reactphysics3d/src/collision/shapes/CollisionShape.h

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/********************************************************************************
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* 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. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_COLLISION_SHAPE_H
#define REACTPHYSICS3D_COLLISION_SHAPE_H
// Libraries
#include <cassert>
#include <typeinfo>
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#include "mathematics/Vector3.h"
#include "mathematics/Matrix3x3.h"
#include "mathematics/Ray.h"
#include "AABB.h"
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#include "collision/RaycastInfo.h"
#include "memory/MemoryAllocator.h"
/// ReactPhysics3D namespace
namespace reactphysics3d {
/// Type of the collision shape
enum CollisionShapeType {TRIANGLE, BOX, SPHERE, CONE, CYLINDER, CAPSULE, CONVEX_MESH, CONCAVE_MESH};
const int NB_COLLISION_SHAPE_TYPES = 8;
// Declarations
class ProxyShape;
class CollisionBody;
// Class CollisionShape
/**
* This abstract class represents the collision shape associated with a
* body that is used during the narrow-phase collision detection.
*/
class CollisionShape {
protected :
// -------------------- Attributes -------------------- //
/// Type of the collision shape
CollisionShapeType mType;
/// Current number of similar created shapes
uint mNbSimilarCreatedShapes;
/// Margin used for the GJK collision detection algorithm
decimal mMargin;
// -------------------- Methods -------------------- //
/// Private copy-constructor
CollisionShape(const CollisionShape& shape);
/// Private assignment operator
CollisionShape& operator=(const CollisionShape& shape);
// Return a local support point in a given direction with the object margin
virtual Vector3 getLocalSupportPointWithMargin(const Vector3& direction,
void** cachedCollisionData) const=0;
/// Return a local support point in a given direction without the object margin
virtual Vector3 getLocalSupportPointWithoutMargin(const Vector3& direction,
void** cachedCollisionData) const=0;
/// Return true if a point is inside the collision shape
virtual bool testPointInside(const Vector3& worldPoint, ProxyShape* proxyShape) const=0;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const=0;
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/// Return the number of similar created shapes
uint getNbSimilarCreatedShapes() const;
/// Allocate and return a copy of the object
virtual CollisionShape* clone(void* allocatedMemory) const=0;
/// Return the number of bytes used by the collision shape
virtual size_t getSizeInBytes() const = 0;
/// Increment the number of similar allocated collision shapes
void incrementNbSimilarCreatedShapes();
/// Decrement the number of similar allocated collision shapes
void decrementNbSimilarCreatedShapes();
public :
// -------------------- Methods -------------------- //
/// Constructor
CollisionShape(CollisionShapeType type, decimal margin);
/// Destructor
virtual ~CollisionShape();
/// Return the type of the collision shapes
CollisionShapeType getType() const;
/// Return the current object margin
decimal getMargin() const;
/// Return the local bounds of the shape in x, y and z directions
virtual void getLocalBounds(Vector3& min, Vector3& max) const=0;
/// Return the local inertia tensor of the collision shapes
virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const=0;
/// Compute the world-space AABB of the collision shape given a transform
virtual void computeAABB(AABB& aabb, const Transform& transform) const;
/// Equality operator between two collision shapes.
bool operator==(const CollisionShape& otherCollisionShape) const;
/// Test equality between two collision shapes of the same type (same derived classes).
virtual bool isEqualTo(const CollisionShape& otherCollisionShape) const=0;
// -------------------- Friendship -------------------- //
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friend class ProxyShape;
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friend class CollisionWorld;
};
// Return the type of the collision shape
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/**
* @return The type of the collision shape (box, sphere, cylinder, ...)
*/
inline CollisionShapeType CollisionShape::getType() const {
return mType;
}
// Return the number of similar created shapes
inline uint CollisionShape::getNbSimilarCreatedShapes() const {
return mNbSimilarCreatedShapes;
}
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// Return the current collision shape margin
/**
* @return The margin (in meters) around the collision shape
*/
inline decimal CollisionShape::getMargin() const {
return mMargin;
}
// Increment the number of similar allocated collision shapes
inline void CollisionShape::incrementNbSimilarCreatedShapes() {
mNbSimilarCreatedShapes++;
}
// Decrement the number of similar allocated collision shapes
inline void CollisionShape::decrementNbSimilarCreatedShapes() {
mNbSimilarCreatedShapes--;
}
// Equality operator between two collision shapes.
/// This methods returns true only if the two collision shapes are of the same type and
/// of the same dimensions.
inline bool CollisionShape::operator==(const CollisionShape& otherCollisionShape) const {
// If the two collisions shapes are not of the same type (same derived classes)
// we return false
if (mType != otherCollisionShape.mType) return false;
assert(typeid(*this) == typeid(otherCollisionShape));
if (mMargin != otherCollisionShape.mMargin) return false;
// Check if the two shapes are equal
return otherCollisionShape.isEqualTo(*this);
}
}
#endif