use crate::objects::node::{self, GraphicsNode}; use kiss3d::window; use na::{Isometry3, Point3}; use rapier::geometry::{ColliderHandle, ColliderSet}; use rapier::math::{Isometry, Vector}; pub struct Box { color: Point3, base_color: Point3, gfx: GraphicsNode, collider: ColliderHandle, delta: Isometry3, } impl Box { pub fn new( collider: ColliderHandle, delta: Isometry3, half_extents: Vector, color: Point3, window: &mut window::Window, ) -> Box { let extents = half_extents * 2.0; #[cfg(feature = "dim2")] let node = window.add_rectangle(extents.x, extents.y); #[cfg(feature = "dim3")] let node = window.add_cube(extents.x, extents.y, extents.z); let mut res = Box { color, base_color: color, gfx: node, collider, delta, }; 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) { 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, &self.delta, ); } 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 } }