reactphysics3d/testbed/common/ConcaveMesh.h

104 lines
4.3 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 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 CONCAVE_MESH_H
#define CONCAVE_MESH_H
// Libraries
#include "openglframework.h"
#include "reactphysics3d.h"
#include "PhysicsObject.h"
// Class ConcaveMesh
class ConcaveMesh : public PhysicsObject {
private :
// -------------------- Attributes -------------------- //
/// Collision shape
rp3d::ConcaveMeshShape* mConcaveShape;
rp3d::Collider* mCollider;
/// Scaling matrix
openglframework::Matrix4 mScalingMatrix;
/// 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;
/// Structure with pointer to the shared mesh data (vertices, indices, ...)
rp3d::TriangleMesh* mPhysicsTriangleMesh;
// -------------------- Methods -------------------- //
// Create the Vertex Buffer Objects used to render with OpenGL.
void createVBOAndVAO();
public :
// -------------------- Methods -------------------- //
/// Constructor
ConcaveMesh(bool createRigidBody, reactphysics3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld, const std::string& meshPath);
/// Destructor
virtual ~ConcaveMesh() override;
/// Render the mesh at the correct position and with the correct orientation
void render(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix) override;
/// Update the transform matrix of the object
virtual void updateTransform(float interpolationFactor) override;
/// Return the collider
rp3d::Collider* getCollider();
};
// Update the transform matrix of the object
inline void ConcaveMesh::updateTransform(float interpolationFactor) {
mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix);
}
// Return the collider
inline rp3d::Collider* ConcaveMesh::getCollider() {
return mCollider;
}
#endif