/******************************************************************************** * 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 BOX_H #define BOX_H // Libraries #include "openglframework.h" #include "reactphysics3d.h" // Structure VertexData struct VertexData { /// Vertex position openglframework::Vector3 position; /// Vertex normal openglframework::Vector3 normal; // Vertex color openglframework::Color color; }; // Class Box class Box : public openglframework::Object3D { private : // -------------------- Attributes -------------------- // /// Size of each side of the box float mSize[3]; /// Rigid body used to simulate the dynamics of the box rp3d::CollisionBody* mRigidBody; /// Previous transform of the body (for interpolation) rp3d::Transform mPreviousTransform; /// Scaling matrix (applied to a cube to obtain the correct box dimensions) openglframework::Matrix4 mScalingMatrix; /// Vertex Buffer Object for the vertices data used to render the box with OpenGL static openglframework::VertexBufferObject mVBOVertices; /// Vertex Buffer Object for the indices used to render the box with OpenGL static openglframework::VertexBufferObject mVBOIndices; /// Vertex data for each vertex of the cube (used to render the box) static VertexData mCubeVertices[8]; /// Indices of the cube (used to render the box) static GLuint mCubeIndices[36]; /// True if the VBOs have already been created static bool areVBOsCreated; /// Main color of the box openglframework::Color mColor; // -------------------- Methods -------------------- // /// Create a Vertex Buffer Object to render to box with OpenGL static void createVBO(); public : // -------------------- Methods -------------------- // /// Constructor Box(const openglframework::Vector3& size, const openglframework::Vector3& position, reactphysics3d::CollisionWorld* world); /// Constructor Box(const openglframework::Vector3& size, const openglframework::Vector3& position, float mass, reactphysics3d::DynamicsWorld *world); /// Destructor ~Box(); /// 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 box void updateTransform(float interpolationFactor); /// Render the cube at the correct position and with the correct orientation void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix); /// Set the color of the box void setColor(const openglframework::Color& color); }; // Return a pointer to the collision body of the box inline rp3d::CollisionBody* Box::getCollisionBody() { return mRigidBody; } // Return a pointer to the rigid body of the box inline rp3d::RigidBody* Box::getRigidBody() { return dynamic_cast(mRigidBody); } // Set the color of the box inline void Box::setColor(const openglframework::Color& color) { mColor = color; } #endif