/******************************************************************************** * 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. * * * ********************************************************************************/ #ifndef SPHERE_H #define SPHERE_H // Libraries #include "openglframework.h" #include "reactphysics3d.h" // Class Sphere class Sphere : public openglframework::Mesh { private : // -------------------- Attributes -------------------- // /// Radius of the sphere float mRadius; /// Rigid body used to simulate the dynamics of the sphere rp3d::CollisionBody* mRigidBody; /// Scaling matrix (applied to a sphere to obtain the correct sphere dimensions) openglframework::Matrix4 mScalingMatrix; // -------------------- Methods -------------------- // public : // -------------------- Methods -------------------- // /// Constructor Sphere(float radius, const openglframework::Vector3& position, rp3d::CollisionWorld* world, const std::string& meshFolderPath); /// Constructor Sphere(float radius, const openglframework::Vector3& position, float mass, rp3d::DynamicsWorld* dynamicsWorld, const std::string& meshFolderPath); /// Destructor ~Sphere(); /// 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(); /// Update the transform matrix of the sphere void updateTransform(); /// Render the sphere at the correct position and with the correct orientation void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix); }; // Return a pointer to the collision body of the box inline rp3d::CollisionBody* Sphere::getCollisionBody() { return mRigidBody; } // Return a pointer to the rigid body of the box inline rp3d::RigidBody* Sphere::getRigidBody() { return dynamic_cast(mRigidBody); } #endif