reactphysics3d/testbed/common/VisualContactPoint.h

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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 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 VISUAL_CONTACT_POINT_H
#define VISUAL_CONTACT_POINT_H
// Libraries
#include "openglframework.h"
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const float VISUAL_CONTACT_POINT_RADIUS = 0.2f;
// Class VisualContactPoint
class VisualContactPoint : public openglframework::Object3D {
private :
// -------------------- Attributes -------------------- //
/// Total number of existing contact points (static attribute)
static int mNbTotalPoints;
/// Sphere mesh for the visual contact point
static openglframework::Mesh mMesh;
/// 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 indices
static openglframework::VertexBufferObject mVBOIndices;
/// Vertex Array Object for the vertex data
static openglframework::VertexArrayObject mVAO;
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/// True if static data (VBO, VAO) has been created already
static bool mStaticDataCreated;
/// Color
openglframework::Color mColor;
// Create the Vertex Buffer Objects used to render with OpenGL.
static void createVBOAndVAO();
// -------------------- Methods -------------------- //
public :
// -------------------- Methods -------------------- //
/// Constructor
VisualContactPoint(const openglframework::Vector3& position,
const std::string &meshFolderPath);
/// Destructor
~VisualContactPoint();
/// Load and initialize the mesh for all the contact points
static void createStaticData(const std::string& meshFolderPath);
/// Destroy the mesh for the contact points
static void destroyStaticData();
/// Render the sphere at the correct position and with the correct orientation
void render(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix);
};
#endif