reactphysics3d/src/collision/shapes/BoxShape.h

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/********************************************************************************
* 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. *
* *
********************************************************************************/
#ifndef BOX_SHAPE_H
#define BOX_SHAPE_H
// Libraries
#include <cfloat>
#include "CollisionShape.h"
#include "../../mathematics/mathematics.h"
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Class BoxShape
/**
* This class represents a 3D box shape. Those axis are unit length.
* The three extents are half-widths of the box along the three
* axis x, y, z local axis. The "transform" of the corresponding
* rigid body gives an orientation and a position to the box.
*/
class BoxShape : public CollisionShape {
private :
// -------------------- Attributes -------------------- //
/// Extent sizes of the box in the x, y and z direction
Vector3 mExtent;
// -------------------- Methods -------------------- //
/// Private copy-constructor
BoxShape(const BoxShape& shape);
/// Private assignment operator
BoxShape& operator=(const BoxShape& shape);
public :
// -------------------- Methods -------------------- //
/// Constructor
BoxShape(const Vector3& extent);
/// Destructor
virtual ~BoxShape();
/// Return the extents of the box
const Vector3& getExtent() const;
/// Set the extents of the box
void setExtent(const Vector3& extent);
/// Return the local extents in x,y and z direction.
virtual Vector3 getLocalExtents(decimal margin=0.0) const;
/// Return the margin distance around the shape
virtual decimal getMargin() const;
/// Return a local support point in a given direction with the object margin
virtual Vector3 getLocalSupportPointWithMargin(const Vector3& direction) const;
/// Return a local support point in a given direction without the object margin
virtual Vector3 getLocalSupportPointWithoutMargin(const Vector3& direction) const;
/// Return the local inertia tensor of the collision shape
virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const;
#ifdef VISUAL_DEBUG
/// Draw the Box (only for testing purpose)
virtual void draw() const;
#endif
};
// Return the extents of the box
inline const Vector3& BoxShape::getExtent() const {
return mExtent;
}
// Set the extents of the box
inline void BoxShape::setExtent(const Vector3& extent) {
this->mExtent = extent;
}
// Return the local extents of the box (half-width) in x,y and z local direction.
/// This method is used to compute the AABB of the box
inline Vector3 BoxShape::getLocalExtents(decimal margin) const {
return mExtent + Vector3(getMargin(), getMargin(), getMargin());
}
// Return the margin distance around the shape
inline decimal BoxShape::getMargin() const {
return OBJECT_MARGIN;
}
// Return a local support point in a given direction with the object margin
inline Vector3 BoxShape::getLocalSupportPointWithMargin(const Vector3& direction) const {
decimal margin = getMargin();
assert(margin >= 0.0);
return Vector3(direction.x < 0.0 ? -mExtent.x - margin : mExtent.x + margin,
direction.y < 0.0 ? -mExtent.y - margin : mExtent.y + margin,
direction.z < 0.0 ? -mExtent.z - margin : mExtent.z + margin);
}
// Return a local support point in a given direction without the objec margin
inline Vector3 BoxShape::getLocalSupportPointWithoutMargin(const Vector3& direction) const {
return Vector3(direction.x < 0.0 ? -mExtent.x : mExtent.x,
direction.y < 0.0 ? -mExtent.y : mExtent.y,
direction.z < 0.0 ? -mExtent.z : mExtent.z);
}
}
#endif