Engine
rectangular_prism.h
1 #ifndef RECTANGULAR_PRISM_H
2 #define RECTANGULAR_PRISM_h
3 #include <model.h>
4 #include <physics_entity.h>
5 #include <vector3G.h>
6 #include <material.h>
7 
8 class RectangularPrism : public Model, public PhysicsEntity
9 {
10  private:
11  GLuint m_length;
12  GLuint m_width;
13  GLuint m_height;
14 
18  void GenerateMesh();
19 
20  public:
33  RectangularPrism(GLuint length, GLuint width, GLuint height, Vector3Gf postion, Vector3Gf velocity, GLfloat mass, Quaternion orientation, Vector3Gf angular_velocity, Material material);
34 
38  void OnUpdateFromBuffers();
39 
40 };
41 #endif
An entity subject to the laws of physics.
Definition: physics_entity.h:14
RectangularPrism(GLuint length, GLuint width, GLuint height, Vector3Gf postion, Vector3Gf velocity, GLfloat mass, Quaternion orientation, Vector3Gf angular_velocity, Material material)
Definition: rectangular_prism.cpp:3
data structure reprenseting a Quaternion.
Definition: quaternion.h:9
Definition: material.h:5
Definition: rectangular_prism.h:8
Defines a model used for rendering.
Definition: model.h:14
void OnUpdateFromBuffers()
Definition: rectangular_prism.cpp:64