#[cfg(feature = "dim3")] use crate::objects::node::{self, GraphicsNode}; use kiss3d::window::Window; use na::{self, Point3}; use ncollide::shape; #[cfg(feature = "dim3")] use ncollide::transformation::ToTriMesh; use rapier::geometry::{ColliderHandle, ColliderSet}; #[cfg(feature = "dim2")] use rapier::math::Point; #[cfg(feature = "dim3")] use rapier::math::Vector; pub struct HeightField { color: Point3, base_color: Point3, #[cfg(feature = "dim2")] vertices: Vec>, #[cfg(feature = "dim3")] gfx: GraphicsNode, collider: ColliderHandle, } impl HeightField { #[cfg(feature = "dim2")] pub fn new( collider: ColliderHandle, heightfield: &shape::HeightField, color: Point3, _: &mut Window, ) -> HeightField { let mut vertices = Vec::new(); for seg in heightfield.segments() { vertices.push(seg.a); vertices.push(seg.b); } HeightField { color, base_color: color, vertices, collider, } } #[cfg(feature = "dim3")] pub fn new( collider: ColliderHandle, heightfield: &shape::HeightField, color: Point3, window: &mut Window, ) -> HeightField { let mesh = heightfield.to_trimesh(()); let mut res = HeightField { color, base_color: color, gfx: window.add_trimesh(mesh, Vector::repeat(1.0)), collider: 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) { #[cfg(feature = "dim3")] { self.gfx.set_color(color.x, color.y, color.z); } self.color = color; self.base_color = color; } #[cfg(feature = "dim3")] pub fn update(&mut self, colliders: &ColliderSet) { node::update_scene_node( &mut self.gfx, colliders, self.collider, &self.color, &na::Isometry::identity(), ); } #[cfg(feature = "dim2")] pub fn update(&mut self, _colliders: &ColliderSet) {} #[cfg(feature = "dim3")] pub fn scene_node(&self) -> &GraphicsNode { &self.gfx } #[cfg(feature = "dim3")] pub fn scene_node_mut(&mut self) -> &mut GraphicsNode { &mut self.gfx } pub fn object(&self) -> ColliderHandle { self.collider } #[cfg(feature = "dim2")] pub fn draw(&mut self, window: &mut Window) { for vtx in self.vertices.chunks(2) { window.draw_planar_line(&vtx[0], &vtx[1], &self.color) } } }