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#[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<f32>,
base_color: Point3<f32>,
#[cfg(feature = "dim2")]
vertices: Vec<Point<f32>>,
#[cfg(feature = "dim3")]
gfx: GraphicsNode,
collider: ColliderHandle,
}
impl HeightField {
#[cfg(feature = "dim2")]
pub fn new(
collider: ColliderHandle,
heightfield: &shape::HeightField<f32>,
color: Point3<f32>,
_: &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<f32>,
color: Point3<f32>,
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<f32>) {
#[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)
}
}
}
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