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| author | Sébastien Crozet <developer@crozet.re> | 2020-08-25 22:10:25 +0200 |
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| committer | Sébastien Crozet <developer@crozet.re> | 2020-08-25 22:10:25 +0200 |
| commit | 754a48b7ff6d8c58b1ee08651e60112900b60455 (patch) | |
| tree | 7d777a6c003f1f5d8f8d24f533f35a95a88957fe /src_testbed/objects/polyline.rs | |
| download | rapier-754a48b7ff6d8c58b1ee08651e60112900b60455.tar.gz rapier-754a48b7ff6d8c58b1ee08651e60112900b60455.tar.bz2 rapier-754a48b7ff6d8c58b1ee08651e60112900b60455.zip | |
First public release of Rapier.v0.1.0
Diffstat (limited to 'src_testbed/objects/polyline.rs')
| -rw-r--r-- | src_testbed/objects/polyline.rs | 79 |
1 files changed, 79 insertions, 0 deletions
diff --git a/src_testbed/objects/polyline.rs b/src_testbed/objects/polyline.rs new file mode 100644 index 0000000..77841ae --- /dev/null +++ b/src_testbed/objects/polyline.rs @@ -0,0 +1,79 @@ +use kiss3d::window::Window; +use na::{Isometry2, Point2, Point3}; +use ncollide2d::shape; +use nphysics2d::object::{ColliderAnchor, DefaultColliderHandle, DefaultColliderSet}; + +pub struct Polyline { + color: Point3<f32>, + base_color: Point3<f32>, + vertices: Vec<Point2<f32>>, + indices: Vec<Point2<usize>>, + collider: DefaultColliderHandle, + pos: Isometry2<f32>, +} + +impl Polyline { + pub fn new( + collider: DefaultColliderHandle, + colliders: &DefaultColliderSet<f32>, + _: Isometry2<f32>, + vertices: Vec<Point2<f32>>, + indices: Vec<Point2<usize>>, + color: Point3<f32>, + _: &mut Window, + ) -> Polyline { + let mut res = Polyline { + color, + pos: Isometry2::identity(), + base_color: color, + vertices, + indices, + collider, + }; + + 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.color = color; + self.base_color = color; + } + + pub fn update(&mut self, colliders: &DefaultColliderSet<f32>) { + // Update if some deformation occurred. + // FIXME: don't update if it did not move. + if let Some(c) = colliders.get(self.collider) { + self.pos = *c.position(); + if let ColliderAnchor::OnDeformableBody { .. } = c.anchor() { + let shape = c.shape().as_shape::<shape::Polyline<f32>>().unwrap(); + self.vertices = shape.points().to_vec(); + self.indices.clear(); + + for e in shape.edges() { + self.indices.push(e.indices); + } + } + } + } + + pub fn object(&self) -> DefaultColliderHandle { + self.collider + } + + pub fn draw(&mut self, window: &mut Window) { + for idx in &self.indices { + let p1 = self.pos * self.vertices[idx.x]; + let p2 = self.pos * self.vertices[idx.y]; + window.draw_planar_line(&p1, &p2, &self.color) + } + } +} |
