132 lines
5.0 KiB
C++
132 lines
5.0 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 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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// Structure VertexData
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struct VertexData {
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/// Vertex position
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openglframework::Vector3 position;
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/// Vertex normal
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openglframework::Vector3 normal;
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// Vertex color
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openglframework::Color color;
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};
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// Class Box
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class Box : public openglframework::Object3D {
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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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/// Rigid body used to simulate the dynamics of the box
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rp3d::CollisionBody* mRigidBody;
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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 used to render the box with OpenGL
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static openglframework::VertexBufferObject mVBOVertices;
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/// Vertex Buffer Object for the indices used to render the box with OpenGL
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static openglframework::VertexBufferObject mVBOIndices;
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/// Vertex data for each vertex of the cube (used to render the box)
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static VertexData mCubeVertices[8];
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/// Indices of the cube (used to render the box)
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static GLuint mCubeIndices[36];
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/// True if the VBOs have already been created
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static bool areVBOsCreated;
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/// Main color of the box
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openglframework::Color mColor;
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// -------------------- Methods -------------------- //
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/// Create a Vertex Buffer Object to render to box with OpenGL
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static void createVBO();
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public :
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// -------------------- Methods -------------------- //
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/// Constructor
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Box(const openglframework::Vector3& size, const openglframework::Vector3& position,
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reactphysics3d::CollisionWorld* world);
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/// Constructor
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Box(const openglframework::Vector3& size, const openglframework::Vector3& position,
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float mass, reactphysics3d::DynamicsWorld *world);
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/// Destructor
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~Box();
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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 box
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void updateTransform();
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/// Render the cube at the correct position and with the correct orientation
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void render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix);
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/// Set the color of the box
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void setColor(const openglframework::Color& color);
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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* Box::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* Box::getRigidBody() {
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return dynamic_cast<rp3d::RigidBody*>(mRigidBody);
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}
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// Set the color of the box
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inline void Box::setColor(const openglframework::Color& color) {
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mColor = color;
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}
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#endif
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