use crate::objects::ball::Ball;
use crate::objects::box_node::Box;
use crate::objects::capsule::Capsule;
use crate::objects::convex::Convex;
use crate::objects::heightfield::HeightField;
#[cfg(feature = "dim3")]
use crate::objects::mesh::Mesh;
use crate::objects::plane::Plane;
#[cfg(feature = "dim2")]
use crate::objects::polyline::Polyline;
use kiss3d::window::Window;
use na::{Point3, RealField};
use nphysics::math::Isometry;
use nphysics::object::{DefaultColliderHandle, DefaultColliderSet};
#[cfg(feature = "dim2")]
pub type GraphicsNode = kiss3d::scene::PlanarSceneNode;
#[cfg(feature = "dim3")]
pub type GraphicsNode = kiss3d::scene::SceneNode;
pub enum Node {
Plane(Plane),
Ball(Ball),
Box(Box),
HeightField(HeightField),
Capsule(Capsule),
#[cfg(feature = "dim2")]
Polyline(Polyline),
#[cfg(feature = "dim3")]
Mesh(Mesh),
Convex(Convex),
}
impl Node {
pub fn select(&mut self) {
match *self {
Node::Plane(ref mut n) => n.select(),
Node::Ball(ref mut n) => n.select(),
Node::Box(ref mut n) => n.select(),
Node::Capsule(ref mut n) => n.select(),
Node::HeightField(ref mut n) => n.select(),
#[cfg(feature = "dim2")]
Node::Polyline(ref mut n) => n.select(),
#[cfg(feature = "dim3")]
Node::Mesh(ref mut n) => n.select(),
Node::Convex(ref mut n) => n.select(),
}
}
pub fn unselect(&mut self) {
match *self {
Node::Plane(ref mut n) => n.unselect(),
Node::Ball(ref mut n) => n.unselect(),
Node::Box(ref mut n) => n.unselect(),
Node::Capsule(ref mut n) => n.unselect(),
Node::HeightField(ref mut n) => n.unselect(),
#[cfg(feature = "dim2")]
Node::Polyline(ref mut n) => n.unselect(),
#[cfg(feature = "dim3")]
Node::Mesh(ref mut n) => n.unselect(),
Node::Convex(ref mut n) => n.unselect(),
}
}
pub fn update<N: RealField>(&mut self, colliders: &DefaultColliderSet<N>) {
match *self {
Node::Plane(ref mut n) => n.update(colliders),
Node::Ball(ref mut n) => n.update(colliders),
Node::Box(ref mut n) => n.update(colliders),
Node::Capsule(ref mut n) => n.update(colliders),
Node::HeightField(ref mut n) => n.update(colliders),
#[cfg(feature = "dim2")]
Node::Polyline(ref mut n) => n.update(colliders),
#[cfg(feature = "dim3")]
Node::Mesh(ref mut n) => n.update(colliders),
Node::Convex(ref mut n) => n.update(colliders),
}
}
pub fn draw(&mut self, _window: &mut Window) {
match *self {
#[cfg(feature = "dim2")]
Node::Polyline(ref mut n) => n.draw(_window),
#[cfg(feature = "dim2")]
Node::HeightField(ref mut n) => n.draw(_window),
#[cfg(feature = "dim2")]
Node::Plane(ref mut n) => n.draw(_window),
_ => {}
}
}
pub fn scene_node(&self) -> Option<&GraphicsNode> {
match *self {
#[cfg(feature = "dim3")]
Node::Plane(ref n) => Some(n.scene_node()),
Node::Ball(ref n) => Some(n.scene_node()),
Node::Box(ref n) => Some(n.scene_node()),
Node::Capsule(ref n) => Some(n.scene_node()),
#[cfg(feature = "dim3")]
Node::HeightField(ref n) => Some(n.scene_node()),
#[cfg(feature = "dim3")]
Node::Mesh(ref n) => Some(n.scene_node()),
Node::Convex(ref n) => Some(n.scene_node()),
#[cfg(feature = "dim2")]
_ => None,
}
}
pub fn scene_node_mut(&mut self) -> Option<&mut GraphicsNode> {
match *self {
#[cfg(feature = "dim3")]
Node::Plane(ref mut n) => Some(n.scene_node_mut()),
Node::Ball(ref mut n) => Some(n.scene_node_mut()),
Node::Box(ref mut n) => Some(n.scene_node_mut()),
Node::Capsule(ref mut n) => Some(n.scene_node_mut()),
#[cfg(feature = "dim3")]
Node::HeightField(ref mut n) => Some(n.scene_node_mut()),
#[cfg(feature = "dim3")]
Node::Mesh(ref mut n) => Some(n.scene_node_mut()),
Node::Convex(ref mut n) => Some(n.scene_node_mut()),
#[cfg(feature = "dim2")]
_ => None,
}
}
pub fn collider(&self) -> DefaultColliderHandle {
match *self {
Node::Plane(ref n) => n.object(),
Node::Ball(ref n) => n.object(),
Node::Box(ref n) => n.object(),
Node::Capsule(ref n) => n.object(),
Node::HeightField(ref n) => n.object(),
#[cfg(feature = "dim2")]
Node::Polyline(ref n) => n.object(),
#[cfg(feature = "dim3")]
Node::Mesh(ref n) => n.object(),
Node::Convex(ref n) => n.object(),
}
}
pub fn set_color(&mut self, color: Point3<f32>) {
match *self {
Node::Plane(ref mut n) => n.set_color(color),
Node::Ball(ref mut n) => n.set_color(color),
Node::Box(ref mut n) => n.set_color(color),
Node::Capsule(ref mut n) => n.set_color(color),
Node::HeightField(ref mut n) => n.set_color(color),
#[cfg(feature = "dim2")]
Node::Polyline(ref mut n) => n.set_color(color),
#[cfg(feature = "dim3")]
Node::Mesh(ref mut n) => n.set_color(color),
Node::Convex(ref mut n) => n.set_color(color),
}
}
}
pub fn update_scene_node<N: RealField>(
node: &mut GraphicsNode,
colliders: &DefaultColliderSet<N>,
coll: DefaultColliderHandle,
color: &Point3<f32>,
delta: &Isometry<f32>,
) {
if let Some(co) = colliders.get(coll) {
let pos =
na::convert::<Isometry<f64>, Isometry<f32>>(na::convert_unchecked(*co.position()));
node.set_local_transformation(pos * delta);
node.set_color(color.x, color.y, color.z);
} else {
node.set_color(color.x * 0.25, color.y * 0.25, color.z * 0.25);
}
}