reactphysics3d/testbed/common/Capsule.h

109 lines
4.3 KiB
C
Raw Normal View History

2013-07-09 22:23:15 +00:00
/********************************************************************************
2015-08-26 10:23:44 +00:00
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
2016-04-11 18:15:20 +00:00
* Copyright (c) 2010-2016 Daniel Chappuis *
2015-08-26 10:23:44 +00:00
*********************************************************************************
* *
* 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. *
* *
********************************************************************************/
2013-07-09 22:23:15 +00:00
#ifndef CAPSULE_H
#define CAPSULE_H
// Libraries
#include "openglframework.h"
#include <reactphysics3d/reactphysics3d.h>
#include "PhysicsObject.h"
2013-07-09 22:23:15 +00:00
// Class Sphere
2017-01-27 23:59:04 +00:00
class Capsule : public PhysicsObject {
2013-07-09 22:23:15 +00:00
2015-08-26 10:23:44 +00:00
private :
2013-07-09 22:23:15 +00:00
2015-08-26 10:23:44 +00:00
// -------------------- Attributes -------------------- //
2013-07-09 22:23:15 +00:00
2015-08-26 10:23:44 +00:00
/// Radius of the capsule
float mRadius;
2013-07-09 22:23:15 +00:00
2015-08-26 10:23:44 +00:00
/// Height of the capsule
float mHeight;
2013-07-09 22:23:15 +00:00
2015-08-26 10:23:44 +00:00
/// Scaling matrix (applied to a sphere to obtain the correct sphere dimensions)
openglframework::Matrix4 mScalingMatrix;
2013-07-09 22:23:15 +00:00
/// Collision shape
rp3d::CapsuleShape* mCapsuleShape;
2020-01-20 20:22:46 +00:00
rp3d::Collider* mCollider;
2015-08-26 10:23:44 +00:00
/// Vertex Buffer Object for the vertices data
static openglframework::VertexBufferObject mVBOVertices;
2015-05-24 15:23:55 +00:00
2015-08-26 10:23:44 +00:00
/// Vertex Buffer Object for the normals data
static openglframework::VertexBufferObject mVBONormals;
2015-05-24 15:23:55 +00:00
2015-08-26 10:23:44 +00:00
/// Vertex Buffer Object for the texture coords
static openglframework::VertexBufferObject mVBOTextureCoords;
2015-05-24 15:23:55 +00:00
2015-08-26 10:23:44 +00:00
/// Vertex Buffer Object for the indices
static openglframework::VertexBufferObject mVBOIndices;
2015-05-24 15:23:55 +00:00
2015-08-26 10:23:44 +00:00
/// Vertex Array Object for the vertex data
static openglframework::VertexArrayObject mVAO;
2015-08-26 10:23:44 +00:00
// Total number of capsules created
static int totalNbCapsules;
2015-05-24 15:23:55 +00:00
2015-08-26 10:23:44 +00:00
// -------------------- Methods -------------------- //
2013-07-09 22:23:15 +00:00
2015-08-26 10:23:44 +00:00
// Create the Vertex Buffer Objects used to render with OpenGL.
void createVBOAndVAO();
2015-05-24 15:23:55 +00:00
2015-08-26 10:23:44 +00:00
public :
2013-07-09 22:23:15 +00:00
2015-08-26 10:23:44 +00:00
// -------------------- Methods -------------------- //
2013-07-09 22:23:15 +00:00
2015-08-26 10:23:44 +00:00
/// Constructor
Capsule(bool createRigidBody, float radius, float height, reactphysics3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld,
const std::string& meshFolderPath);
2013-07-09 22:23:15 +00:00
2015-08-26 10:23:44 +00:00
/// Destructor
virtual ~Capsule() override;
2013-07-09 22:23:15 +00:00
2015-08-26 10:23:44 +00:00
/// Render the sphere at the correct position and with the correct orientation
virtual void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) override;
2013-07-09 22:23:15 +00:00
/// Update the transform matrix of the object
virtual void updateTransform(float interpolationFactor) override;
/// Return the collider
rp3d::Collider* getCollider();
};
2013-07-09 22:23:15 +00:00
// Update the transform matrix of the object
inline void Capsule::updateTransform(float interpolationFactor) {
2015-08-26 10:23:44 +00:00
mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix);
2014-11-29 12:08:11 +00:00
}
// Return the collider
inline rp3d::Collider* Capsule::getCollider() {
return mCollider;
}
2013-07-09 22:23:15 +00:00
#endif