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/********************************************************************************
* 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 JOINTS_SCENE_H
#define JOINTS_SCENE_H
// Libraries
#include <ephysics/openglframework.hpp>
#include <ephysics/ephysics.hpp>
#include <ephysics/Box.hpp>
#include <ephysics/SceneDemo.hpp>
namespace jointsscene {
// Constants
const float SCENE_RADIUS = 30.0f;
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
const int32_t NB_BALLSOCKETJOINT_BOXES = 7; // Number of Ball-And-Socket chain boxes
const int32_t NB_HINGE_BOXES = 7; // Number of Hinge chain boxes
// Class JointsScene
class JointsScene : public SceneDemo {
protected :
// -------------------- Attributes -------------------- //
/// Boxes of Ball-And-Socket joint chain
Box* mBallAndSocketJointChainBoxes[NB_BALLSOCKETJOINT_BOXES];
/// Boxes of the Hinge joint chain
Box* mHingeJointChainBoxes[NB_HINGE_BOXES];
/// Ball-And-Socket joints of the chain
ephysics::BallAndSocketJoint* mBallAndSocketJoints[NB_BALLSOCKETJOINT_BOXES-1];
/// Hinge joints of the chain
ephysics::HingeJoint* mHingeJoints[NB_HINGE_BOXES-1];
/// Bottom box of the Slider joint
Box* mSliderJointBottomBox;
/// Top box of the Slider joint
Box* mSliderJointTopBox;
/// Slider joint
ephysics::SliderJoint* mSliderJoint;
/// Propeller box
Box* mPropellerBox;
/// Box 1 of Fixed joint
Box* mFixedJointBox1;
/// Box 2 of Fixed joint
Box* mFixedJointBox2;
/// Hinge joint
ephysics::HingeJoint* mPropellerHingeJoint;
/// First Fixed joint
ephysics::FixedJoint* mFixedJoint1;
/// Second Fixed joint
ephysics::FixedJoint* mFixedJoint2;
/// Box for the floor
Box* mFloor;
/// Dynamics world used for the physics simulation
ephysics::DynamicsWorld* mDynamicsWorld;
// -------------------- Methods -------------------- //
/// Create the boxes and joints for the Ball-and-Socket joint example
void createBallAndSocketJoints();
/// Create the boxes and joint for the Slider joint example
void createSliderJoint();
/// Create the boxes and joint for the Hinge joint example
void createPropellerHingeJoint();
/// Create the boxes and joint for the Fixed joint example
void createFixedJoints();
/// Create the floor
void createFloor();
public:
// -------------------- Methods -------------------- //
/// Constructor
JointsScene(const etk::String& name);
/// Destructor
virtual ~JointsScene();
/// 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();
/// Return all the contact points of the scene
virtual etk::Vector<ContactPoint> getContactPoints() const;
};
// Return all the contact points of the scene
inline etk::Vector<ContactPoint> JointsScene::getContactPoints() const {
return computeContactPointsOfWorld(mDynamicsWorld);
}
}
#endif