2015-04-08 18:47:55 +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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2015-04-08 18:47:55 +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 VISUAL_CONTACT_POINT_H
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#define VISUAL_CONTACT_POINT_H
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// Libraries
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#include "openglframework.h"
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2017-05-17 21:40:17 +00:00
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#include "Line.h"
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2015-04-08 18:47:55 +00:00
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2015-08-11 16:32:45 +00:00
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const float VISUAL_CONTACT_POINT_RADIUS = 0.2f;
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2015-04-08 18:47:55 +00:00
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// Class VisualContactPoint
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class VisualContactPoint : public openglframework::Object3D {
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private :
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// -------------------- Attributes -------------------- //
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/// Total number of existing contact points (static attribute)
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static int mNbTotalPoints;
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/// Sphere mesh for the visual contact point
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static openglframework::Mesh mMesh;
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2015-06-25 20:28:11 +00:00
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/// Vertex Buffer Object for the vertices data
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static openglframework::VertexBufferObject mVBOVertices;
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/// Vertex Buffer Object for the normals data
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static openglframework::VertexBufferObject mVBONormals;
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/// Vertex Buffer Object for the indices
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static openglframework::VertexBufferObject mVBOIndices;
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/// Vertex Array Object for the vertex data
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static openglframework::VertexArrayObject mVAO;
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2017-05-17 21:40:17 +00:00
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/// Vertex Buffer Object for the vertices data
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openglframework::VertexBufferObject mVBOVerticesNormalLine;
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/// Vertex Array Object for the vertex data
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openglframework::VertexArrayObject mVAONormalLine;
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2015-08-11 19:40:07 +00:00
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/// True if static data (VBO, VAO) has been created already
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static bool mStaticDataCreated;
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2017-05-17 21:40:17 +00:00
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// Two end-points of the contact normal line
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openglframework::Vector3 mContactNormalLinePoints[2];
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2015-06-25 20:28:11 +00:00
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/// Color
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openglframework::Color mColor;
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2017-05-17 21:40:17 +00:00
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// Create the Vertex Buffer Objects used to render the contact point sphere with OpenGL.
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2015-07-29 16:15:20 +00:00
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static void createVBOAndVAO();
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// Create the Vertex Buffer Objects used to render the contact normal line with OpenGL.
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void createContactNormalLineVBOAndVAO();
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/// Render the contact normal line
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void renderContactNormalLine(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix);
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2015-04-08 18:47:55 +00:00
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// -------------------- Methods -------------------- //
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public :
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// -------------------- Methods -------------------- //
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/// Constructor
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2017-05-17 21:40:17 +00:00
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VisualContactPoint(const openglframework::Vector3& position, const std::string &meshFolderPath,
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const openglframework::Vector3& normalLineEndPointLocal, const openglframework::Color& color);
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2015-04-08 18:47:55 +00:00
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/// Destructor
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~VisualContactPoint();
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/// Load and initialize the mesh for all the contact points
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static void createStaticData(const std::string& meshFolderPath);
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/// Destroy the mesh for the contact points
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static void destroyStaticData();
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2017-05-17 21:40:17 +00:00
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/// Render the sphere contact point at the correct position and with the correct orientation
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2015-04-08 18:47:55 +00:00
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void render(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix);
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};
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#endif
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