2015-08-08 09:40:37 +00:00
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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2016-04-11 18:15:20 +00:00
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* Copyright (c) 2010-2016 Daniel Chappuis *
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2015-08-08 09:40:37 +00:00
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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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 *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef PHYSICSOBJECT_H
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#define PHYSICSOBJECT_H
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// Libraries
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#include "openglframework.h"
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2020-03-18 06:28:34 +00:00
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#include <reactphysics3d/reactphysics3d.h>
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2015-08-08 09:40:37 +00:00
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// Class PhysicsObject
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2017-01-27 23:59:04 +00:00
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class PhysicsObject : public openglframework::Mesh {
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protected:
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2019-12-12 06:13:27 +00:00
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/// Reference to the physics common object
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rp3d::PhysicsCommon& mPhysicsCommon;
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2015-08-08 09:40:37 +00:00
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/// Body used to simulate the dynamics of the box
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rp3d::CollisionBody* mBody;
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/// Previous transform of the body (for interpolation)
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rp3d::Transform mPreviousTransform;
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/// Main color of the box
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openglframework::Color mColor;
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/// Sleeping color
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openglframework::Color mSleepingColor;
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// Compute the new transform matrix
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openglframework::Matrix4 computeTransform(float interpolationFactor,
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const openglframework::Matrix4 &scalingMatrix);
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public:
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/// Constructor
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2019-12-12 06:13:27 +00:00
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PhysicsObject(rp3d::PhysicsCommon& physicsCommon);
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2015-08-08 09:40:37 +00:00
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2017-01-28 10:38:48 +00:00
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/// Constructor
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2019-12-12 06:13:27 +00:00
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PhysicsObject(rp3d::PhysicsCommon& physicsCommon, const std::string& meshPath);
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/// Update the transform matrix of the object
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virtual void updateTransform(float interpolationFactor)=0;
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2017-10-19 15:42:21 +00:00
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/// Render the sphere at the correct position and with the correct orientation
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2017-11-02 21:58:41 +00:00
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virtual void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix)=0;
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2017-10-19 15:42:21 +00:00
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2015-08-08 09:40:37 +00:00
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/// Set the color of the box
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void setColor(const openglframework::Color& color);
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/// Set the sleeping color of the box
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void setSleepingColor(const openglframework::Color& color);
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2017-01-28 14:23:05 +00:00
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/// Get the transform
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const rp3d::Transform& getTransform() const;
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/// Set the transform
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void setTransform(const rp3d::Transform& transform);
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2017-01-28 10:38:48 +00:00
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2015-08-08 09:40:37 +00:00
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/// Return a pointer to the collision body of the box
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reactphysics3d::CollisionBody* getCollisionBody();
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/// Return a pointer to the rigid body of the box
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reactphysics3d::RigidBody* getRigidBody();
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};
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// Set the color of the box
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inline void PhysicsObject::setColor(const openglframework::Color& color) {
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mColor = color;
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}
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// Set the sleeping color of the box
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inline void PhysicsObject::setSleepingColor(const openglframework::Color& color) {
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mSleepingColor = color;
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}
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2017-01-28 14:23:05 +00:00
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// Get the transform
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inline const rp3d::Transform& PhysicsObject::getTransform() const {
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return mBody->getTransform();
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}
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2015-08-08 09:40:37 +00:00
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// Return a pointer to the collision body of the box
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inline rp3d::CollisionBody* PhysicsObject::getCollisionBody() {
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return mBody;
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}
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// Return a pointer to the rigid body of the box (NULL if it's not a rigid body)
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inline rp3d::RigidBody* PhysicsObject::getRigidBody() {
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return dynamic_cast<rp3d::RigidBody*>(mBody);
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}
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#endif
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