80 lines
3.3 KiB
C
80 lines
3.3 KiB
C
|
/********************************************************************************
|
||
|
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
|
||
|
* Copyright (c) 2010-2015 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 LINE_H
|
||
|
#define LINE_H
|
||
|
|
||
|
// Libraries
|
||
|
#include "openglframework.h"
|
||
|
#include "reactphysics3d.h"
|
||
|
|
||
|
// Class Line
|
||
|
class Line : public openglframework::Object3D {
|
||
|
|
||
|
private :
|
||
|
|
||
|
// -------------------- Attributes -------------------- //
|
||
|
|
||
|
openglframework::Vector3 mWorldPoint1, mWorldPoint2;
|
||
|
|
||
|
// -------------------- Methods -------------------- //
|
||
|
|
||
|
public :
|
||
|
|
||
|
// -------------------- Methods -------------------- //
|
||
|
|
||
|
/// Constructor
|
||
|
Line(const openglframework::Vector3& worldPoint1,
|
||
|
const openglframework::Vector3& worldPoint2);
|
||
|
|
||
|
/// Destructor
|
||
|
~Line();
|
||
|
|
||
|
/// Return the first point of the line
|
||
|
openglframework::Vector3 getPoint1() const;
|
||
|
|
||
|
/// Return the second point of the line
|
||
|
openglframework::Vector3 getPoint2() const;
|
||
|
|
||
|
/// Update the transform matrix of the sphere
|
||
|
void updateTransform();
|
||
|
|
||
|
/// Render the line at the correct position and with the correct orientation
|
||
|
void render(openglframework::Shader& shader,
|
||
|
const openglframework::Matrix4& worldToCameraMatrix);
|
||
|
};
|
||
|
|
||
|
// Return the first point of the line
|
||
|
inline openglframework::Vector3 Line::getPoint1() const {
|
||
|
return mWorldPoint1;
|
||
|
}
|
||
|
|
||
|
// Return the second point of the line
|
||
|
inline openglframework::Vector3 Line::getPoint2() const {
|
||
|
return mWorldPoint2;
|
||
|
}
|
||
|
|
||
|
#endif
|