/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2019 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 "ConvexShape.h" #include "mathematics/Vector3.h" // We want to use the ReactPhysics3D namespace using namespace reactphysics3d; // Constructor ConvexShape::ConvexShape(CollisionShapeName name, CollisionShapeType type, MemoryAllocator& allocator, decimal margin) : CollisionShape(name, type, allocator), mMargin(margin) { } // Return a local support point in a given direction with the object margin Vector3 ConvexShape::getLocalSupportPointWithMargin(const Vector3& direction) const { // Get the support point without margin Vector3 supportPoint = getLocalSupportPointWithoutMargin(direction); if (mMargin != decimal(0.0)) { // Add the margin to the support point Vector3 unitVec(0.0, -1.0, 0.0); if (direction.lengthSquare() > MACHINE_EPSILON * MACHINE_EPSILON) { unitVec = direction.getUnit(); } supportPoint += unitVec * mMargin; } return supportPoint; }