reactphysics3d/testbed/common/ConcaveMesh.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 CONCAVE_MESH_H
#define CONCAVE_MESH_H
// Libraries
#include "openglframework.h"
#include "reactphysics3d.h"
#include "PhysicsObject.h"
// Class ConcaveMesh
class ConcaveMesh : public openglframework::Mesh, public PhysicsObject {
private :
// -------------------- Attributes -------------------- //
/// Previous transform (for interpolation)
rp3d::Transform mPreviousTransform;
/// Collision shape
rp3d::ConcaveMeshShape* mCollisionShape;
/// Vertex Buffer Object for the vertices data
openglframework::VertexBufferObject mVBOVertices;
/// Vertex Buffer Object for the normals data
openglframework::VertexBufferObject mVBONormals;
/// Vertex Buffer Object for the texture coords
openglframework::VertexBufferObject mVBOTextureCoords;
/// Vertex Buffer Object for the indices
openglframework::VertexBufferObject mVBOIndices;
/// Vertex Array Object for the vertex data
openglframework::VertexArrayObject mVAO;
/// Structure with pointer to the shared mesh data (vertices, indices, ...)
rp3d::TriangleMesh mPhysicsTriangleMesh;
// -------------------- Methods -------------------- //
// Create the Vertex Buffer Objects used to render with OpenGL.
void createVBOAndVAO();
public :
// -------------------- Methods -------------------- //
/// Constructor
ConcaveMesh(const openglframework::Vector3& position,
rp3d::CollisionWorld* world, const std::string& meshFolderPath);
/// Constructor
ConcaveMesh(const openglframework::Vector3& position, float mass,
rp3d::DynamicsWorld* dynamicsWorld, const std::string& meshFolderPath);
/// Destructor
~ConcaveMesh();
/// Render the mesh 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 rp3d::Transform& transform);
/// Update the transform matrix of the object
virtual void updateTransform(float interpolationFactor);
};
// Update the transform matrix of the object
inline void ConcaveMesh::updateTransform(float interpolationFactor) {
mTransformMatrix = computeTransform(interpolationFactor, openglframework::Matrix4::identity());
}
#endif