/******************************************************************************** * 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 BOX_H #define BOX_H // Libraries #include "openglframework.h" #include "reactphysics3d.h" #include "PhysicsObject.h" // Class Box class Box : public PhysicsObject { private : // -------------------- Attributes -------------------- // /// Size of each side of the box float mSize[3]; rp3d::BoxShape* mBoxShape; rp3d::ProxyShape* mProxyShape; /// Scaling matrix (applied to a cube to obtain the correct box dimensions) openglframework::Matrix4 mScalingMatrix; /// Vertex Buffer Object for the vertices data static openglframework::VertexBufferObject mVBOVertices; /// Vertex Buffer Object for the normals data static openglframework::VertexBufferObject mVBONormals; /// Vertex Buffer Object for the texture coords static openglframework::VertexBufferObject mVBOTextureCoords; /// Vertex Buffer Object for the indices static openglframework::VertexBufferObject mVBOIndices; /// Vertex Array Object for the vertex data static openglframework::VertexArrayObject mVAO; /// Total number of boxes created static int totalNbBoxes; // -------------------- Methods -------------------- // /// Create a the VAO and VBOs to render to box with OpenGL void createVBOAndVAO(); public : // -------------------- Methods -------------------- // /// Constructor Box(const openglframework::Vector3& size, reactphysics3d::PhysicsCommon& physicsCommon, reactphysics3d::CollisionWorld* world, const std::string& meshFolderPath); /// Constructor Box(const openglframework::Vector3& size, float mass, reactphysics3d::PhysicsCommon& physicsCommon, reactphysics3d::DynamicsWorld *world, const std::string& meshFolderPath); /// Destructor ~Box(); /// Render the cube at the correct position and with the correct orientation virtual void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) override; /// Update the transform matrix of the object virtual void updateTransform(float interpolationFactor) override; }; // Update the transform matrix of the object inline void Box::updateTransform(float interpolationFactor) { mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix); } #endif