93 lines
3.6 KiB
C
93 lines
3.6 KiB
C
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2015 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 TRIANGLE_MESH_SCENE_H
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#define TRIANGLE_MESH_SCENE_H
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// Libraries
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#include "openglframework.h"
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#include "reactphysics3d.h"
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#include "Box.h"
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#include "SceneDemo.h"
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#include "ConcaveMesh.h"
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#include "Sphere.h"
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namespace trianglemeshscene {
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// Constants
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const float SCENE_RADIUS = 30.0f; // Radius of the scene in meters
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// Class TriangleMeshScene
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class ConcaveMeshScene : public SceneDemo {
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protected :
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// -------------------- Attributes -------------------- //
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Sphere* mSphere;
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/// Concave triangles mesh
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ConcaveMesh* mConcaveMesh;
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/// Dynamics world used for the physics simulation
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rp3d::DynamicsWorld* mDynamicsWorld;
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public:
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// -------------------- Methods -------------------- //
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/// Constructor
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ConcaveMeshScene(const std::string& name);
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/// Destructor
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virtual ~ConcaveMeshScene();
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/// Update the physics world (take a simulation step)
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/// Can be called several times per frame
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virtual void updatePhysics();
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/// Update the scene (take a simulation step)
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virtual void update();
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/// Render the scene in a single pass
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virtual void renderSinglePass(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix);
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/// Reset the scene
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virtual void reset();
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/// Return all the contact points of the scene
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virtual std::vector<ContactPoint> getContactPoints() const;
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};
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// Return all the contact points of the scene
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inline std::vector<ContactPoint> ConcaveMeshScene::getContactPoints() const {
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return computeContactPointsOfWorld(mDynamicsWorld);
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}
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}
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#endif
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