ephysics/tools/testbed/common/Sphere.h

112 lines
3.9 KiB
C++

/********************************************************************************
* 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 <ephysics/openglframework.hpp>
#include <ephysics/ephysics.hpp>
#include <ephysics/PhysicsObject.hpp>
// 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