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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<f32>,
base_color: Point3<f32>,
gfx: GraphicsNode,
collider: ColliderHandle,
delta: Isometry3<f32>,
}
impl Box {
pub fn new(
collider: ColliderHandle,
delta: Isometry3<f32>,
half_extents: Vector<f32>,
color: Point3<f32>,
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<f32>) {
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
}
}
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