use crate::objects::node::{self, GraphicsNode};
use kiss3d::window;
use na::{Point3, RealField};
use nphysics::math::Isometry;
use nphysics::object::{DefaultColliderHandle, DefaultColliderSet};
pub struct Capsule {
color: Point3<f32>,
base_color: Point3<f32>,
delta: Isometry<f32>,
gfx: GraphicsNode,
collider: DefaultColliderHandle,
}
impl Capsule {
pub fn new<N: RealField>(
collider: DefaultColliderHandle,
colliders: &DefaultColliderSet<N>,
delta: Isometry<f32>,
r: f32,
h: f32,
color: Point3<f32>,
window: &mut window::Window,
) -> Capsule {
#[cfg(feature = "dim2")]
let node = window.add_planar_capsule(r, h);
#[cfg(feature = "dim3")]
let node = window.add_capsule(r, h);
let mut res = Capsule {
color,
base_color: color,
delta,
gfx: node,
collider,
};
let pos: Isometry<f64> =
na::convert_unchecked(*colliders.get(collider).unwrap().position());
let pos: Isometry<f32> = na::convert(pos);
if colliders
.get(collider)
.unwrap()
.query_type()
.is_proximity_query()
{
res.gfx.set_surface_rendering_activation(false);
res.gfx.set_lines_width(1.0);
}
res.gfx.set_color(color.x, color.y, color.z);
res.gfx.set_local_transformation(pos * res.delta);
res.update(colliders);
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 update<N: RealField>(&mut self, colliders: &DefaultColliderSet<N>) {
node::update_scene_node(
&mut self.gfx,
colliders,
self.collider,
&self.color,
&self.delta,
);
}
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 scene_node(&self) -> &GraphicsNode {
&self.gfx
}
pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
&mut self.gfx
}
pub fn object(&self) -> DefaultColliderHandle {
self.collider
}
}