/******************************************************************************** * 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 #include using namespace reactphysics3d; // Constructor /** * @param extent The vector with the three extents of the box (in meters) * @param margin The collision margin (in meters) around the collision shape */ BoxShape::BoxShape(const Vector3& extent, decimal margin) : CollisionShape(BOX, margin), mExtent(extent - Vector3(margin, margin, margin)) { assert(extent.x > decimal(0.0) && extent.x > margin); assert(extent.y > decimal(0.0) && extent.y > margin); assert(extent.z > decimal(0.0) && extent.z > margin); } // Private copy-constructor BoxShape::BoxShape(const BoxShape& shape) : CollisionShape(shape), mExtent(shape.mExtent) { } // Destructor BoxShape::~BoxShape() { } // 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; Vector3 realExtent = mExtent + Vector3(mMargin, mMargin, mMargin); decimal xSquare = realExtent.x * realExtent.x; decimal ySquare = realExtent.y * realExtent.y; decimal zSquare = realExtent.z * realExtent.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) const { const Transform localToWorldTransform = proxyShape->getLocalToWorldTransform(); const Transform worldToLocalTransform = localToWorldTransform.getInverse(); const Vector3 point1 = worldToLocalTransform * ray.point1; const Vector3 point2 = worldToLocalTransform * ray.point2; Vector3 rayDirection = point2 - 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 (point1[i] > mExtent[i] || 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] - point1[i]) * oneOverD; decimal t2 = (mExtent[i] - 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)) return false; // The ray intersects the three slabs, we compute the hit point Vector3 localHitPoint = point1 + tMin * rayDirection; raycastInfo.body = proxyShape->getBody(); raycastInfo.proxyShape = proxyShape; raycastInfo.hitFraction = tMin; raycastInfo.worldPoint = localToWorldTransform * localHitPoint; normalDirection.normalize(); raycastInfo.worldNormal = localToWorldTransform.getOrientation() * normalDirection; return true; }