reactphysics3d/testbed/common/PhysicsObject.h

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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
2016-04-11 18:15:20 +00:00
* Copyright (c) 2010-2016 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 PHYSICSOBJECT_H
#define PHYSICSOBJECT_H
// Libraries
#include "openglframework.h"
#include "reactphysics3d.h"
// Class PhysicsObject
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class PhysicsObject : public openglframework::Mesh {
protected:
/// Reference to the physics common object
rp3d::PhysicsCommon& mPhysicsCommon;
/// Body used to simulate the dynamics of the box
rp3d::CollisionBody* mBody;
/// Previous transform of the body (for interpolation)
rp3d::Transform mPreviousTransform;
/// Main color of the box
openglframework::Color mColor;
/// Sleeping color
openglframework::Color mSleepingColor;
// Compute the new transform matrix
openglframework::Matrix4 computeTransform(float interpolationFactor,
const openglframework::Matrix4 &scalingMatrix);
public:
/// Constructor
PhysicsObject(rp3d::PhysicsCommon& physicsCommon);
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/// Constructor
PhysicsObject(rp3d::PhysicsCommon& physicsCommon, const std::string& meshPath);
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/// Update the transform matrix of the object
virtual void updateTransform(float interpolationFactor)=0;
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/// Render the sphere at the correct position and with the correct orientation
virtual void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix)=0;
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/// Set the color of the box
void setColor(const openglframework::Color& color);
/// Set the sleeping color of the box
void setSleepingColor(const openglframework::Color& color);
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/// Get the transform
const rp3d::Transform& getTransform() const;
/// Set the transform
void setTransform(const rp3d::Transform& transform);
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/// Return a pointer to the collision body of the box
reactphysics3d::CollisionBody* getCollisionBody();
/// Return a pointer to the rigid body of the box
reactphysics3d::RigidBody* getRigidBody();
};
// Set the color of the box
inline void PhysicsObject::setColor(const openglframework::Color& color) {
mColor = color;
}
// Set the sleeping color of the box
inline void PhysicsObject::setSleepingColor(const openglframework::Color& color) {
mSleepingColor = color;
}
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// Get the transform
inline const rp3d::Transform& PhysicsObject::getTransform() const {
return mBody->getTransform();
}
// Return a pointer to the collision body of the box
inline rp3d::CollisionBody* PhysicsObject::getCollisionBody() {
return mBody;
}
// Return a pointer to the rigid body of the box (NULL if it's not a rigid body)
inline rp3d::RigidBody* PhysicsObject::getRigidBody() {
return dynamic_cast<rp3d::RigidBody*>(mBody);
}
#endif