237 lines
6.7 KiB
C++

/********************************************************************************
* 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. *
* *
********************************************************************************/
#ifndef RAYCAST_SCENE_H
#define RAYCAST_SCENE_H
// Libraries
#define _USE_MATH_DEFINES
#include <cmath>
#include <ephysics/openglframework.hpp>
#include <ephysics/ephysics.hpp>
#include <ephysics/SceneDemo.hpp>
#include <ephysics/Sphere.hpp>
#include <ephysics/Box.hpp>
#include <ephysics/Cone.hpp>
#include <ephysics/Cylinder.hpp>
#include <ephysics/Capsule.hpp>
#include <ephysics/Line.hpp>
#include <ephysics/ConvexMesh.hpp>
#include <ephysics/ConcaveMesh.hpp>
#include <ephysics/HeightField.hpp>
#include <ephysics/Dumbbell.hpp>
#include <ephysics/VisualContactPoint.hpp>
namespace raycastscene {
// Constants
const float SCENE_RADIUS = 30.0f;
const openglframework::vec3 BOX_SIZE(4, 2, 1);
const float SPHERE_RADIUS = 3.0f;
const float CONE_RADIUS = 3.0f;
const float CONE_HEIGHT = 5.0f;
const float CYLINDER_RADIUS = 3.0f;
const float CYLINDER_HEIGHT = 5.0f;
const float CAPSULE_RADIUS = 3.0f;
const float CAPSULE_HEIGHT = 5.0f;
const float DUMBBELL_HEIGHT = 5.0f;
const int32_t NB_RAYS = 100;
const float RAY_LENGTH = 30.0f;
const int32_t NB_BODIES = 9;
// Raycast manager
class RaycastManager : public ephysics::RaycastCallback {
private:
/// All the visual contact points
std::vector<ContactPoint> mHitPoints;
/// All the normals at hit points
std::vector<Line*> mNormals;
/// Contact point mesh folder path
std::string mMeshFolderPath;
public:
RaycastManager(openglframework::Shader& shader,
const std::string& meshFolderPath)
: mMeshFolderPath(meshFolderPath) {
}
virtual ephysics::float notifyRaycastHit(const ephysics::RaycastInfo& raycastInfo) {
ephysics::vec3 hitPos = raycastInfo.worldPoint;
openglframework::vec3 position(hitPos.x(), hitPos.y(), hitPos.z());
mHitPoints.push_back(ContactPoint(position));
// Create a line to display the normal at hit point
ephysics::vec3 n = raycastInfo.worldNormal;
openglframework::vec3 normal(n.x(), n.y(), n.z());
Line* normalLine = new Line(position, position + normal);
mNormals.push_back(normalLine);
return raycastInfo.hitFraction;
}
void resetPoints() {
mHitPoints.clear();
// Destroy all the normals
for (std::vector<Line*>::iterator it = mNormals.begin();
it != mNormals.end(); ++it) {
delete (*it);
}
mNormals.clear();
}
std::vector<ContactPoint> getHitPoints() const {
return mHitPoints;
}
};
// Class RaycastScene
class RaycastScene : public SceneDemo {
private :
// -------------------- Attributes -------------------- //
/// Contact point mesh folder path
std::string mMeshFolderPath;
/// Raycast manager
RaycastManager m_raycastManager;
/// All the raycast lines
std::vector<Line*> mLines;
/// Current body index
int32_t mCurrentBodyIndex;
/// True if the hit points normals are displayed
bool mAreNormalsDisplayed;
/// Raycast manager
/// All objects on the scene
Box* mBox;
Sphere* mSphere;
Cone* mCone;
Cylinder* mCylinder;
Capsule* mCapsule;
ConvexMesh* mConvexMesh;
Dumbbell* mDumbbell;
ConcaveMesh* mConcaveMesh;
HeightField* mHeightField;
/// Collision world used for the physics simulation
ephysics::CollisionWorld* mCollisionWorld;
/// All the points to render the lines
std::vector<openglframework::vec3> mLinePoints;
/// Vertex Buffer Object for the vertices data
openglframework::VertexBufferObject mVBOVertices;
/// Vertex Array Object for the vertex data
openglframework::VertexArrayObject mVAO;
/// Create the raycast lines
void createLines();
// Create the Vertex Buffer Objects used to render with OpenGL.
void createVBOAndVAO(openglframework::Shader& shader);
public:
// -------------------- Methods -------------------- //
/// Constructor
RaycastScene(const std::string& name);
/// Destructor
virtual ~RaycastScene();
/// Update the physics world (take a simulation step)
/// Can be called several times per frame
virtual void updatePhysics();
/// Take a step for the simulation
virtual void update();
/// Render the scene in a single pass
virtual void renderSinglePass(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix);
/// Reset the scene
virtual void reset();
/// Change the body to raycast
void changeBody();
/// Display or not the surface normals at hit points
void showHideNormals();
/// Called when a keyboard event occurs
virtual bool keyboardEvent(int32_t key, int32_t scancode, int32_t action, int32_t mods);
/// Enabled/Disable the shadow mapping
void virtual setIsShadowMappingEnabled(bool isShadowMappingEnabled);
/// Display/Hide the contact points
void virtual setIsContactPointsDisplayed(bool display);
/// Return all the contact points of the scene
virtual std::vector<ContactPoint> getContactPoints() const;
};
// Display or not the surface normals at hit points
inline void RaycastScene::showHideNormals() {
mAreNormalsDisplayed = !mAreNormalsDisplayed;
}
// Enabled/Disable the shadow mapping
inline void RaycastScene::setIsShadowMappingEnabled(bool isShadowMappingEnabled) {
SceneDemo::setIsShadowMappingEnabled(false);
}
// Display/Hide the contact points
inline void RaycastScene::setIsContactPointsDisplayed(bool display) {
SceneDemo::setIsContactPointsDisplayed(true);
}
// Return all the contact points of the scene
inline std::vector<ContactPoint> RaycastScene::getContactPoints() const {
return m_raycastManager.getHitPoints();
}
}
#endif