/******************************************************************************** * 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 "BoxShape.h" #include "collision/ProxyShape.h" #include "configuration.h" #include "memory/MemoryManager.h" #include using namespace reactphysics3d; // Constructor /** * @param extent The vector with the three extents of the box (in meters) */ BoxShape::BoxShape(const Vector3& extent) : ConvexPolyhedronShape(CollisionShapeName::BOX), mExtent(extent), mHalfEdgeStructure(MemoryManager::getBaseAllocator(), 6, 8, 24) { assert(extent.x > decimal(0.0)); assert(extent.y > decimal(0.0)); assert(extent.z > decimal(0.0)); // Vertices mHalfEdgeStructure.addVertex(0); mHalfEdgeStructure.addVertex(1); mHalfEdgeStructure.addVertex(2); mHalfEdgeStructure.addVertex(3); mHalfEdgeStructure.addVertex(4); mHalfEdgeStructure.addVertex(5); mHalfEdgeStructure.addVertex(6); mHalfEdgeStructure.addVertex(7); MemoryAllocator& allocator = MemoryManager::getBaseAllocator(); // Faces List face0(allocator, 4); face0.add(0); face0.add(1); face0.add(2); face0.add(3); List face1(allocator, 4); face1.add(1); face1.add(5); face1.add(6); face1.add(2); List face2(allocator, 4); face2.add(4); face2.add(7); face2.add(6); face2.add(5); List face3(allocator, 4); face3.add(4); face3.add(0); face3.add(3); face3.add(7); List face4(allocator, 4); face4.add(4); face4.add(5); face4.add(1); face4.add(0); List face5(allocator, 4); face5.add(2); face5.add(6); face5.add(7); face5.add(3); mHalfEdgeStructure.addFace(face0); mHalfEdgeStructure.addFace(face1); mHalfEdgeStructure.addFace(face2); mHalfEdgeStructure.addFace(face3); mHalfEdgeStructure.addFace(face4); mHalfEdgeStructure.addFace(face5); mHalfEdgeStructure.init(); } // Return the local inertia tensor of the collision shape /** * @param[out] tensor The 3x3 inertia tensor matrix of the shape in local-space * coordinates * @param mass Mass to use to compute the 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)); } // Raycast method with feedback information bool BoxShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape, MemoryAllocator& allocator) const { Vector3 rayDirection = ray.point2 - ray.point1; decimal tMin = DECIMAL_SMALLEST; decimal tMax = DECIMAL_LARGEST; Vector3 normalDirection(decimal(0), decimal(0), decimal(0)); Vector3 currentNormal; // For each of the three slabs for (int i=0; i<3; i++) { // If ray is parallel to the slab if (std::abs(rayDirection[i]) < MACHINE_EPSILON) { // If the ray's origin is not inside the slab, there is no hit if (ray.point1[i] > mExtent[i] || ray.point1[i] < -mExtent[i]) return false; } else { // Compute the intersection of the ray with the near and far plane of the slab decimal oneOverD = decimal(1.0) / rayDirection[i]; decimal t1 = (-mExtent[i] - ray.point1[i]) * oneOverD; decimal t2 = (mExtent[i] - ray.point1[i]) * oneOverD; currentNormal[0] = (i == 0) ? -mExtent[i] : decimal(0.0); currentNormal[1] = (i == 1) ? -mExtent[i] : decimal(0.0); currentNormal[2] = (i == 2) ? -mExtent[i] : decimal(0.0); // Swap t1 and t2 if need so that t1 is intersection with near plane and // t2 with far plane if (t1 > t2) { std::swap(t1, t2); currentNormal = -currentNormal; } // Compute the intersection of the of slab intersection interval with previous slabs if (t1 > tMin) { tMin = t1; normalDirection = currentNormal; } tMax = std::min(tMax, t2); // If tMin is larger than the maximum raycasting fraction, we return no hit if (tMin > ray.maxFraction) return false; // If the slabs intersection is empty, there is no hit if (tMin > tMax) return false; } } // If tMin is negative, we return no hit if (tMin < decimal(0.0) || tMin > ray.maxFraction) return false; // The ray intersects the three slabs, we compute the hit point Vector3 localHitPoint = ray.point1 + tMin * rayDirection; raycastInfo.body = proxyShape->getBody(); raycastInfo.proxyShape = proxyShape; raycastInfo.hitFraction = tMin; raycastInfo.worldPoint = localHitPoint; raycastInfo.worldNormal = normalDirection; return true; }