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use kiss3d::window; use na::Point3; use nphysics::object::{DefaultColliderHandle, DefaultColliderSet}; use crate::objects::node::{self, GraphicsNode}; use nphysics::math::Isometry; pub struct Capsule { color: Point3<f32>, base_color: Point3<f32>, delta: Isometry<f32>, gfx: GraphicsNode, collider: DefaultColliderHandle, } impl Capsule { pub fn new( collider: DefaultColliderHandle, colliders: &DefaultColliderSet<f32>, 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, }; 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(colliders.get(collider).unwrap().position() * 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(&mut self, colliders: &DefaultColliderSet<f32>) { 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 } }