/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2015 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 openglframework::VertexBufferObject VisualContactPoint::mVBOVertices(GL_ARRAY_BUFFER); openglframework::VertexBufferObject VisualContactPoint::mVBONormals(GL_ARRAY_BUFFER); openglframework::VertexBufferObject VisualContactPoint::mVBOIndices(GL_ELEMENT_ARRAY_BUFFER); openglframework::VertexArrayObject VisualContactPoint::mVAO; int VisualContactPoint::mNbTotalPoints = 0; openglframework::Mesh VisualContactPoint::mMesh; int VisualContactPoint::totalNbBoxes = 0; // Constructor VisualContactPoint::VisualContactPoint(const openglframework::Vector3& position, const std::string& meshFolderPath) : mColor(1.0f, 0.0f, 0.0f, 1.0f) { // Initialize the position where the mesh will be rendered translateWorld(position); // Create the VBOs and VAO if (totalNbBoxes == 0) { createStaticData(meshFolderPath); createVBOAndVAO(); } totalNbBoxes++; } // Destructor VisualContactPoint::~VisualContactPoint() { if (totalNbBoxes == 1) { // Destroy the VBOs and VAO mVBOIndices.destroy(); mVBOVertices.destroy(); mVBONormals.destroy(); mVAO.destroy(); destroyStaticData(); } totalNbBoxes--; } // Load and initialize the mesh for all the contact points void VisualContactPoint::createStaticData(const std::string& meshFolderPath) { // Load the mesh from a file openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "sphere.obj", mMesh); // Calculate the normals of the mesh mMesh.calculateNormals(); mMesh.scaleVertices(VISUAL_CONTACT_POINT_RADIUS); } // Destroy the mesh for the contact points void VisualContactPoint::destroyStaticData() { mMesh.destroy(); } // 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 shader.setMatrix4x4Uniform("localToWorldMatrix", mTransformMatrix); shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix); // Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the // model-view matrix) const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * mTransformMatrix; const openglframework::Matrix3 normalMatrix = localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose(); shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false); // Set the vertex color openglframework::Vector4 color(mColor.r, mColor.g, mColor.b, mColor.a); shader.setVector4Uniform("vertexColor", color, false); // Bind the VAO mVAO.bind(); mVBOVertices.bind(); // Get the location of shader attribute variables GLint vertexPositionLoc = shader.getAttribLocation("vertexPosition"); GLint vertexNormalLoc = shader.getAttribLocation("vertexNormal", false); glEnableVertexAttribArray(vertexPositionLoc); if (vertexNormalLoc != -1) glEnableVertexAttribArray(vertexNormalLoc); glVertexAttribPointer(vertexPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL); if (vertexNormalLoc != -1) glVertexAttribPointer(vertexNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL); // For each part of the mesh for (unsigned int i=0; i