/******************************************************************************** * 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 "CylinderShape.h" #include "../../configuration.h" #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; // Constructor CylinderShape::CylinderShape(decimal radius, decimal height) : CollisionShape(CYLINDER), mRadius(radius), mHalfHeight(height/decimal(2.0)) { } // Destructor CylinderShape::~CylinderShape() { } // Return a local support point in a given direction with the object margin Vector3 CylinderShape::getLocalSupportPointWithMargin(const Vector3& direction) const { // Compute the support point without the margin Vector3 supportPoint = getLocalSupportPointWithoutMargin(direction); // 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 * getMargin(); return supportPoint; } // Return a local support point in a given direction without the object margin Vector3 CylinderShape::getLocalSupportPointWithoutMargin(const Vector3& direction) const { Vector3 supportPoint(0.0, 0.0, 0.0); decimal uDotv = direction.y; Vector3 w(direction.x, 0.0, direction.z); decimal lengthW = sqrt(direction.x * direction.x + direction.z * direction.z); if (lengthW > MACHINE_EPSILON) { if (uDotv < 0.0) supportPoint.y = -mHalfHeight; else supportPoint.y = mHalfHeight; supportPoint += (mRadius / lengthW) * w; } else { if (uDotv < 0.0) supportPoint.y = -mHalfHeight; else supportPoint.y = mHalfHeight; } return supportPoint; } #ifdef VISUAL_DEBUG // Draw the cone (only for debuging purpose) void CylinderShape::draw() const { // Draw in red glColor3f(1.0, 0.0, 0.0); // Draw the sphere glutWireSphere(mRadius, 50, 50); } #endif