reactphysics3d/testbed/common/Sphere.h

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/********************************************************************************
* 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 SPHERE_H
#define SPHERE_H
// Libraries
#include "openglframework.h"
#include "reactphysics3d.h"
// Class Sphere
class Sphere : public openglframework::Mesh {
private :
// -------------------- Attributes -------------------- //
/// Radius of the sphere
float mRadius;
/// Rigid body used to simulate the dynamics of the sphere
rp3d::CollisionBody* mRigidBody;
/// Scaling matrix (applied to a sphere to obtain the correct sphere dimensions)
openglframework::Matrix4 mScalingMatrix;
// -------------------- Methods -------------------- //
public :
// -------------------- Methods -------------------- //
/// Constructor
Sphere(float radius, const openglframework::Vector3& position,
rp3d::CollisionWorld* world, const std::string& meshFolderPath);
/// Constructor
Sphere(float radius, const openglframework::Vector3& position,
float mass, rp3d::DynamicsWorld* dynamicsWorld, const std::string& meshFolderPath);
/// Destructor
~Sphere();
/// 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();
/// Update the transform matrix of the sphere
void updateTransform();
/// Render the sphere at the correct position and with the correct orientation
void render(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix);
};
// Return a pointer to the collision body of the box
inline rp3d::CollisionBody* Sphere::getCollisionBody() {
return mRigidBody;
}
// Return a pointer to the rigid body of the box
inline rp3d::RigidBody* Sphere::getRigidBody() {
return dynamic_cast<rp3d::RigidBody*>(mRigidBody);
}
#endif