reactphysics3d/examples/common/VisualContactPoint.h
2013-07-02 23:14:08 +02:00

74 lines
3.2 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 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 VISUAL_CONTACT_POINT_H
#define VISUAL_CONTACT_POINT_H
// Libraries
#include "openglframework.h"
const float VISUAL_CONTACT_POINT_RADIUS = 0.1f;
// Class VisualContactPoint
class VisualContactPoint : public openglframework::Object3D {
private :
// -------------------- Attributes -------------------- //
/// Total number of existing contact points (static attribute)
static int mNbTotalPoints;
/// Sphere mesh for the visual contact point
static openglframework::Mesh mMesh;
/// True if the mesh has been initialized
static bool mIsMeshInitialized;
// -------------------- Methods -------------------- //
public :
// -------------------- Methods -------------------- //
/// Constructor
VisualContactPoint(const openglframework::Vector3& position);
/// Destructor
~VisualContactPoint();
/// Load and initialize the mesh for all the contact points
static void createStaticData();
/// Destroy the mesh for the contact points
static void destroyStaticData();
/// Render the sphere at the correct position and with the correct orientation
void render(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix);
};
#endif