Fix sleeping colors in testbed application
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@ -182,7 +182,8 @@ void ConcaveMesh::render(openglframework::Shader& shader,
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
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// Set the vertex color
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// Set the vertex color
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openglframework::Vector4 color(mColor.r, mColor.g, mColor.b, mColor.a);
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openglframework::Color currentColor = mBody->isSleeping() ? mSleepingColor : mColor;
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openglframework::Vector4 color(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
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shader.setVector4Uniform("vertexColor", color, false);
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shader.setVector4Uniform("vertexColor", color, false);
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// Bind the VAO
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// Bind the VAO
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@ -166,7 +166,8 @@ void Cone::render(openglframework::Shader& shader,
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
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// Set the vertex color
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// Set the vertex color
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openglframework::Vector4 color(mColor.r, mColor.g, mColor.b, mColor.a);
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openglframework::Color currentColor = mBody->isSleeping() ? mSleepingColor : mColor;
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openglframework::Vector4 color(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
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shader.setVector4Uniform("vertexColor", color, false);
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shader.setVector4Uniform("vertexColor", color, false);
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// Bind the VAO
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// Bind the VAO
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@ -163,7 +163,8 @@ void ConvexMesh::render(openglframework::Shader& shader,
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
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// Set the vertex color
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// Set the vertex color
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openglframework::Vector4 color(mColor.r, mColor.g, mColor.b, mColor.a);
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openglframework::Color currentColor = mBody->isSleeping() ? mSleepingColor : mColor;
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openglframework::Vector4 color(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
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shader.setVector4Uniform("vertexColor", color, false);
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shader.setVector4Uniform("vertexColor", color, false);
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// Bind the VAO
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// Bind the VAO
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@ -167,7 +167,8 @@ void Cylinder::render(openglframework::Shader& shader,
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
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// Set the vertex color
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// Set the vertex color
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openglframework::Vector4 color(mColor.r, mColor.g, mColor.b, mColor.a);
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openglframework::Color currentColor = mBody->isSleeping() ? mSleepingColor : mColor;
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openglframework::Vector4 color(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
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shader.setVector4Uniform("vertexColor", color, false);
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shader.setVector4Uniform("vertexColor", color, false);
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// Bind the VAO
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// Bind the VAO
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@ -208,7 +208,8 @@ void Dumbbell::render(openglframework::Shader& shader,
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
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// Set the vertex color
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// Set the vertex color
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openglframework::Vector4 color(mColor.r, mColor.g, mColor.b, mColor.a);
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openglframework::Color currentColor = mBody->isSleeping() ? mSleepingColor : mColor;
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openglframework::Vector4 color(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
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shader.setVector4Uniform("vertexColor", color, false);
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shader.setVector4Uniform("vertexColor", color, false);
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// Bind the VAO
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// Bind the VAO
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@ -148,7 +148,8 @@ void HeightField::render(openglframework::Shader& shader,
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
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// Set the vertex color
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// Set the vertex color
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openglframework::Vector4 color(mColor.r, mColor.g, mColor.b, mColor.a);
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openglframework::Color currentColor = mBody->isSleeping() ? mSleepingColor : mColor;
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openglframework::Vector4 color(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
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shader.setVector4Uniform("vertexColor", color, false);
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shader.setVector4Uniform("vertexColor", color, false);
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// Bind the VAO
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// Bind the VAO
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@ -168,7 +168,8 @@ void Sphere::render(openglframework::Shader& shader,
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
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// Set the vertex color
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// Set the vertex color
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openglframework::Vector4 color(mColor.r, mColor.g, mColor.b, mColor.a);
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openglframework::Color currentColor = mBody->isSleeping() ? mSleepingColor : mColor;
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openglframework::Vector4 color(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
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shader.setVector4Uniform("vertexColor", color, false);
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shader.setVector4Uniform("vertexColor", color, false);
