/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010-2013 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. * * * ********************************************************************************/ // Libraries #include "BoxShape.h" #include "../../configuration.h" #include #include #if defined(VISUAL_DEBUG) #if defined(APPLE_OS) #include #include #elif defined(WINDOWS_OS) #include #include #elif defined(LINUX_OS) #include #include #endif #endif using namespace reactphysics3d; using namespace std; // Constructor BoxShape::BoxShape(const Vector3& extent) : CollisionShape(BOX), mExtent(extent) { } // Destructor BoxShape::~BoxShape() { } // Return the local inertia tensor of the collision shape void BoxShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const { decimal factor = (decimal(1.0) / decimal(3.0)) * mass; decimal xSquare = mExtent.x * mExtent.x; decimal ySquare = mExtent.y * mExtent.y; decimal zSquare = mExtent.z * mExtent.z; tensor.setAllValues(factor * (ySquare + zSquare), 0.0, 0.0, 0.0, factor * (xSquare + zSquare), 0.0, 0.0, 0.0, factor * (xSquare + ySquare)); } #ifdef VISUAL_DEBUG // Draw the Box (only for testing purpose) void BoxShape::draw() const { decimal e1 = mExtent.x; decimal e2 = mExtent.y; decimal e3 = mExtent.z; // Draw in red glColor3f(1.0, 0.0, 0.0); // Draw the Box glBegin(GL_LINES); glVertex3f(e1, -e2, -e3); glVertex3f(e1, e2, -e3); glVertex3f(e1, -e2, -e3); glVertex3f(e1, -e2, e3); glVertex3f(e1, -e2, e3); glVertex3f(e1, e2, e3); glVertex3f(e1, e2, e3); glVertex3f(e1, e2, -e3); glVertex3f(-e1, -e2, -e3); glVertex3f(-e1, e2, -e3); glVertex3f(-e1, -e2, -e3); glVertex3f(-e1, -e2, e3); glVertex3f(-e1, -e2, e3); glVertex3f(-e1, e2, e3); glVertex3f(-e1, e2, e3); glVertex3f(-e1, e2, -e3); glVertex3f(e1, -e2, -e3); glVertex3f(-e1, -e2, -e3); glVertex3f(e1, -e2, -e3); glVertex3f(-e1, -e2, -e3); glVertex3f(e1, -e2, e3); glVertex3f(-e1, -e2, e3); glVertex3f(e1, e2, e3); glVertex3f(-e1, e2, e3); glEnd(); } #endif