/******************************************************************************** * ReactPhysics3D physics library, http://www.ephysics.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 // Namespaces using namespace openglframework; using namespace trianglemeshscene; // Constructor ConcaveMeshScene::ConcaveMeshScene(const etk::String& name) : SceneDemo(name, SCENE_RADIUS) { etk::String meshFolderPath("meshes/"); // Compute the radius and the center of the scene openglframework::vec3 center(0, 5, 0); // Set the center of the scene setScenePosition(center, SCENE_RADIUS); // Gravity vector in the dynamics world ephysics::vec3 gravity(0, ephysics::float(-9.81), 0); // Create the dynamics world for the physics simulation mDynamicsWorld = new ephysics::DynamicsWorld(gravity); // Set the number of iterations of the constraint solver mDynamicsWorld->setNbIterationsVelocitySolver(15); // ---------- Create the boxes ----------- // for (int32_t i=0; isetColor(mDemoColors[0]); mBoxes[i * NB_BOXES_Z + j]->setSleepingColor(mRedColorDemo); // Change the material properties of the rigid body ephysics::Material& boxMaterial = mBoxes[i * NB_BOXES_Z + j]->getRigidBody()->getMaterial(); boxMaterial.setBounciness(ephysics::float(0.2)); } } // ---------- Create the triangular mesh ---------- // // Position openglframework::vec3 position(0, 0, 0); ephysics::float mass = 1.0; // Create a convex mesh and a corresponding rigid in the dynamics world mConcaveMesh = new ConcaveMesh(position, mass, mDynamicsWorld, meshFolderPath + "city.obj"); // Set the mesh as beeing static mConcaveMesh->getRigidBody()->setType(ephysics::STATIC); // Set the box color mConcaveMesh->setColor(mGreyColorDemo); mConcaveMesh->setSleepingColor(mGreyColorDemo); // Change the material properties of the rigid body ephysics::Material& material = mConcaveMesh->getRigidBody()->getMaterial(); material.setBounciness(ephysics::float(0.2)); material.setFrictionCoefficient(0.1); // Get the physics engine parameters mEngineSettings.isGravityEnabled = mDynamicsWorld->isGravityEnabled(); ephysics::vec3 gravityVector = mDynamicsWorld->getGravity(); mEngineSettings.gravity = openglframework::vec3(gravityVector.x(), gravityVector.y(), gravityVector.z()); mEngineSettings.isSleepingEnabled = mDynamicsWorld->isSleepingEnabled(); mEngineSettings.sleepLinearVelocity = mDynamicsWorld->getSleepLinearVelocity(); mEngineSettings.sleepAngularVelocity = mDynamicsWorld->getSleepAngularVelocity(); mEngineSettings.nbPositionSolverIterations = mDynamicsWorld->getNbIterationsPositionSolver(); mEngineSettings.nbVelocitySolverIterations = mDynamicsWorld->getNbIterationsVelocitySolver(); mEngineSettings.timeBeforeSleep = mDynamicsWorld->getTimeBeforeSleep(); } // Destructor ConcaveMeshScene::~ConcaveMeshScene() { // Destroy the corresponding rigid body from the dynamics world mDynamicsWorld->destroyRigidBody(mConcaveMesh->getRigidBody()); // Destroy the boxes for (int32_t i=0; idestroyRigidBody(mBoxes[i]->getRigidBody()); delete mBoxes[i]; } // Destroy the convex mesh delete mConcaveMesh; // Destroy the dynamics world delete mDynamicsWorld; } // Update the physics world (take a simulation step) void ConcaveMeshScene::updatePhysics() { // Update the physics engine parameters mDynamicsWorld->setIsGratityEnabled(mEngineSettings.isGravityEnabled); ephysics::vec3 gravity(mEngineSettings.gravity.x(), mEngineSettings.gravity.y(), mEngineSettings.gravity.z()); mDynamicsWorld->setGravity(gravity); mDynamicsWorld->enableSleeping(mEngineSettings.isSleepingEnabled); mDynamicsWorld->setSleepLinearVelocity(mEngineSettings.sleepLinearVelocity); mDynamicsWorld->setSleepAngularVelocity(mEngineSettings.sleepAngularVelocity); mDynamicsWorld->setNbIterationsPositionSolver(mEngineSettings.nbPositionSolverIterations); mDynamicsWorld->setNbIterationsVelocitySolver(mEngineSettings.nbVelocitySolverIterations); mDynamicsWorld->setTimeBeforeSleep(mEngineSettings.timeBeforeSleep); // Take a simulation step mDynamicsWorld->update(mEngineSettings.timeStep); } // Update the scene void ConcaveMeshScene::update() { SceneDemo::update(); // Update the transform used for the rendering mConcaveMesh->updateetk::Transform3D(mInterpolationFactor); for (int32_t i=0; iupdateetk::Transform3D(mInterpolationFactor); } } // Render the scene in a single pass void ConcaveMeshScene::renderSinglePass(Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) { // Bind the shader shader.bind(); mConcaveMesh->render(shader, worldToCameraMatrix); for (int32_t i=0; irender(shader, worldToCameraMatrix); } // Unbind the shader shader.unbind(); } // Reset the scene void ConcaveMeshScene::reset() { // Reset the transform ephysics::etk::Transform3D transform(ephysics::vec3(0.0f,0.0f,0.0f)(), rp3d::etk::Quaternion::identity()); mConcaveMesh->resetTransform(transform); for (int32_t i=0; iresetTransform(boxTransform); } } }