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, base_color: Point3, gfx: GraphicsNode, collider: ColliderHandle, } impl Mesh { pub fn new( collider: ColliderHandle, vertices: Vec>, indices: Vec>, color: Point3, 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) { 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::>().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 } }