use crate::objects::node::{self, GraphicsNode};
use kiss3d::window::Window;
use na::{Point3, RealField};
#[cfg(feature = "dim3")]
use ncollide::procedural::TriMesh;
#[cfg(feature = "dim2")]
use nphysics::math::Point;
use nphysics::math::{Isometry, Vector};
use nphysics::object::{DefaultColliderHandle, DefaultColliderSet};
pub struct Convex {
color: Point3<f32>,
base_color: Point3<f32>,
delta: Isometry<f32>,
gfx: GraphicsNode,
collider: DefaultColliderHandle,
}
impl Convex {
#[cfg(feature = "dim2")]
pub fn new<N: RealField>(
collider: DefaultColliderHandle,
colliders: &DefaultColliderSet<N>,
delta: Isometry<f32>,
vertices: Vec<Point<f32>>,
color: Point3<f32>,
window: &mut Window,
) -> Convex {
let mut res = Convex {
color,
base_color: color,
delta,
gfx: window.add_convex_polygon(vertices, Vector::from_element(1.0)),
collider,
};
if colliders
.get(collider)
.unwrap()
.query_type()
.is_proximity_query()
{
res.gfx.set_surface_rendering_activation(false);
res.gfx.set_lines_width(1.0);
}
let pos: Isometry<f64> =
na::convert_unchecked(*colliders.get(collider).unwrap().position());
let pos: Isometry<f32> = na::convert(pos);
res.gfx.set_color(color.x, color.y, color.z);
res.gfx.set_local_transformation(pos * res.delta);
res.update(colliders);
res
}
#[cfg(feature = "dim3")]
pub fn new<N: RealField>(
collider: DefaultColliderHandle,
colliders: &DefaultColliderSet<N>,
delta: Isometry<f32>,
convex: &TriMesh<f32>,
color: Point3<f32>,
window: &mut Window,
) -> Convex {
let mut res = Convex {
color,
base_color: color,
delta,
gfx: window.add_trimesh(convex.clone(), Vector::from_element(1.0)),
collider,
};
if colliders
.get(collider)
.unwrap()
.query_type()
.is_proximity_query()
{
res.gfx.set_surface_rendering_activation(false);
res.gfx.set_lines_width(1.0);
}
let pos: Isometry<f64> =
na::convert_unchecked(*colliders.get(collider).unwrap().position());
let pos: Isometry<f32> = na::convert(pos);
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 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<N: RealField>(&mut self, colliders: &DefaultColliderSet<N>) {
node::update_scene_node(
&mut self.gfx,
colliders,
self.collider,
&self.color,
&self.delta,
);
}
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
}
}