/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2016 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 CONCAVE_MESH_H #define CONCAVE_MESH_H // Libraries #include "openglframework.h" #include "reactphysics3d.h" #include "PhysicsObject.h" // Class ConcaveMesh class ConcaveMesh : public PhysicsObject { private : // -------------------- Attributes -------------------- // /// Previous transform (for interpolation) rp3d::Transform mPreviousTransform; /// Collision shape rp3d::ConcaveMeshShape* mConcaveShape; rp3d::ProxyShape* mProxyShape; /// Scaling matrix openglframework::Matrix4 mScalingMatrix; /// Vertex Buffer Object for the vertices data openglframework::VertexBufferObject mVBOVertices; /// Vertex Buffer Object for the normals data openglframework::VertexBufferObject mVBONormals; /// Vertex Buffer Object for the texture coords openglframework::VertexBufferObject mVBOTextureCoords; /// Vertex Buffer Object for the indices openglframework::VertexBufferObject mVBOIndices; /// Vertex Array Object for the vertex data openglframework::VertexArrayObject mVAO; /// Structure with pointer to the shared mesh data (vertices, indices, ...) rp3d::TriangleMesh mPhysicsTriangleMesh; // -------------------- Methods -------------------- // // Create the Vertex Buffer Objects used to render with OpenGL. void createVBOAndVAO(); public : // -------------------- Methods -------------------- // /// Constructor ConcaveMesh(const openglframework::Vector3& position, rp3d::CollisionWorld* world, const std::string& meshPath); /// Constructor ConcaveMesh(const openglframework::Vector3& position, float mass, rp3d::DynamicsWorld* dynamicsWorld, const std::string& meshPath); /// Destructor ~ConcaveMesh(); /// Render the mesh at the correct position and with the correct orientation void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix, bool wireframe); /// Update the transform matrix of the object virtual void updateTransform(float interpolationFactor) override; /// Set the scaling of the object void setScaling(const openglframework::Vector3& scaling); }; // Update the transform matrix of the object inline void ConcaveMesh::updateTransform(float interpolationFactor) { mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix); } #endif