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- #include "PhysicsCollisionObjectSample.h"
- #include "SamplesGame.h"
- #if defined(ADD_SAMPLE)
- ADD_SAMPLE("Physics", "Collision Objects", PhysicsCollisionObjectSample, 1);
- #endif
- PhysicsCollisionObjectSample::PhysicsCollisionObjectSample()
- : _font(NULL), _scene(NULL), _lightNode(NULL), _form(NULL), _objectType(SPHERE), _throw(true), _drawDebug(0), _wireFrame(false)
- {
- const char* paths[] = {"res/common/physics.physics#ball","res/common/physics.physics#box", "res/common/physics.physics#capsule", "res/common/physics.physics#duck"};
- _collisionObjectPaths.assign(paths, paths + 4);
- const char* nodeIds[] = {"sphere", "box", "capsule", "duck"};
- _nodeIds.assign(nodeIds, nodeIds + 4);
- const char* nodeNames[] = {"Sphere", "Box", "Capsule", "Duck"};
- _nodeNames.assign(nodeNames, nodeNames + 4);
- Vector4 colors[] = {Vector4(1, 0, 0, 1), Vector4(0.1f, 0.6f, 0.1f, 1), Vector4(0, 0, 1, 1), Vector4(1, 1, 0, 1)};
- _colors.assign(colors, colors + 4);
- }
- void PhysicsCollisionObjectSample::initialize()
- {
- // Create the font for drawing the framerate.
- _font = Font::create("res/ui/arial.gpb");
- _scene = Scene::load("res/common/physics.scene");
- // Use the aspect ratio of the display instead of the aspect ratio defined in the scene file.
- _scene->getActiveCamera()->setAspectRatio(getAspectRatio());
- _lightNode = _scene->findNode("directionalLight");
- _scene->visit(this, &PhysicsCollisionObjectSample::bindLights);
- _form = Form::create("res/common/physics.form");
- static_cast<Button*>(_form->getControl("wireframeButton"))->addListener(this, Control::Listener::CLICK);
- static_cast<Button*>(_form->getControl("drawDebugButton"))->addListener(this, Control::Listener::CLICK);
- static_cast<Button*>(_form->getControl("throwButton"))->addListener(this, Control::Listener::CLICK);
- Button* shapeButton = static_cast<Button*>(_form->getControl("shapeButton"));
- shapeButton->addListener(this, Control::Listener::CLICK);
- shapeButton->setTextColor(_colors[_objectType]);
- }
- void PhysicsCollisionObjectSample::finalize()
- {
- SAFE_RELEASE(_font);
- SAFE_RELEASE(_scene);
- SAFE_RELEASE(_form);
- }
- void PhysicsCollisionObjectSample::update(float elapsedTime)
- {
- }
- void PhysicsCollisionObjectSample::render(float elapsedTime)
- {
- // Clear the color and depth buffers
- clear(CLEAR_COLOR_DEPTH, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0);
- // Visit all the nodes in the scene, drawing the models/mesh.
- _scene->visit(this, &PhysicsCollisionObjectSample::drawScene);
- if (_drawDebug == 1)
- {
- // Draw the physics debug information.
- getPhysicsController()->drawDebug(_scene->getActiveCamera()->getViewProjectionMatrix());
- }
- drawFrameRate(_font, Vector4(0, 0.5f, 1, 1), 5, 1, getFrameRate());
- _form->draw();
- }
- void PhysicsCollisionObjectSample::touchEvent(Touch::TouchEvent evt, int x, int y, unsigned int contactIndex)
- {
- switch (evt)
- {
- case Touch::TOUCH_PRESS:
- if (x < 75 && y < 50)
- {
- // Toggle Vsync if the user touches the top left corner.
- setVsync(!isVsync());
- }
- else
- {
- // Fire a physics object into the scene.
