116 lines
4.7 KiB
C++
116 lines
4.7 KiB
C++
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 Daniel Chappuis *
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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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// Libraries
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#include "VisualContactPoint.h"
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// Initialization of static variables
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int VisualContactPoint::mNbTotalPoints = 0;
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bool VisualContactPoint::mIsMeshInitialized = false;
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openglframework::Mesh VisualContactPoint::mMesh;
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// Constructor
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VisualContactPoint::VisualContactPoint(const openglframework::Vector3 &position) {
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assert(mIsMeshInitialized);
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// Initialize the position where the sphere will be rendered
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translateWorld(position);
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}
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// Destructor
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VisualContactPoint::~VisualContactPoint() {
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}
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// Load and initialize the mesh for all the contact points
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void VisualContactPoint::createStaticData() {
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if (!mIsMeshInitialized) {
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// Load the mesh from a file
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openglframework::MeshReaderWriter::loadMeshFromFile("meshes/sphere.obj", mMesh);
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// Calculate the normals of the mesh
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mMesh.calculateNormals();
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mMesh.scaleVertices(VISUAL_CONTACT_POINT_RADIUS);
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mIsMeshInitialized = true;
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}
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}
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// Destroy the mesh for the contact points
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void VisualContactPoint::destroyStaticData() {
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mMesh.destroy();
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mIsMeshInitialized = false;
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}
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// Render the sphere at the correct position and with the correct orientation
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void VisualContactPoint::render(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix) {
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// Bind the shader
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shader.bind();
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// Set the model to camera matrix
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const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * mTransformMatrix;
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shader.setMatrix4x4Uniform("localToCameraMatrix", localToCameraMatrix);
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// Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the
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// model-view matrix)
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const openglframework::Matrix3 normalMatrix =
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localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose();
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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if (mMesh.hasTexture()) {
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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glVertexPointer(3, GL_FLOAT, 0, mMesh.getVerticesPointer());
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glNormalPointer(GL_FLOAT, 0, mMesh.getNormalsPointer());
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if(mMesh.hasTexture()) {
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glTexCoordPointer(2, GL_FLOAT, 0, mMesh.getUVTextureCoordinatesPointer());
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}
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// For each part of the mesh
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for (unsigned int i=0; i<mMesh.getNbParts(); i++) {
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glDrawElements(GL_TRIANGLES, mMesh.getNbFaces(i) * 3,
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GL_UNSIGNED_INT, mMesh.getIndicesPointer());
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}
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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if (mMesh.hasTexture()) {
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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// Unbind the shader
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shader.unbind();
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}
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