/******************************************************************************** * 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. * * * ********************************************************************************/ #ifndef VISUAL_CONTACT_POINT_H #define VISUAL_CONTACT_POINT_H // Libraries #include "openglframework.h" const float VISUAL_CONTACT_POINT_RADIUS = 0.1f; // Class VisualContactPoint class VisualContactPoint : public openglframework::Object3D { private : // -------------------- Attributes -------------------- // /// Total number of existing contact points (static attribute) static int mNbTotalPoints; /// Sphere mesh for the visual contact point static openglframework::Mesh mMesh; /// True if the mesh has been initialized static bool mIsMeshInitialized; // -------------------- Methods -------------------- // public : // -------------------- Methods -------------------- // /// Constructor VisualContactPoint(const openglframework::Vector3& position); /// Destructor ~VisualContactPoint(); /// Load and initialize the mesh for all the contact points static void createStaticData(); /// Destroy the mesh for the contact points static void destroyStaticData(); /// Render the sphere at the correct position and with the correct orientation void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix); }; #endif