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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 Daniel Chappuis *
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*********************************************************************************
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* *
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* 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 *
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* 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: *
* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* 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. *
* *
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********************************************************************************/
#ifndef CAPSULE_H
#define CAPSULE_H
// Libraries
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#include <ephysics/openglframework.h>
#include <ephysics/reactphysics3d.h>
#include <ephysics/PhysicsObject.h>
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// Class Sphere
class Capsule : public openglframework::Mesh, public PhysicsObject {
private :
// -------------------- Attributes -------------------- //
/// Radius of the capsule
float mRadius;
/// Height of the capsule
float mHeight;
/// Scaling matrix (applied to a sphere to obtain the correct sphere dimensions)
openglframework::Matrix4 mScalingMatrix;
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/// Collision shape
rp3d::CapsuleShape* mCapsuleShape;
rp3d::ProxyShape* m_proxyShape;
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/// Previous transform (for int32_terpolation)
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rp3d::Transform mPreviousTransform;
/// Vertex Buffer Object for the vertices data
static openglframework::VertexBufferObject mVBOVertices;
/// Vertex Buffer Object for the normals data
static openglframework::VertexBufferObject mVBONormals;
/// Vertex Buffer Object for the texture coords
static openglframework::VertexBufferObject mVBOTextureCoords;
/// Vertex Buffer Object for the indices
static openglframework::VertexBufferObject mVBOIndices;
/// Vertex Array Object for the vertex data
static openglframework::VertexArrayObject mVAO;
// Total number of capsules created
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static int32_t totalNbCapsules;
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// -------------------- Methods -------------------- //
// Create the Vertex Buffer Objects used to render with OpenGL.
void createVBOAndVAO();
public :
// -------------------- Methods -------------------- //
/// Constructor
Capsule(float radius, float height, const openglframework::Vector3& position,
reactphysics3d::CollisionWorld* world, const std::string& meshFolderPath);
/// Constructor
Capsule(float radius, float height, const openglframework::Vector3& position,
float mass, reactphysics3d::DynamicsWorld* dynamicsWorld,
const std::string& meshFolderPath);
/// Destructor
~Capsule();
/// Render the sphere at the correct position and with the correct orientation
void render(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix);
/// Set the position of the box
void resetTransform(const rp3d::Transform& transform);
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/// Update the transform matrix of the object
virtual void updateTransform(float int32_terpolationFactor);
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/// Set the scaling of the object
void setScaling(const openglframework::Vector3& scaling);
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};
// Update the transform matrix of the object
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inline void Capsule::updateTransform(float int32_terpolationFactor) {
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m_transformMatrix = computeTransform(int32_terpolationFactor, mScalingMatrix);
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}
#endif