/******************************************************************************** * 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 SPHERE_H #define SPHERE_H // Libraries #include #include #include // Class Sphere class Sphere : public openglframework::Mesh, public PhysicsObject { private : // -------------------- Attributes -------------------- // /// Radius of the sphere float mRadius; /// Collision shape ephysics::SphereShape* m_collisionShape; ephysics::ProxyShape* m_proxyShape; /// Scaling matrix (applied to a sphere to obtain the correct sphere dimensions) openglframework::Matrix4 m_scalingMatrix; /// Previous transform (for int32_terpolation) ephysics::etk::Transform3D 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 static int32_t totalNbSpheres; // -------------------- Methods -------------------- // // Create the Vertex Buffer Objects used to render with OpenGL. void createVBOAndVAO(); public : // -------------------- Methods -------------------- // /// Constructor Sphere(float radius, const openglframework::vec3& position, ephysics::CollisionWorld* world, const etk::String& meshFolderPath); /// Constructor Sphere(float radius, const openglframework::vec3& position, float mass, ephysics::DynamicsWorld* dynamicsWorld, const etk::String& meshFolderPath); /// Destructor ~Sphere(); /// 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 ephysics::Transform& transform); /// Update the transform matrix of the object virtual void updateetk::Transform3D(float int32_terpolationFactor); /// Set the scaling of the object void setScaling(const openglframework::vec3& scaling); }; // Update the transform matrix of the object inline void Sphere::updateetk::Transform3D(float int32_terpolationFactor) { m_transformMatrix = computeetk::Transform3D(int32_terpolationFactor, m_scalingMatrix); } #endif