reactphysics3d/src/collision/shapes/BoxShape.cpp
2015-02-15 21:56:45 +01:00

144 lines
6.3 KiB
C++

/********************************************************************************
* 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 <vector>
#include <cassert>
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;
}