115 lines
4.8 KiB
C++
115 lines
4.8 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef CONVEX_MESH_H
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#define CONVEX_MESH_H
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// Libraries
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#include "openglframework.h"
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#include <reactphysics3d/reactphysics3d.h>
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#include "PhysicsObject.h"
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// Class ConvexMesh
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class ConvexMesh : public PhysicsObject {
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private :
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// -------------------- Attributes -------------------- //
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rp3d::PolygonVertexArray::PolygonFace* mPolygonFaces;
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rp3d::PolygonVertexArray* mPolygonVertexArray;
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rp3d::PolyhedronMesh* mPolyhedronMesh;
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/// Collision shape
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rp3d::ConvexMeshShape* mConvexShape;
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rp3d::Collider* mCollider;
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/// Scaling matrix
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openglframework::Matrix4 mScalingMatrix;
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/// Vertex Buffer Object for the vertices data
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openglframework::VertexBufferObject mVBOVertices;
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/// Vertex Buffer Object for the normals data
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openglframework::VertexBufferObject mVBONormals;
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/// Vertex Buffer Object for the texture coords
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openglframework::VertexBufferObject mVBOTextureCoords;
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/// Vertex Buffer Object for the indices
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openglframework::VertexBufferObject mVBOIndices;
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/// Vertex Array Object for the vertex data
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openglframework::VertexArrayObject mVAO;
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/// Array with the vertices of the convex mesh
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/// (only the vertices used for the physics shape, not duplicate vertices used for rendering)
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std::vector<openglframework::Vector3> mConvexMeshVertices;
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/// Array with the vertex indices of the convex mesh (used for the physics shape)
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std::vector<int> mConvexMeshIndices;
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// -------------------- Methods -------------------- //
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/// Create the Vertex Buffer Objects used to render with OpenGL.
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void createVBOAndVAO();
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/// Return the index of a given vertex in the mesh
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int findVertexIndex(const std::vector<openglframework::Vector3>& vertices, const openglframework::Vector3& vertex);
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public :
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// -------------------- Methods -------------------- //
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/// Constructor
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ConvexMesh(bool createRigidBody, rp3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld, const std::string& meshPath);
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/// Destructor
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virtual ~ConvexMesh() override;
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/// Render the mesh at the correct position and with the correct orientation
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virtual void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) override;
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/// Update the transform matrix of the object
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virtual void updateTransform(float interpolationFactor) override;
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/// Return the collider
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rp3d::Collider* getCollider();
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};
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// Update the transform matrix of the object
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inline void ConvexMesh::updateTransform(float interpolationFactor) {
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mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix);
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}
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// Return the collider
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inline rp3d::Collider* ConvexMesh::getCollider() {
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return mCollider;
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}
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#endif
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