74 lines
3.2 KiB
C
74 lines
3.2 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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#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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const float VISUAL_CONTACT_POINT_RADIUS = 0.1f;
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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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/// True if the mesh has been initialized
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static bool mIsMeshInitialized;
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// -------------------- Methods -------------------- //
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public :
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// -------------------- Methods -------------------- //
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/// Constructor
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VisualContactPoint(const openglframework::Vector3& position);
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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();
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/// Destroy the mesh for the contact points
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static void destroyStaticData();
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/// Render the sphere at the correct position and with the correct orientation
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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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