91 lines
3.8 KiB
C++
91 lines
3.8 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2015 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 SPHERE_H
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#define SPHERE_H
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// Libraries
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#include "openglframework.h"
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#include "reactphysics3d.h"
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// Class Sphere
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class Sphere : public openglframework::Mesh {
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private :
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// -------------------- Attributes -------------------- //
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/// Radius of the sphere
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float mRadius;
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/// Rigid body used to simulate the dynamics of the sphere
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rp3d::CollisionBody* mRigidBody;
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/// Scaling matrix (applied to a sphere to obtain the correct sphere dimensions)
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openglframework::Matrix4 mScalingMatrix;
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// -------------------- Methods -------------------- //
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public :
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// -------------------- Methods -------------------- //
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/// Constructor
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Sphere(float radius, const openglframework::Vector3& position,
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rp3d::CollisionWorld* world, const std::string& meshFolderPath);
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/// Constructor
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Sphere(float radius, const openglframework::Vector3& position,
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float mass, rp3d::DynamicsWorld* dynamicsWorld, const std::string& meshFolderPath);
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/// Destructor
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~Sphere();
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/// Return a pointer to the collision body of the box
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reactphysics3d::CollisionBody* getCollisionBody();
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/// Return a pointer to the rigid body of the box
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reactphysics3d::RigidBody* getRigidBody();
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/// Update the transform matrix of the sphere
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void updateTransform();
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/// Render the sphere at the correct position and with the correct orientation
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void render(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix);
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};
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// Return a pointer to the collision body of the box
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inline rp3d::CollisionBody* Sphere::getCollisionBody() {
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return mRigidBody;
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}
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// Return a pointer to the rigid body of the box
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inline rp3d::RigidBody* Sphere::getRigidBody() {
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return dynamic_cast<rp3d::RigidBody*>(mRigidBody);
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}
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#endif
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