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// Bind the VAO
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// Bind the VAO
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@ -237,7 +237,6 @@ CollisionShapesScene::CollisionShapesScene(const std::string& name)
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// ---------- Create the floor ---------
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// ---------- Create the floor ---------
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openglframework::Vector3 floorPosition(0, 0, 0);
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openglframework::Vector3 floorPosition(0, 0, 0);
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mFloor = new Box(FLOOR_SIZE, floorPosition, FLOOR_MASS, mDynamicsWorld);
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mFloor = new Box(FLOOR_SIZE, floorPosition, FLOOR_MASS, mDynamicsWorld);
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@ -252,7 +251,6 @@ CollisionShapesScene::CollisionShapesScene(const std::string& name)
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rp3d::Material& material = mFloor->getRigidBody()->getMaterial();
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rp3d::Material& material = mFloor->getRigidBody()->getMaterial();
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material.setBounciness(rp3d::decimal(0.2));
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material.setBounciness(rp3d::decimal(0.2));
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// ---------- Create the triangular mesh ---------- //
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// ---------- Create the triangular mesh ---------- //
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/*
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/*
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@ -62,7 +62,7 @@ ConcaveMeshScene::ConcaveMeshScene(const std::string& name)
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mBox = new Box(Vector3(3, 3, 3), spherePos, 80.1, mDynamicsWorld);
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mBox = new Box(Vector3(3, 3, 3), spherePos, 80.1, mDynamicsWorld);
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// Set the sphere color
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// Set the sphere color
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mBox->setColor(mDemoColors[1]);
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mBox->setColor(mDemoColors[0]);
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mBox->setSleepingColor(mRedColorDemo);
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mBox->setSleepingColor(mRedColorDemo);
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// Change the material properties of the rigid body
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// Change the material properties of the rigid body
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@ -82,8 +82,8 @@ ConcaveMeshScene::ConcaveMeshScene(const std::string& name)
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mConcaveMesh->getRigidBody()->setType(rp3d::STATIC);
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mConcaveMesh->getRigidBody()->setType(rp3d::STATIC);
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// Set the box color
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// Set the box color
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mConcaveMesh->setColor(mDemoColors[0]);
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mConcaveMesh->setColor(mGreyColorDemo);
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mConcaveMesh->setSleepingColor(mRedColorDemo);
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mConcaveMesh->setSleepingColor(mGreyColorDemo);
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// Change the material properties of the rigid body
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// Change the material properties of the rigid body
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rp3d::Material& material = mConcaveMesh->getRigidBody()->getMaterial();
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rp3d::Material& material = mConcaveMesh->getRigidBody()->getMaterial();
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@ -55,13 +55,13 @@ HeightFieldScene::HeightFieldScene(const std::string& name) : SceneDemo(name, SC
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for (int i=0; i<NB_BOXES; i++) {
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for (int i=0; i<NB_BOXES; i++) {
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// Position
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// Position
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openglframework::Vector3 spherePos(15, 10, 0);
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openglframework::Vector3 position(15, 10 + 6 * i, 0);
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// Create a sphere and a corresponding rigid in the dynamics world
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// Create a sphere and a corresponding rigid in the dynamics world
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mBoxes[i] = new Box(Vector3(3, 3, 3), spherePos, 80.1, mDynamicsWorld);
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mBoxes[i] = new Box(Vector3(3, 3, 3), position, 80.1, mDynamicsWorld);
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// Set the sphere color
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// Set the sphere color
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mBoxes[i]->setColor(mDemoColors[1]);
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mBoxes[i]->setColor(mDemoColors[2]);
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mBoxes[i]->setSleepingColor(mRedColorDemo);
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mBoxes[i]->setSleepingColor(mRedColorDemo);
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// Change the material properties of the rigid body
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// Change the material properties of the rigid body
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@ -82,8 +82,8 @@ HeightFieldScene::HeightFieldScene(const std::string& name) : SceneDemo(name, SC
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mHeightField->getRigidBody()->setType(rp3d::STATIC);
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mHeightField->getRigidBody()->setType(rp3d::STATIC);
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// Set the color
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// Set the color
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mHeightField->setColor(mDemoColors[0]);
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mHeightField->setColor(mGreyColorDemo);
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mHeightField->setSleepingColor(mRedColorDemo);
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mHeightField->setSleepingColor(mGreyColorDemo);
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// Change the material properties of the rigid body
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// Change the material properties of the rigid body
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rp3d::Material& material = mHeightField->getRigidBody()->getMaterial();
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rp3d::Material& material = mHeightField->getRigidBody()->getMaterial();
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