ephysics/tools/testbed/scenes/concavemesh/ConcaveMeshScene.cpp

195 lines
7.2 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. *
* *
********************************************************************************/
// Libraries
#include <ephysics/ConcaveMeshScene.hpp>
// 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; i<NB_BOXES_X; i++) {
for (int32_t j=0; j<NB_BOXES_Z; j++) {
// Position
openglframework::vec3 boxPosition(-NB_BOXES_X * BOX_SIZE * BOXES_SPACE / 2 + i * BOX_SIZE * BOXES_SPACE, 30, -NB_BOXES_Z * BOX_SIZE * BOXES_SPACE / 2 + j * BOX_SIZE * BOXES_SPACE);
// Create a sphere and a corresponding rigid in the dynamics world
mBoxes[i * NB_BOXES_Z + j] = new Box(vec3(BOX_SIZE, BOX_SIZE, BOX_SIZE) * 0.5f, boxPosition, 80.1, mDynamicsWorld);
// Set the sphere color
mBoxes[i * NB_BOXES_Z + j]->setColor(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; i<NB_BOXES_X * NB_BOXES_Z; i++) {
mDynamicsWorld->destroyRigidBody(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; i<NB_BOXES_X * NB_BOXES_Z; i++) {
mBoxes[i]->updateetk::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; i<NB_BOXES_X * NB_BOXES_Z; i++) {
mBoxes[i]->render(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; i<NB_BOXES_X; i++) {
for (int32_t j=0; j<NB_BOXES_Z; j++) {
// Position
ephysics::vec3 boxPosition(-NB_BOXES_X * BOX_SIZE * BOXES_SPACE / 2 + i * BOX_SIZE * BOXES_SPACE, 30, -NB_BOXES_Z * BOX_SIZE * BOXES_SPACE / 2 + j * BOX_SIZE * BOXES_SPACE);
ephysics::etk::Transform3D boxTransform(boxPosition, ephysics::etk::Quaternion::identity());
mBoxes[i * NB_BOXES_Z + j]->resetTransform(boxTransform);
}
}
}