reactphysics3d/testbed/common/Box.h

135 lines
5.1 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 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 BOX_H
#define BOX_H
// Libraries
#include "openglframework.h"
#include "reactphysics3d.h"
// Structure VertexData
struct VertexData {
/// Vertex position
openglframework::Vector3 position;
/// Vertex normal
openglframework::Vector3 normal;
// Vertex color
openglframework::Color color;
};
// Class Box
class Box : public openglframework::Object3D {
private :
// -------------------- Attributes -------------------- //
/// Size of each side of the box
float mSize[3];
/// Rigid body used to simulate the dynamics of the box
rp3d::CollisionBody* mRigidBody;
/// Previous transform of the body (for interpolation)
rp3d::Transform mPreviousTransform;
/// Scaling matrix (applied to a cube to obtain the correct box dimensions)
openglframework::Matrix4 mScalingMatrix;
/// Vertex Buffer Object for the vertices data used to render the box with OpenGL
static openglframework::VertexBufferObject mVBOVertices;
/// Vertex Buffer Object for the indices used to render the box with OpenGL
static openglframework::VertexBufferObject mVBOIndices;
/// Vertex data for each vertex of the cube (used to render the box)
static VertexData mCubeVertices[8];
/// Indices of the cube (used to render the box)
static GLuint mCubeIndices[36];
/// True if the VBOs have already been created
static bool areVBOsCreated;
/// Main color of the box
openglframework::Color mColor;
// -------------------- Methods -------------------- //
/// Create a Vertex Buffer Object to render to box with OpenGL
static void createVBO();
public :
// -------------------- Methods -------------------- //
/// Constructor
Box(const openglframework::Vector3& size, const openglframework::Vector3& position,
reactphysics3d::CollisionWorld* world);
/// Constructor
Box(const openglframework::Vector3& size, const openglframework::Vector3& position,
float mass, reactphysics3d::DynamicsWorld *world);
/// Destructor
~Box();
/// Return a pointer to the collision body of the box
reactphysics3d::CollisionBody* getCollisionBody();
/// Return a pointer to the rigid body of the box
reactphysics3d::RigidBody* getRigidBody();
/// Update the transform matrix of the box
void updateTransform(float interpolationFactor);
/// Render the cube at the correct position and with the correct orientation
void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix);
/// Set the color of the box
void setColor(const openglframework::Color& color);
};
// Return a pointer to the collision body of the box
inline rp3d::CollisionBody* Box::getCollisionBody() {
return mRigidBody;
}
// Return a pointer to the rigid body of the box
inline rp3d::RigidBody* Box::getRigidBody() {
return dynamic_cast<rp3d::RigidBody*>(mRigidBody);
}
// Set the color of the box
inline void Box::setColor(const openglframework::Color& color) {
mColor = color;
}
#endif