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Sphere.cpp
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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.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 "Sphere.h"
#include "ResourceManager.h"
openglframework::VertexBufferObject Sphere::mVBOVertices(GL_ARRAY_BUFFER);
openglframework::VertexBufferObject Sphere::mVBONormals(GL_ARRAY_BUFFER);
openglframework::VertexBufferObject Sphere::mVBOTextureCoords(GL_ARRAY_BUFFER);
openglframework::VertexBufferObject Sphere::mVBOIndices(GL_ELEMENT_ARRAY_BUFFER);
openglframework::VertexArrayObject Sphere::mVAO;
int Sphere::totalNbSpheres = 0;
// Constructor
Sphere::Sphere(rp3d::BodyType type, bool isSimulationCollider, float radius, rp3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* world,
const std::string& meshFolderPath)
: PhysicsObject(physicsCommon, ResourceManager::getMeshPath("sphere.obj")), mRadius(radius), mPhysicsWorld(world) {
// Compute the scaling matrix
mScalingMatrix = openglframework::Matrix4(mRadius, 0, 0, 0,
0, mRadius, 0, 0,
0, 0, mRadius, 0,
0, 0, 0, 1);
// Create the collision shape for the rigid body (sphere shape)
// ReactPhysics3D will clone this object to create an internal one. Therefore,
// it is OK if this object is destroyed right after calling RigidBody::addCollisionShape()
mCollisionShape = mPhysicsCommon.createSphereShape(mRadius);
mPreviousTransform = rp3d::Transform::identity();
// Create a rigid body corresponding to the sphere in the physics world
rp3d::RigidBody* body = world->createRigidBody(mPreviousTransform);
body->setType(type);
body->setIsDebugEnabled(true);
mCollider = body->addCollider(mCollisionShape, rp3d::Transform::identity());
mCollider->setIsSimulationCollider(isSimulationCollider);
body->updateMassPropertiesFromColliders();
mBody = body;
mTransformMatrix = mTransformMatrix * mScalingMatrix;
// Create the VBOs and VAO
if (totalNbSpheres == 0) {
createVBOAndVAO();
}
totalNbSpheres++;
}
// Destructor
Sphere::~Sphere() {
if (totalNbSpheres == 1) {
// Destroy the mesh
destroy();
// Destroy the VBOs and VAO
mVBOIndices.destroy();
mVBOVertices.destroy();
mVBONormals.destroy();
mVBOTextureCoords.destroy();
mVAO.destroy();
}
mPhysicsWorld->destroyRigidBody(mBody);
mPhysicsCommon.destroySphereShape(mCollisionShape);
totalNbSpheres--;
}
// Render the sphere at the correct position and with the correct orientation
void Sphere::render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) {
// Bind the shader
shader.bind();
// Set the model to camera matrix
shader.setMatrix4x4Uniform("localToWorldMatrix", mTransformMatrix);
shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix);
// Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the
// model-view matrix)
const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * mTransformMatrix;
const openglframework::Matrix3 normalMatrix =
localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose();
shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
// Set the vertex color
rp3d::RigidBody* rigidBody = dynamic_cast<rp3d::RigidBody*>(mBody);
openglframework::Color currentColor = rigidBody != nullptr && rigidBody->isSleeping() ? mSleepingColor : mColor;
openglframework::Vector4 color(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
shader.setVector4Uniform("globalVertexColor", color, false);
// Bind the VAO
mVAO.bind();
mVBOVertices.bind();
// Get the location of shader attribute variables
GLint vertexPositionLoc = shader.getAttribLocation("vertexPosition");
GLint vertexNormalLoc = shader.getAttribLocation("vertexNormal", false);
glEnableVertexAttribArray(vertexPositionLoc);
glVertexAttribPointer(vertexPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL);
mVBONormals.bind();
if (vertexNormalLoc != -1) glVertexAttribPointer(vertexNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL);
if (vertexNormalLoc != -1) glEnableVertexAttribArray(vertexNormalLoc);
// For each part of the mesh
for (unsigned int i=0; i<getNbParts(); i++) {
glDrawElements(GL_TRIANGLES, getNbFaces(i) * 3, GL_UNSIGNED_INT, (char*)NULL);
}
glDisableVertexAttribArray(vertexPositionLoc);
if (vertexNormalLoc != -1) glDisableVertexAttribArray(vertexNormalLoc);
mVBONormals.unbind();
mVBOVertices.unbind();
// Unbind the VAO
mVAO.unbind();
// Unbind the shader
shader.unbind();
}
// Create the Vertex Buffer Objects used to render with OpenGL.
/// We create two VBOs (one for vertices and one for indices)
void Sphere::createVBOAndVAO() {
// Create the VBO for the vertices data
mVBOVertices.create();
mVBOVertices.bind();
size_t sizeVertices = mVertices.size() * sizeof(openglframework::Vector3);
mVBOVertices.copyDataIntoVBO(sizeVertices, getVerticesPointer(), GL_STATIC_DRAW);
mVBOVertices.unbind();
// Create the VBO for the normals data
mVBONormals.create();
mVBONormals.bind();
size_t sizeNormals = mNormals.size() * sizeof(openglframework::Vector3);
mVBONormals.copyDataIntoVBO(sizeNormals, getNormalsPointer(), GL_STATIC_DRAW);
mVBONormals.unbind();
if (hasTexture()) {
// Create the VBO for the texture co data
mVBOTextureCoords.create();
mVBOTextureCoords.bind();
size_t sizeTextureCoords = mUVs.size() * sizeof(openglframework::Vector2);
mVBOTextureCoords.copyDataIntoVBO(sizeTextureCoords, getUVTextureCoordinatesPointer(), GL_STATIC_DRAW);
mVBOTextureCoords.unbind();
}
// Create th VBO for the indices data
mVBOIndices.create();
mVBOIndices.bind();
size_t sizeIndices = mIndices[0].size() * sizeof(unsigned int);
mVBOIndices.copyDataIntoVBO(sizeIndices, getIndicesPointer(), GL_STATIC_DRAW);
mVBOIndices.unbind();
// Create the VAO for both VBOs
mVAO.create();
mVAO.bind();
// Bind the VBO of vertices
mVBOVertices.bind();
// Bind the VBO of normals
mVBONormals.bind();
if (hasTexture()) {
// Bind the VBO of texture coords
mVBOTextureCoords.bind();
}
// Bind the VBO of indices
mVBOIndices.bind();
// Unbind the VAO
mVAO.unbind();
}