/******************************************************************************** * 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. * * * ********************************************************************************/ // Libraries #include "ConvexMesh.h" // Constructor ConvexMesh::ConvexMesh(const openglframework::Vector3 &position, float mass, reactphysics3d::DynamicsWorld* dynamicsWorld, const std::string& meshFolderPath) : openglframework::Mesh() { // Load the mesh from a file openglframework::MeshReaderWriter::loadMeshFromFile(meshFolderPath + "convexmesh.obj", *this); // Calculate the normals of the mesh calculateNormals(); // Initialize the position where the sphere will be rendered translateWorld(position); // Create the collision shape for the rigid body (convex mesh shape) // ReactPhysics3D will clone this object to create an internal one. Therefore, // it is OK if this object is destroyed right after calling RigidBody::addCollisionShape() rp3d::decimal* verticesArray = (rp3d::decimal*) getVerticesPointer(); rp3d::ConvexMeshShape collisionShape(verticesArray, mVertices.size(), sizeof(openglframework::Vector3)); // Add the edges information of the mesh into the convex mesh collision shape. // This is optional but it really speed up the convex mesh collision detection at the // cost of some additional memory to store the edges inside the collision shape. for (unsigned int i=0; icreateRigidBody(transform); // Add a collision shape to the body and specify the mass of the collision shape mRigidBody->addCollisionShape(collisionShape, mass); } // Destructor ConvexMesh::~ConvexMesh() { // Destroy the mesh destroy(); } // Render the sphere at the correct position and with the correct orientation void ConvexMesh::render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) { // Bind the shader shader.bind(); // Set the model to camera matrix const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * mTransformMatrix; shader.setMatrix4x4Uniform("localToCameraMatrix", localToCameraMatrix); // Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the // model-view matrix) const openglframework::Matrix3 normalMatrix = localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose(); shader.setMatrix3x3Uniform("normalMatrix", normalMatrix); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); if (hasTexture()) { glEnableClientState(GL_TEXTURE_COORD_ARRAY); } glVertexPointer(3, GL_FLOAT, 0, getVerticesPointer()); glNormalPointer(GL_FLOAT, 0, getNormalsPointer()); if(hasTexture()) { glTexCoordPointer(2, GL_FLOAT, 0, getUVTextureCoordinatesPointer()); } // For each part of the mesh for (unsigned int i=0; igetInterpolatedTransform(); // Compute the transform used for rendering the sphere float matrix[16]; transform.getOpenGLMatrix(matrix); openglframework::Matrix4 newMatrix(matrix[0], matrix[4], matrix[8], matrix[12], matrix[1], matrix[5], matrix[9], matrix[13], matrix[2], matrix[6], matrix[10], matrix[14], matrix[3], matrix[7], matrix[11], matrix[15]); // Apply the scaling matrix to have the correct sphere dimensions mTransformMatrix = newMatrix; }