use crate::objects::node::{self, GraphicsNode}; use kiss3d::window; use na::Point3; use rapier::geometry::{self, ColliderHandle, ColliderSet}; use rapier::math::Isometry; pub struct Capsule { color: Point3, base_color: Point3, gfx: GraphicsNode, collider: ColliderHandle, delta: Isometry, } impl Capsule { pub fn new( collider: ColliderHandle, delta: Isometry, capsule: &geometry::Capsule, color: Point3, window: &mut window::Window, ) -> Capsule { let r = capsule.radius; let h = capsule.half_height() * 2.0; #[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, gfx: node, collider, delta: delta * capsule.transform_wrt_y(), }; 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 update(&mut self, colliders: &ColliderSet) { node::update_scene_node( &mut self.gfx, colliders, self.collider, &self.color, &self.delta, ); } 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 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 } }