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use kiss3d::window::Window;
use na::{Isometry2, Point2, Point3};
use ncollide2d::shape;
use nphysics2d::object::{ColliderAnchor, DefaultColliderHandle, DefaultColliderSet};
pub struct Polyline {
color: Point3<f32>,
base_color: Point3<f32>,
vertices: Vec<Point2<f32>>,
indices: Vec<Point2<usize>>,
collider: DefaultColliderHandle,
pos: Isometry2<f32>,
}
impl Polyline {
pub fn new(
collider: DefaultColliderHandle,
colliders: &DefaultColliderSet<f32>,
_: Isometry2<f32>,
vertices: Vec<Point2<f32>>,
indices: Vec<Point2<usize>>,
color: Point3<f32>,
_: &mut Window,
) -> Polyline {
let mut res = Polyline {
color,
pos: Isometry2::identity(),
base_color: color,
vertices,
indices,
collider,
};
res.update(colliders);
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.color = color;
self.base_color = color;
}
pub fn update(&mut self, colliders: &DefaultColliderSet<f32>) {
// Update if some deformation occurred.
// FIXME: don't update if it did not move.
if let Some(c) = colliders.get(self.collider) {
self.pos = *c.position();
if let ColliderAnchor::OnDeformableBody { .. } = c.anchor() {
let shape = c.shape().as_shape::<shape::Polyline<f32>>().unwrap();
self.vertices = shape.points().to_vec();
self.indices.clear();
for e in shape.edges() {
self.indices.push(e.indices);
}
}
}
}
pub fn object(&self) -> DefaultColliderHandle {
self.collider
}
pub fn draw(&mut self, window: &mut Window) {
for idx in &self.indices {
let p1 = self.pos * self.vertices[idx.x];
let p2 = self.pos * self.vertices[idx.y];
window.draw_planar_line(&p1, &p2, &self.color)
}
}
}
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