75 lines
3.0 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 CUBES_SCENE_H
#define CUBES_SCENE_H
// Libraries
#include <ephysics/openglframework.hpp>
#include <ephysics/ephysics.hpp>
#include <ephysics/Box.hpp>
#include <ephysics/SceneDemo.hpp>
namespace cubesscene {
// Constants
const float SCENE_RADIUS = 30.0f; // Radius of the scene in meters
const int32_t NB_CUBES = 30; // Number of boxes in the scene
const openglframework::vec3 BOX_SIZE(2, 2, 2); // Box dimensions in meters
const openglframework::vec3 FLOOR_SIZE(50, 0.5f, 50); // Floor dimensions in meters
const float BOX_MASS = 1.0f; // Box mass in kilograms
const float FLOOR_MASS = 100.0f; // Floor mass in kilograms
// Class CubesScene
class CubesScene : public SceneDemo {
protected :
/// All the boxes of the scene
etk::Vector<Box*> mBoxes;
/// Box for the floor
Box* mFloor;
/// Dynamics world used for the physics simulation
ephysics::DynamicsWorld* m_dynamicsWorld;
public:
/// Constructor
CubesScene(const etk::String& name);
/// Destructor
virtual ~CubesScene();
/// Update the physics world (take a simulation step)
/// Can be called several times per frame
virtual void updatePhysics();
/// Update the scene (take a simulation step)
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();
/// Return all the contact points of the scene
virtual etk::Vector<ContactPoint> getContactPoints() const {
return computeContactPointsOfWorld(m_dynamicsWorld);
}
};
}
#endif