101 lines
4.2 KiB
C++
101 lines
4.2 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 BOX_H
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#define BOX_H
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// Libraries
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#include "openglframework.h"
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#include "reactphysics3d.h"
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#include "PhysicsObject.h"
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// Class Box
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class Box : public PhysicsObject {
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private :
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// -------------------- Attributes -------------------- //
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/// Size of each side of the box
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float mSize[3];
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rp3d::BoxShape* mBoxShape;
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rp3d::ProxyShape* mProxyShape;
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/// Scaling matrix (applied to a cube to obtain the correct box dimensions)
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openglframework::Matrix4 mScalingMatrix;
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/// Vertex Buffer Object for the vertices data
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static openglframework::VertexBufferObject mVBOVertices;
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/// Vertex Buffer Object for the normals data
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static openglframework::VertexBufferObject mVBONormals;
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/// Vertex Buffer Object for the texture coords
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static openglframework::VertexBufferObject mVBOTextureCoords;
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/// Vertex Buffer Object for the indices
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static openglframework::VertexBufferObject mVBOIndices;
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/// Vertex Array Object for the vertex data
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static openglframework::VertexArrayObject mVAO;
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/// Total number of boxes created
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static int totalNbBoxes;
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// -------------------- Methods -------------------- //
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/// Create a the VAO and VBOs to render to box with OpenGL
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void createVBOAndVAO();
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public :
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// -------------------- Methods -------------------- //
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/// Constructor
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Box(const openglframework::Vector3& size, reactphysics3d::PhysicsCommon& physicsCommon,
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reactphysics3d::CollisionWorld* world, const std::string& meshFolderPath);
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/// Constructor
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Box(const openglframework::Vector3& size, float mass, reactphysics3d::PhysicsCommon& physicsCommon, reactphysics3d::DynamicsWorld *world, const std::string& meshFolderPath);
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/// Destructor
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~Box();
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/// Render the cube 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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};
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// Update the transform matrix of the object
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inline void Box::updateTransform(float interpolationFactor) {
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mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix);
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}
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#endif
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