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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<f32>,
base_color: Point3<f32>,
gfx: GraphicsNode,
collider: ColliderHandle,
}
impl Mesh {
pub fn new(
collider: ColliderHandle,
vertices: Vec<Point<f32>>,
indices: Vec<Point3<u32>>,
color: Point3<f32>,
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<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,
&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::<TriMesh<f32>>().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
}
}
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