reactphysics3d/testbed/common/Capsule.h

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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
2016-04-11 18:15:20 +00:00
* Copyright (c) 2010-2016 Daniel Chappuis *
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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 *
* 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. *
* *
********************************************************************************/
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#ifndef CAPSULE_H
#define CAPSULE_H
// Libraries
#include "openglframework.h"
#include "reactphysics3d.h"
#include "PhysicsObject.h"
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// Class Sphere
class Capsule : public openglframework::Mesh, public PhysicsObject {
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private :
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// -------------------- Attributes -------------------- //
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/// Radius of the capsule
float mRadius;
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/// Height of the capsule
float mHeight;
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/// 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* mProxyShape;
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/// Previous transform (for interpolation)
rp3d::Transform mPreviousTransform;
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/// Vertex Buffer Object for the vertices data
static openglframework::VertexBufferObject mVBOVertices;
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/// Vertex Buffer Object for the normals data
static openglframework::VertexBufferObject mVBONormals;
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/// Vertex Buffer Object for the texture coords
static openglframework::VertexBufferObject mVBOTextureCoords;
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/// Vertex Buffer Object for the indices
static openglframework::VertexBufferObject mVBOIndices;
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/// Vertex Array Object for the vertex data
static openglframework::VertexArrayObject mVAO;
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// Total number of capsules created
static int totalNbCapsules;
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// -------------------- Methods -------------------- //
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// Create the Vertex Buffer Objects used to render with OpenGL.
void createVBOAndVAO();
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public :
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// -------------------- Methods -------------------- //
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/// Constructor
Capsule(float radius, float height, const openglframework::Vector3& position,
reactphysics3d::CollisionWorld* world, const std::string& meshFolderPath);
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/// Constructor
Capsule(float radius, float height, const openglframework::Vector3& position,
float mass, reactphysics3d::DynamicsWorld* dynamicsWorld,
const std::string& meshFolderPath);
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/// Destructor
~Capsule();
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/// Render the sphere at the correct position and with the correct orientation
void render(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix);
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/// Set the position of the box
void resetTransform(const rp3d::Transform& transform);
/// Update the transform matrix of the object
virtual void updateTransform(float interpolationFactor) override;
/// Set the scaling of the object
void setScaling(const openglframework::Vector3& scaling);
};
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// Update the transform matrix of the object
inline void Capsule::updateTransform(float interpolationFactor) {
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mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix);
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}
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#endif