reactphysics3d/examples/common/VisualContactPoint.cpp

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2013-07-02 21:14:08 +00:00
/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 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. *
* *
********************************************************************************/
// Libraries
#include "VisualContactPoint.h"
// Initialization of static variables
int VisualContactPoint::mNbTotalPoints = 0;
bool VisualContactPoint::mIsMeshInitialized = false;
openglframework::Mesh VisualContactPoint::mMesh;
// Constructor
VisualContactPoint::VisualContactPoint(const openglframework::Vector3 &position) {
assert(mIsMeshInitialized);
// Initialize the position where the sphere will be rendered
translateWorld(position);
}
// Destructor
VisualContactPoint::~VisualContactPoint() {
}
// Load and initialize the mesh for all the contact points
void VisualContactPoint::createStaticData() {
if (!mIsMeshInitialized) {
// Load the mesh from a file
openglframework::MeshReaderWriter::loadMeshFromFile("meshes/sphere.obj", mMesh);
// Calculate the normals of the mesh
mMesh.calculateNormals();
mMesh.scaleVertices(VISUAL_CONTACT_POINT_RADIUS);
mIsMeshInitialized = true;
}
}
// Destroy the mesh for the contact points
void VisualContactPoint::destroyStaticData() {
mMesh.destroy();
mIsMeshInitialized = false;
}
// Render the sphere at the correct position and with the correct orientation
void VisualContactPoint::render(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix) {
// Bind the shader
shader.bind();
// Set the model to camera matrix
const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * mTransformMatrix;
shader.setMatrix4x4Uniform("localToCameraMatrix", localToCameraMatrix);
// Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the
// model-view matrix)
const openglframework::Matrix3 normalMatrix =
localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose();
shader.setMatrix3x3Uniform("normalMatrix", normalMatrix);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
if (mMesh.hasTexture()) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
glVertexPointer(3, GL_FLOAT, 0, mMesh.getVerticesPointer());
glNormalPointer(GL_FLOAT, 0, mMesh.getNormalsPointer());
if(mMesh.hasTexture()) {
glTexCoordPointer(2, GL_FLOAT, 0, mMesh.getUVTextureCoordinatesPointer());
}
// For each part of the mesh
for (unsigned int i=0; i<mMesh.getNbParts(); i++) {
glDrawElements(GL_TRIANGLES, mMesh.getNbFaces(i) * 3,
GL_UNSIGNED_INT, mMesh.getIndicesPointer());
}
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
if (mMesh.hasTexture()) {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
// Unbind the shader
shader.unbind();
}