Constructor
| 39 | |
| 40 | // Constructor |
| 41 | Box::Box(reactphysics3d::BodyType type, bool isSimulationCollider, const openglframework::Vector3& size, reactphysics3d::PhysicsCommon& physicsCommon, reactphysics3d::PhysicsWorld* world, |
| 42 | const std::string& meshFolderPath) |
| 43 | : PhysicsObject(physicsCommon, meshFolderPath + "cube.obj"), mPhysicsWorld(world) { |
| 44 | |
| 45 | // Initialize the size of the box |
| 46 | mSize[0] = size.x * 0.5f; |
| 47 | mSize[1] = size.y * 0.5f; |
| 48 | mSize[2] = size.z * 0.5f; |
| 49 | |
| 50 | // Compute the scaling matrix |
| 51 | mScalingMatrix = openglframework::Matrix4(mSize[0], 0, 0, 0, |
| 52 | 0, mSize[1], 0, 0, |
| 53 | 0, 0, mSize[2], 0, |
| 54 | 0, 0, 0, 1); |
| 55 | |
| 56 | // Create the collision shape for the rigid body (box shape) |
| 57 | // ReactPhysics3D will clone this object to create an internal one. Therefore, |
| 58 | // it is OK if this object is destroyed right after calling RigidBody::addCollisionShape() |
| 59 | mBoxShape = mPhysicsCommon.createBoxShape(rp3d::Vector3(mSize[0], mSize[1], mSize[2])); |
| 60 | |
| 61 | mPreviousTransform = rp3d::Transform::identity(); |
| 62 | |
| 63 | // Create a rigid body in the physics world |
| 64 | rp3d::RigidBody* body = world->createRigidBody(mPreviousTransform); |
| 65 | body->setType(type); |
| 66 | body->setIsDebugEnabled(true); |
| 67 | mCollider = body->addCollider(mBoxShape, rp3d::Transform::identity()); |
| 68 | mCollider->setIsSimulationCollider(isSimulationCollider); |
| 69 | body->updateMassPropertiesFromColliders(); |
| 70 | mBody = body; |
| 71 | |
| 72 | // If the Vertex Buffer object has not been created yet |
| 73 | if (totalNbBoxes == 0) { |
| 74 | |
| 75 | // Create the Vertex Buffer |
| 76 | createVBOAndVAO(); |
| 77 | } |
| 78 | |
| 79 | totalNbBoxes++; |
| 80 | |
| 81 | mTransformMatrix = mTransformMatrix * mScalingMatrix; |
| 82 | } |
| 83 | |
| 84 | // Destructor |
| 85 | Box::~Box() { |
nothing calls this directly
no test coverage detected