
shader.unbind();
|
|
}
|
|
|
|
// Create the Vertex Buffer Objects used to render with OpenGL.
|
|
/// We create two VBOs (one for vertices and one for indices)
|
|
void ConcaveMesh::createVBOAndVAO() {
|
|
|
|
// Create the VBO for the vertices data
|
|
mVBOVertices.create();
|
|
mVBOVertices.bind();
|
|
size_t sizeVertices = mVertices.size() * sizeof(openglframework::Vector3);
|
|
mVBOVertices.copyDataIntoVBO(sizeVertices, getVerticesPointer(), GL_STATIC_DRAW);
|
|
mVBOVertices.unbind();
|
|
|
|
// Create the VBO for the normals data
|
|
mVBONormals.create();
|
|
mVBONormals.bind();
|
|
size_t sizeNormals = mNormals.size() * sizeof(openglframework::Vector3);
|
|
mVBONormals.copyDataIntoVBO(sizeNormals, getNormalsPointer(), GL_STATIC_DRAW);
|
|
mVBONormals.unbind();
|
|
|
|
if (hasTexture()) {
|
|
// Create the VBO for the texture co data
|
|
mVBOTextureCoords.create();
|
|
mVBOTextureCoords.bind();
|
|
size_t sizeTextureCoords = mUVs.size() * sizeof(openglframework::Vector2);
|
|
mVBOTextureCoords.copyDataIntoVBO(sizeTextureCoords, getUVTextureCoordinatesPointer(), GL_STATIC_DRAW);
|
|
mVBOTextureCoords.unbind();
|
|
}
|
|
|
|
// Create th VBO for the indices data
|
|
mVBOIndices.create();
|
|
mVBOIndices.bind();
|
|
size_t sizeIndices = mIndices[0].size() * sizeof(unsigned int);
|
|
mVBOIndices.copyDataIntoVBO(sizeIndices, getIndicesPointer(), GL_STATIC_DRAW);
|
|
mVBOIndices.unbind();
|
|
|
|
// Create the VAO for both VBOs
|
|
mVAO.create();
|
|
mVAO.bind();
|
|
|
|
// Bind the VBO of vertices
|
|
mVBOVertices.bind();
|
|
|
|
// Bind the VBO of normals
|
|
mVBONormals.bind();
|
|
|
|
if (hasTexture()) {
|
|
// Bind the VBO of texture coords
|
|
mVBOTextureCoords.bind();
|
|
}
|
|
|
|
// Bind the VBO of indices
|
|
mVBOIndices.bind();
|
|
|
|
// Unbind the VAO
|
|
mVAO.unbind();
|
|
}
|