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authorSébastien Crozet <developer@crozet.re>2020-08-25 22:10:25 +0200
committerSébastien Crozet <developer@crozet.re>2020-08-25 22:10:25 +0200
commit754a48b7ff6d8c58b1ee08651e60112900b60455 (patch)
tree7d777a6c003f1f5d8f8d24f533f35a95a88957fe /src_testbed/objects/mesh.rs
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First public release of Rapier.v0.1.0
Diffstat (limited to 'src_testbed/objects/mesh.rs')
-rw-r--r--src_testbed/objects/mesh.rs108
1 files changed, 108 insertions, 0 deletions
diff --git a/src_testbed/objects/mesh.rs b/src_testbed/objects/mesh.rs
new file mode 100644
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+++ b/src_testbed/objects/mesh.rs
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+use crate::objects::node::{self, GraphicsNode};
+use kiss3d::window;
+use na::Point3;
+use rapier::geometry::{ColliderHandle, ColliderSet};
+use rapier::math::{Isometry, Point};
+use std::cell::RefCell;
+use std::rc::Rc;
+
+pub struct Mesh {
+ color: Point3<f32>,
+ base_color: Point3<f32>,
+ gfx: GraphicsNode,
+ collider: ColliderHandle,
+}
+
+impl Mesh {
+ pub fn new(
+ collider: ColliderHandle,
+ vertices: Vec<Point<f32>>,
+ indices: Vec<Point3<u32>>,
+ color: Point3<f32>,
+ window: &mut window::Window,
+ ) -> Mesh {
+ let vs = vertices;
+ let is = indices.into_iter().map(na::convert).collect();
+
+ let mesh;
+ let gfx;
+
+ #[cfg(feature = "dim2")]
+ {
+ mesh = kiss3d::resource::PlanarMesh::new(vs, is, None, false);
+ gfx = window.add_planar_mesh(
+ Rc::new(RefCell::new(mesh)),
+ crate::math::Vector::from_element(1.0),
+ );
+ }
+
+ #[cfg(feature = "dim3")]
+ {
+ mesh = kiss3d::resource::Mesh::new(vs, is, None, None, false);
+ gfx = window.add_mesh(Rc::new(RefCell::new(mesh)), na::Vector3::from_element(1.0));
+ }
+
+ let mut res = Mesh {
+ color,
+ base_color: color,
+ gfx,
+ collider,
+ };
+
+ res.gfx.enable_backface_culling(false);
+ res.gfx.set_color(color.x, color.y, color.z);
+ 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(&mut self, colliders: &ColliderSet) {
+ node::update_scene_node(
+ &mut self.gfx,
+ colliders,
+ self.collider,
+ &self.color,
+ &Isometry::identity(),
+ );
+
+ // // Update if some deformation occurred.
+ // // FIXME: don't update if it did not move.
+ // if let Some(c) = colliders.get(self.collider) {
+ // if let ColliderAnchor::OnDeformableBody { .. } = c.anchor() {
+ // let shape = c.shape().as_shape::<TriMesh<f32>>().unwrap();
+ // let vtx = shape.points();
+ //
+ // self.gfx.modify_vertices(&mut |vertices| {
+ // for (v, new_v) in vertices.iter_mut().zip(vtx.iter()) {
+ // *v = *new_v
+ // }
+ // });
+ // self.gfx.recompute_normals();
+ // }
+ // }
+ }
+
+ pub fn scene_node(&self) -> &GraphicsNode {
+ &self.gfx
+ }
+
+ pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
+ &mut self.gfx
+ }
+
+ pub fn object(&self) -> ColliderHandle {
+ self.collider
+ }
+}