Files
rapier/src_testbed/objects/heightfield.rs
Crozet Sébastien 261ed1ebed Fix 2D compilation.
2021-01-06 12:53:26 +01:00

126 lines
3.0 KiB
Rust

use cdl::shape;
use kiss3d::window::Window;
use na::{self, Point3};
use rapier::geometry::{ColliderHandle, ColliderSet};
#[cfg(feature = "dim2")]
use rapier::math::Point;
#[cfg(feature = "dim3")]
use {
crate::objects::node::{self, GraphicsNode},
kiss3d::resource::Mesh,
rapier::math::Vector,
std::cell::RefCell,
};
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,
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,
color: Point3<f32>,
window: &mut Window,
) -> HeightField {
use std::rc::Rc;
let (vertices, indices) = heightfield.to_trimesh();
let indices = indices.into_iter().map(|i| na::convert(i)).collect();
let mesh = Mesh::new(vertices, indices, None, None, false);
let mut res = HeightField {
color,
base_color: color,
gfx: window.add_mesh(Rc::new(RefCell::new(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)
}
}
}