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use std::rc::Rc; use std::cell::RefCell; use kiss3d::window::Window; use kiss3d::scene::SceneNode; use kiss3d::resource; use na::{Vector3, Point3, Isometry3}; use ncollide::world::{CollisionObject3, GeometricQueryType}; use objects::node; pub struct Mesh { color: Point3<f32>, base_color: Point3<f32>, delta: Isometry3<f32>, gfx: SceneNode } impl Mesh { pub fn new<T>(object: &CollisionObject3<f32, T>, delta: Isometry3<f32>, vertices: Vec<Point3<f32>>, indices: Vec<Point3<u32>>, color: Point3<f32>, window: &mut Window) -> Mesh { let vs = vertices; let is = indices; let mesh = resource::Mesh::new(vs, is, None, None, false); let mut res = Mesh { color: color, base_color: color, delta: delta, gfx: window.add_mesh(Rc::new(RefCell::new(mesh)), Vector3::from_element(1.0)), }; if let GeometricQueryType::Proximity(_) = object.query_type { res.gfx.set_surface_rendering_activation(false); res.gfx.set_lines_width(1.0); } res.gfx.enable_backface_culling(false); res.gfx.set_color(color.x, color.y, color.z); res.gfx.set_local_transformation(object.position * res.delta); res.update(object); res } pub fn select(&mut self) { self.color = Point3::new(1.0, 0.0, 0.0); } pub fn unselect(&mut self) { self.color = self.base_color; } pub fn set_color(&mut self, color: Point3<f32>) { self.gfx.set_color(color.x, color.y, color.z); self.color = color; self.base_color = color; } pub fn update<T>(&mut self, object: &CollisionObject3<f32, T>) { node::update_scene_node(&mut self.gfx, &object, &self.color, &self.delta); } pub fn scene_node(&self) -> &SceneNode { &self.gfx } pub fn scene_node_mut(&mut self) -> &mut SceneNode { &mut self.gfx } }