reactphysics3d/src/collision/shapes/BoxShape.cpp

125 lines
4.2 KiB
C++

/********************************************************************************
* 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 "BoxShape.h"
#include "../../configuration.h"
#include <vector>
#include <cassert>
#if defined(VISUAL_DEBUG)
#if defined(APPLE_OS)
#include <GLUT/glut.h>
#include <OpenGL/gl.h>
#elif defined(WINDOWS_OS)
#include <GL/glut.h>
#include <GL/gl.h>
#elif defined(LINUX_OS)
#include <GL/freeglut.h>
#include <GL/gl.h>
#endif
#endif
using namespace reactphysics3d;
using namespace std;
// Constructor
BoxShape::BoxShape(const Vector3& extent) : CollisionShape(BOX), mExtent(extent) {
}
// 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
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));
}
#ifdef VISUAL_DEBUG
// Draw the Box (only for testing purpose)
void BoxShape::draw() const {
decimal e1 = mExtent.x;
decimal e2 = mExtent.y;
decimal e3 = mExtent.z;
// Draw in red
glColor3f(1.0, 0.0, 0.0);
// Draw the Box
glBegin(GL_LINES);
glVertex3f(e1, -e2, -e3);
glVertex3f(e1, e2, -e3);
glVertex3f(e1, -e2, -e3);
glVertex3f(e1, -e2, e3);
glVertex3f(e1, -e2, e3);
glVertex3f(e1, e2, e3);
glVertex3f(e1, e2, e3);
glVertex3f(e1, e2, -e3);
glVertex3f(-e1, -e2, -e3);
glVertex3f(-e1, e2, -e3);
glVertex3f(-e1, -e2, -e3);
glVertex3f(-e1, -e2, e3);
glVertex3f(-e1, -e2, e3);
glVertex3f(-e1, e2, e3);
glVertex3f(-e1, e2, e3);
glVertex3f(-e1, e2, -e3);
glVertex3f(e1, -e2, -e3);
glVertex3f(-e1, -e2, -e3);
glVertex3f(e1, -e2, -e3);
glVertex3f(-e1, -e2, -e3);
glVertex3f(e1, -e2, e3);
glVertex3f(-e1, -e2, e3);
glVertex3f(e1, e2, e3);
glVertex3f(-e1, e2, e3);
glEnd();
}
#endif