reactphysics3d/testbed/scenes/cubes/CubesScene.cpp
2015-05-24 17:23:55 +02:00

221 lines
7.7 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 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 "CubesScene.h"
// Namespaces
using namespace openglframework;
using namespace cubesscene;
// Constructor
CubesScene::CubesScene(const std::string& name)
: Scene(name), mLight0(0),
mPhongShader("shaders/phong.vert", "shaders/phong.frag") {
// Move the light 0
mLight0.translateWorld(Vector3(7, 15, 15));
// Compute the radius and the center of the scene
float radiusScene = 30.0f;
openglframework::Vector3 center(0, 5, 0);
// Set the center of the scene
setScenePosition(center, radiusScene);
// Gravity vector in the dynamics world
rp3d::Vector3 gravity(0, rp3d::decimal(-5.81), 0);
// Time step for the physics simulation
rp3d::decimal timeStep = 1.0f / 60.0f;
// Create the dynamics world for the physics simulation
mDynamicsWorld = new rp3d::DynamicsWorld(gravity);
// Set the number of iterations of the constraint solver
mDynamicsWorld->setNbIterationsVelocitySolver(15);
float radius = 2.0f;
// Create all the cubes of the scene
for (int i=0; i<NB_CUBES; i++) {
// Position of the cubes
float angle = i * 30.0f;
openglframework::Vector3 position(radius * cos(angle),
10 + i * (BOX_SIZE.y + 0.3f),
0);
// Create a cube and a corresponding rigid in the dynamics world
Box* cube = new Box(BOX_SIZE, position , BOX_MASS, mDynamicsWorld, mPhongShader);
// Change the material properties of the rigid body
rp3d::Material& material = cube->getRigidBody()->getMaterial();
material.setBounciness(rp3d::decimal(0.4));
// Add the box the list of box in the scene
mBoxes.push_back(cube);
}
// Create the floor
openglframework::Vector3 floorPosition(0, 0, 0);
mFloor = new Box(FLOOR_SIZE, floorPosition, FLOOR_MASS, mDynamicsWorld, mPhongShader);
// The floor must be a static rigid body
mFloor->getRigidBody()->setType(rp3d::STATIC);
// Change the material properties of the floor rigid body
rp3d::Material& material = mFloor->getRigidBody()->getMaterial();
material.setBounciness(rp3d::decimal(0.3));
}
// Destructor
CubesScene::~CubesScene() {
// Destroy the shader
mPhongShader.destroy();
// Destroy all the cubes of the scene
for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
// Destroy the corresponding rigid body from the dynamics world
mDynamicsWorld->destroyRigidBody((*it)->getRigidBody());
// Destroy the cube
delete (*it);
}
// Destroy the rigid body of the floor
mDynamicsWorld->destroyRigidBody(mFloor->getRigidBody());
// Destroy the floor
delete mFloor;
// Destroy the dynamics world
delete mDynamicsWorld;
}
// Update the physics world (take a simulation step)
void CubesScene::updatePhysics() {
// Take a simulation step
mDynamicsWorld->update(mEngineSettings.timeStep);
}
// Update the scene
void CubesScene::update() {
// Update the position and orientation of the boxes
for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
// Update the transform used for the rendering
(*it)->updateTransform(mInterpolationFactor);
}
mFloor->updateTransform(mInterpolationFactor);
// Set the color of the awake/sleeping bodies
for (uint i=0; i<mBoxes.size(); i++) {
if (mBoxes[i]->getRigidBody()->isSleeping()) {
mBoxes[i]->setColor(Color(1, 0, 0, 1));
}
else {
mBoxes[i]->setColor(Color(0, 1, 0, 1));
}
}
}
// Render the scene
void CubesScene::render() {
checkOpenGLErrors();
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_CULL_FACE);
// Get the world-space to camera-space matrix
const openglframework::Matrix4 worldToCameraMatrix = mCamera.getTransformMatrix().getInverse();
// Bind the shader
mPhongShader.bind();
// Set the variables of the shader
mPhongShader.setMatrix4x4Uniform("projectionMatrix", mCamera.getProjectionMatrix());
mPhongShader.setVector3Uniform("light0PosCameraSpace",worldToCameraMatrix * mLight0.getOrigin());
mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f));
const Color& diffCol = mLight0.getDiffuseColor();
const Color& specCol = mLight0.getSpecularColor();
mPhongShader.setVector3Uniform("light0DiffuseColor", Vector3(diffCol.r, diffCol.g, diffCol.b));
mPhongShader.setVector3Uniform("light0SpecularColor", Vector3(specCol.r, specCol.g, specCol.b));
mPhongShader.setFloatUniform("shininess", 60.0f);
checkOpenGLErrors();
// Render all the cubes of the scene
for (std::vector<Box*>::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it) {
(*it)->render(mPhongShader, worldToCameraMatrix);
}
checkOpenGLErrors();
// Render the floor
mFloor->render(mPhongShader, worldToCameraMatrix);
// Unbind the shader
mPhongShader.unbind();
checkOpenGLErrors();
}
// Reset the scene
void CubesScene::reset() {
}
// Check the OpenGL errors
void CubesScene::checkOpenGLErrors() {
GLenum glError;
// Get the OpenGL errors
glError = glGetError();
// While there are errors
while (glError != GL_NO_ERROR) {
// Get the error string
const GLubyte* stringError = gluErrorString(glError);
// Display the error
if (stringError)
std::cerr << "OpenGL Error #" << glError << "(" << gluErrorString(glError) << ")" << std::endl;
else
std::cerr << "OpenGL Error #" << glError << " (no message available)" << std::endl;
// Get the next error
glError = glGetError();
}
}