use crate::objects::node;
use kiss3d::resource;
use kiss3d::scene::SceneNode;
use kiss3d::window::Window;
use na::{self, Isometry3, Point3, RealField, Vector3};
use ncollide::shape::TriMesh;
use nphysics::math::Isometry;
use nphysics::object::{ColliderAnchor, DefaultColliderHandle, DefaultColliderSet};
use std::cell::RefCell;
use std::rc::Rc;
pub struct Mesh {
color: Point3<f32>,
base_color: Point3<f32>,
delta: Isometry3<f32>,
gfx: SceneNode,
collider: DefaultColliderHandle,
}
impl Mesh {
pub fn new<N: RealField>(
collider: DefaultColliderHandle,
colliders: &DefaultColliderSet<N>,
delta: Isometry3<f32>,
vertices: Vec<Point3<f32>>,
indices: Vec<Point3<u32>>,
color: Point3<f32>,
window: &mut Window,
) -> Mesh {
let vs = vertices;
let is = indices.into_iter().map(na::convert).collect();
let mesh = resource::Mesh::new(vs, is, None, None, false);
let mut res = Mesh {
color,
base_color: color,
delta,
gfx: window.add_mesh(Rc::new(RefCell::new(mesh)), Vector3::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.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>) {
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,
);
if let Some(c) = colliders.get(self.collider) {
if let ColliderAnchor::OnDeformableBody { .. } = c.anchor() {
let shape = c.shape().as_shape::<TriMesh<N>>().unwrap();
let vtx = shape.points();
self.gfx.modify_vertices(&mut |vertices| {
for (v, new_v) in vertices.iter_mut().zip(vtx.iter()) {
*v = na::convert::<Point3<f64>, Point3<f32>>(na::convert_unchecked(*new_v));
}
});
self.gfx.recompute_normals();
}
}
}
pub fn scene_node(&self) -> &SceneNode {
&self.gfx
}
pub fn scene_node_mut(&mut self) -> &mut SceneNode {
&mut self.gfx
}
pub fn object(&self) -> DefaultColliderHandle {
self.collider
}
}