#[cfg(feature = "dim3")]
use crate::objects::node::{self, GraphicsNode};
use kiss3d::window::Window;
#[cfg(feature = "dim3")]
use na::Point2;
use na::{self, Point3, RealField};
#[cfg(feature = "dim3")]
use ncollide::procedural::TriMesh;
use ncollide::shape;
#[cfg(feature = "dim3")]
use ncollide::transformation::ToTriMesh;
use nphysics::math::Isometry;
#[cfg(feature = "dim2")]
use nphysics::math::Point;
#[cfg(feature = "dim3")]
use nphysics::math::{Point, Vector};
use nphysics::object::{DefaultColliderHandle, DefaultColliderSet};
pub struct HeightField {
color: Point3<f32>,
base_color: Point3<f32>,
#[cfg(feature = "dim3")]
delta: Isometry<f32>,
#[cfg(feature = "dim2")]
vertices: Vec<Point<f32>>,
#[cfg(feature = "dim3")]
gfx: GraphicsNode,
collider: DefaultColliderHandle,
}
impl HeightField {
#[cfg(feature = "dim2")]
pub fn new<N: RealField>(
collider: DefaultColliderHandle,
colliders: &DefaultColliderSet<N>,
_: Isometry<f32>,
heightfield: &shape::HeightField<N>,
color: Point3<f32>,
_: &mut Window,
) -> HeightField {
let mut vertices = Vec::new();
for seg in heightfield.segments() {
vertices.push(na::convert::<Point<f64>, Point<f32>>(
na::convert_unchecked(*seg.a()),
));
vertices.push(na::convert::<Point<f64>, Point<f32>>(
na::convert_unchecked(*seg.b()),
));
}
let mut res = HeightField {
color,
base_color: color,
vertices,
collider,
};
res.update(colliders);
res
}
#[cfg(feature = "dim3")]
pub fn new<N: RealField>(
collider: DefaultColliderHandle,
colliders: &DefaultColliderSet<N>,
delta: Isometry<f32>,
heightfield: &shape::HeightField<N>,
color: Point3<f32>,
window: &mut Window,
) -> HeightField {
let mesh = heightfield.to_trimesh(());
let mesh = TriMesh {
coords: mesh
.coords
.into_iter()
.map(|v| na::convert::<Point<f64>, Point<f32>>(na::convert_unchecked(v)))
.collect(),
normals: mesh.normals.map(|v| {
v.into_iter()
.map(|v| na::convert::<Vector<f64>, Vector<f32>>(na::convert_unchecked(v)))
.collect()
}),
uvs: mesh.uvs.map(|v| {
v.into_iter()
.map(|v| na::convert::<Point2<f64>, Point2<f32>>(na::convert_unchecked(v)))
.collect()
}),
indices: mesh.indices,
};
let mut res = HeightField {
color,
base_color: color,
delta: delta,
gfx: window.add_trimesh(mesh, Vector::repeat(1.0)),
collider: 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.enable_backface_culling(false);
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>) {
#[cfg(feature = "dim3")]
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>) {
#[cfg(feature = "dim3")]
node::update_scene_node(
&mut self.gfx,
_colliders,
self.collider,
&self.color,
&self.delta,
);
}
#[cfg(feature = "dim3")]
pub fn scene_node(&self) -> &GraphicsNode {
&self.gfx
}
#[cfg(feature = "dim3")]
pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
&mut self.gfx
}
pub fn object(&self) -> DefaultColliderHandle {
self.collider
}
#[cfg(feature = "dim2")]
pub fn draw(&mut self, window: &mut Window) {
for vtx in self.vertices.chunks(2) {
window.draw_planar_line(&vtx[0], &vtx[1], &self.color)
}
}
}