/******************************************************************************** * 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 PHYSICSOBJECT_H #define PHYSICSOBJECT_H // Libraries #include "openglframework.h" #include // Class PhysicsObject class PhysicsObject : public openglframework::Mesh { protected: /// Reference to the physics common object rp3d::PhysicsCommon& mPhysicsCommon; /// Body used to simulate the dynamics of the box rp3d::CollisionBody* mBody; /// Previous transform of the body (for interpolation) rp3d::Transform mPreviousTransform; /// Main color of the box openglframework::Color mColor; /// Sleeping color openglframework::Color mSleepingColor; // Compute the new transform matrix openglframework::Matrix4 computeTransform(float interpolationFactor, const openglframework::Matrix4 &scalingMatrix); public: /// Constructor PhysicsObject(rp3d::PhysicsCommon& physicsCommon); /// Constructor PhysicsObject(rp3d::PhysicsCommon& physicsCommon, const std::string& meshPath); /// Update the transform matrix of the object virtual void updateTransform(float interpolationFactor)=0; /// Render the sphere at the correct position and with the correct orientation virtual void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix)=0; /// Set the color of the box void setColor(const openglframework::Color& color); /// Set the sleeping color of the box void setSleepingColor(const openglframework::Color& color); /// Get the transform const rp3d::Transform& getTransform() const; /// Set the transform void setTransform(const rp3d::Transform& transform); /// Return a pointer to the collision body of the box reactphysics3d::CollisionBody* getCollisionBody(); /// Return a pointer to the rigid body of the box reactphysics3d::RigidBody* getRigidBody(); }; // Set the color of the box inline void PhysicsObject::setColor(const openglframework::Color& color) { mColor = color; } // Set the sleeping color of the box inline void PhysicsObject::setSleepingColor(const openglframework::Color& color) { mSleepingColor = color; } // Get the transform inline const rp3d::Transform& PhysicsObject::getTransform() const { return mBody->getTransform(); } // Return a pointer to the collision body of the box inline rp3d::CollisionBody* PhysicsObject::getCollisionBody() { return mBody; } // Return a pointer to the rigid body of the box (NULL if it's not a rigid body) inline rp3d::RigidBody* PhysicsObject::getRigidBody() { return dynamic_cast(mBody); } #endif