- Ray ray;
- Camera* camera = _scene->getActiveCamera();
- camera->pickRay(getViewport(), x, y, &ray);
- fireProjectile(ray);
- }
- break;
- case Touch::TOUCH_RELEASE:
- break;
- case Touch::TOUCH_MOVE:
- break;
- };
- }
- void PhysicsCollisionObjectSample::keyEvent(Keyboard::KeyEvent evt, int key)
- {
- if (evt == Keyboard::KEY_PRESS)
- {
- switch (key)
- {
- case Keyboard::KEY_B:
- case Keyboard::KEY_CAPITAL_B:
- incrementDebugDraw();
- break;
- case Keyboard::KEY_M:
- case Keyboard::KEY_CAPITAL_M:
- toggleWireframe();
- break;
- }
- }
- }
- bool PhysicsCollisionObjectSample::drawScene(Node* node)
- {
- Model* model = node->getModel();
- if (model)
- model->draw(_wireFrame);
- return true;
- }
- bool PhysicsCollisionObjectSample::bindLights(Node* node)
- {
- Model* model = node->getModel();
- if (model)
- {
- Material* material = model->getMaterial();
- if (material)
- {
- MaterialParameter* ambientColorParam = material->getParameter("u_ambientColor");
- if (ambientColorParam)
- {
- ambientColorParam->setValue(_scene->getAmbientColor());
- }
- if (_lightNode && _lightNode->getLight())
- {
- MaterialParameter* lightDirectionParam = material->getParameter("u_directionalLightDirection[0]");
- MaterialParameter* lightColorParam = material->getParameter("u_directionalLightColor[0]");
- if (lightDirectionParam)
- {
- lightDirectionParam->bindValue(_lightNode, &Node::getForwardVectorView);
- }
- if (lightColorParam)
- {
- lightColorParam->setValue(_lightNode->getLight()->getColor());
- }
- }
- }
- }
- return true;
- }
- void PhysicsCollisionObjectSample::fireProjectile(const Ray& ray)
- {
- Node* clone = _scene->findNode(_nodeIds[_objectType])->clone();
- clone->setRotation(Quaternion::identity());
- if (_throw)
- {
- clone->setTranslation(ray.getOrigin());
- }
- else
- {
- // Find the position where the pick ray intersects with the floor.
- float distance = ray.intersects(Plane(0, 1, 0, -0.5f));
- if (distance != Ray::INTERSECTS_NONE)
- {
- Vector3 position((ray.getDirection() * distance) + ray.getOrigin());
- position.y += 8.0f;
- clone->setTranslation(position);
- }
- }
- // It is important to set the transform before attaching the collision object because this rigid body is not kinematic.
- // Once the non-kinematic rigid body is attached, you should only move the object using forces.
- PhysicsCollisionObject* collisionObject = clone->setCollisionObject(_collisionObjectPaths[_objectType]);
- _scene->addNode(clone);
- if (_throw)
- {
- PhysicsRigidBody* rigidBody = static_cast<PhysicsRigidBody*>(collisionObject);
- Vector3 impulse(ray.getDirection());
- impulse.normalize();
- impulse.scale(50.0f * rigidBody->getMass());
- rigidBody->applyImpulse(impulse);
- }
- // Release the new cloned node because the scene now holds the reference to it.
- clone->release();
- }
- void PhysicsCollisionObjectSample::incrementDebugDraw()
- {
- _drawDebug = (_drawDebug + 1) % 2;
- static_cast<Button*>(_form->getControl("drawDebugButton"))->setText(_drawDebug == 0 ? "Normal" : "Debug");
- }
- void PhysicsCollisionObjectSample::toggleWireframe()
- {
- _wireFrame = !_wireFrame;
- static_cast<Button*>(_form->getControl("wireframeButton"))->setText(_wireFrame ? "Wireframe" : "Solid");
- }
- void PhysicsCollisionObjectSample::controlEvent(Control* control, EventType evt)
- {
- Button* button = static_cast<Button*>(control);
- if (strcmp(button->getId(), "wireframeButton") == 0)
- {
- toggleWireframe();
-
- }
- else if (strcmp(button->getId(), "drawDebugButton") == 0)
- {
- incrementDebugDraw();
- }
- else if (strcmp(button->getId(), "throwButton") == 0)
- {
- _throw = !_throw;
- button->setText(_throw ? "Throw" : "Drop");
- }
- else if (strcmp(button->getId(), "shapeButton") == 0)
- {
- if (_objectType == SPHERE)
- _objectType = BOX;
- else if (_objectType == BOX)
- _objectType = CAPSULE;
- else if (_objectType == CAPSULE)
- _objectType = DUCK;
- else
- _objectType = SPHERE;
- button->setText(_nodeNames[_objectType]);
- button->setTextColor(_colors[_objectType]);
- }
- }
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