/******************************************************************************** * 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 DUMBBELL_H #define DUMBBELL_H // Libraries #include "openglframework.h" #include "reactphysics3d.h" // Class Sphere class Dumbbell : public openglframework::Mesh { private : // -------------------- Attributes -------------------- // /// Radius of the spheres float mRadius; /// Rigid body used to simulate the dynamics of the sphere rp3d::CollisionBody* mBody; /// Scaling matrix (applied to a sphere to obtain the correct sphere dimensions) openglframework::Matrix4 mScalingMatrix; /// Previous transform (for interpolation) rp3d::Transform mPreviousTransform; /// Vertex Buffer Object for the vertices data openglframework::VertexBufferObject mVBOVertices; /// Vertex Buffer Object for the normals data openglframework::VertexBufferObject mVBONormals; /// Vertex Buffer Object for the texture coords openglframework::VertexBufferObject mVBOTextureCoords; /// Vertex Buffer Object for the indices openglframework::VertexBufferObject mVBOIndices; /// Vertex Array Object for the vertex data openglframework::VertexArrayObject mVAO; /// Color openglframework::Color mColor; // -------------------- Methods -------------------- // // Create the Vertex Buffer Objects used to render with OpenGL. void createVBOAndVAO(openglframework::Shader& shader); public : // -------------------- Methods -------------------- // /// Constructor Dumbbell(const openglframework::Vector3& position, rp3d::DynamicsWorld* dynamicsWorld, const std::string& meshFolderPath, openglframework::Shader &shader); /// Constructor Dumbbell(const openglframework::Vector3& position, rp3d::CollisionWorld* world, const std::string& meshFolderPath, openglframework::Shader& shader); /// Destructor ~Dumbbell(); /// Return a pointer to the rigid body rp3d::RigidBody* getRigidBody(); /// Return a pointer to the body rp3d::CollisionBody* getCollisionBody(); /// Update the transform matrix of the sphere void updateTransform(float interpolationFactor); /// 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 rigid body of the sphere inline rp3d::RigidBody* Dumbbell::getRigidBody() { return dynamic_cast(mBody); } // Return a pointer to the body inline rp3d::CollisionBody* Dumbbell::getCollisionBody() { return mBody; } #endif