/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010-2013 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. * * * ********************************************************************************/ // Libraries #include "VisualContactPoint.h" // Initialization of static variables int VisualContactPoint::mNbTotalPoints = 0; bool VisualContactPoint::mIsMeshInitialized = false; openglframework::Mesh VisualContactPoint::mMesh; // Constructor VisualContactPoint::VisualContactPoint(const openglframework::Vector3 &position) { assert(mIsMeshInitialized); // Initialize the position where the sphere will be rendered translateWorld(position); } // Destructor VisualContactPoint::~VisualContactPoint() { } // Load and initialize the mesh for all the contact points void VisualContactPoint::createStaticData() { if (!mIsMeshInitialized) { // Load the mesh from a file openglframework::MeshReaderWriter::loadMeshFromFile("meshes/sphere.obj", mMesh); // Calculate the normals of the mesh mMesh.calculateNormals(); mMesh.scaleVertices(VISUAL_CONTACT_POINT_RADIUS); mIsMeshInitialized = true; } } // Destroy the mesh for the contact points void VisualContactPoint::destroyStaticData() { mMesh.destroy(); mIsMeshInitialized = false; } // Render the sphere at the correct position and with the correct orientation void VisualContactPoint::render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) { // Bind the shader shader.bind(); // Set the model to camera matrix const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * mTransformMatrix; shader.setMatrix4x4Uniform("localToCameraMatrix", localToCameraMatrix); // Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the // model-view matrix) const openglframework::Matrix3 normalMatrix = localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose(); shader.setMatrix3x3Uniform("normalMatrix", normalMatrix); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); if (mMesh.hasTexture()) { glEnableClientState(GL_TEXTURE_COORD_ARRAY); } glVertexPointer(3, GL_FLOAT, 0, mMesh.getVerticesPointer()); glNormalPointer(GL_FLOAT, 0, mMesh.getNormalsPointer()); if(mMesh.hasTexture()) { glTexCoordPointer(2, GL_FLOAT, 0, mMesh.getUVTextureCoordinatesPointer()); } // For each part of the mesh for (unsigned int i=0; i