/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2022 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ #ifndef REACTPHYSICS3D_CONCAVE_SHAPE_H #define REACTPHYSICS3D_CONCAVE_SHAPE_H // Libraries #include #include // ReactPhysics3D namespace namespace reactphysics3d { // Class TriangleCallback /** * This class is used to encapsulate a callback method for * a single triangle of a ConcaveMesh. */ class TriangleCallback { public: /// Destructor virtual ~TriangleCallback() = default; /// Report a triangle virtual void testTriangle(const Vector3* trianglePoints, const Vector3* verticesNormals, uint32 shapeId)=0; }; // Class ConcaveShape /** * This abstract class represents a concave collision shape associated with a * body that is used during the narrow-phase collision detection. */ class ConcaveShape : public CollisionShape { protected : // -------------------- Attributes -------------------- // /// Raycast test type for the triangle (front, back, front-back) TriangleRaycastSide mRaycastTestType; /// Scale of the shape Vector3 mScale; // -------------------- Methods -------------------- // /// Return true if a point is inside the collision shape virtual bool testPointInside(const Vector3& localPoint, Collider* collider) const override; public : // -------------------- Methods -------------------- // /// Constructor ConcaveShape(CollisionShapeName name, MemoryAllocator& allocator, const Vector3& scaling); /// Destructor virtual ~ConcaveShape() override = default; /// Deleted copy-constructor ConcaveShape(const ConcaveShape& shape) = delete; /// Deleted assignment operator ConcaveShape& operator=(const ConcaveShape& shape) = delete; /// Return the raycast test type (front, back, front-back) TriangleRaycastSide getRaycastTestType() const; // Set the raycast test type (front, back, front-back) void setRaycastTestType(TriangleRaycastSide testType); /// Return the scale of the shape const Vector3& getScale() const; /// Set the scale of the shape void setScale(const Vector3& scale); /// Return the local inertia tensor of the collision shape virtual Vector3 getLocalInertiaTensor(decimal mass) const override; /// Return true if the collision shape is convex, false if it is concave virtual bool isConvex() const override; /// Return true if the collision shape is a polyhedron virtual bool isPolyhedron() const override; /// Use a callback method on all triangles of the concave shape inside a given AABB virtual void computeOverlappingTriangles(const AABB& localAABB, Array& triangleVertices, Array& triangleVerticesNormals, Array& shapeIds, MemoryAllocator& allocator) const=0; /// Compute and return the volume of the collision shape virtual decimal getVolume() const override; }; // Return true if the collision shape is convex, false if it is concave RP3D_FORCE_INLINE bool ConcaveShape::isConvex() const { return false; } // Return true if the collision shape is a polyhedron RP3D_FORCE_INLINE bool ConcaveShape::isPolyhedron() const { return true; } // Return true if a point is inside the collision shape RP3D_FORCE_INLINE bool ConcaveShape::testPointInside(const Vector3& /*localPoint*/, Collider* /*collider*/) const { return false; } // Return the raycast test type (front, back, front-back) RP3D_FORCE_INLINE TriangleRaycastSide ConcaveShape::getRaycastTestType() const { return mRaycastTestType; } // Set the raycast test type (front, back, front-back) /** * @param testType Raycast test type for the triangle (front, back, front-back) */ RP3D_FORCE_INLINE void ConcaveShape::setRaycastTestType(TriangleRaycastSide testType) { mRaycastTestType = testType; } // Return the scale of the shape RP3D_FORCE_INLINE const Vector3& ConcaveShape::getScale() const { return mScale; } // Set the scale of the shape /// Note that you might want to recompute the inertia tensor and center of mass of the body /// after changing the scale of a collision shape RP3D_FORCE_INLINE void ConcaveShape::setScale(const Vector3& scale) { mScale = scale; notifyColliderAboutChangedSize(); } // Return the local inertia tensor of the shape /** * @param mass Mass to use to compute the inertia tensor of the collision shape */ RP3D_FORCE_INLINE Vector3 ConcaveShape::getLocalInertiaTensor(decimal mass) const { // Default inertia tensor // Note that this is not very realistic for a concave triangle mesh. // However, in most cases, it will only be used static bodies and therefore, // the inertia tensor is not used. return Vector3(mass, mass, mass); } } #endif