/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2015 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 "TriangleShape.h" #include "collision/ProxyShape.h" #include "configuration.h" #include using namespace reactphysics3d; // Constructor /** * @param point1 First point of the triangle * @param point2 Second point of the triangle * @param point3 Third point of the triangle * @param margin The collision margin (in meters) around the collision shape */ TriangleShape::TriangleShape(const Vector3& point1, const Vector3& point2, const Vector3& point3, decimal margin) : CollisionShape(TRIANGLE, margin) { mPoints[0] = point1; mPoints[1] = point2; mPoints[2] = point3; } // Private copy-constructor TriangleShape::TriangleShape(const TriangleShape& shape) : CollisionShape(shape) { mPoints[0] = shape.mPoints[0]; mPoints[1] = shape.mPoints[1]; mPoints[2] = shape.mPoints[2]; } // Destructor TriangleShape::~TriangleShape() { } // Raycast method with feedback information bool TriangleShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const { // TODO : Implement this return false; }