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 REACTPHYSICS3D_BOX_SHAPE_H
#define REACTPHYSICS3D_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, decimal margin = OBJECT_MARGIN);
/// Destructor
virtual ~BoxShape();
/// Allocate and return a copy of the object
virtual BoxShape* clone(void* allocatedMemory) const;
/// Return the extents of the box
const Vector3& getExtent() const;
/// Return the local extents in x,y and z direction.
virtual Vector3 getLocalExtents() const;
/// Return the number of bytes used by the collision shape
virtual size_t getSizeInBytes() 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;
/// Test equality between two box shapes
virtual bool isEqualTo(const CollisionShape& otherCollisionShape) const;
};
// Allocate and return a copy of the object
inline BoxShape* BoxShape::clone(void* allocatedMemory) const {
return new (allocatedMemory) BoxShape(*this);
}
// Return the extents of the box
inline const Vector3& BoxShape::getExtent() const {
return mExtent + Vector3(mMargin, mMargin, mMargin);
}
// 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() const {
return mExtent + Vector3(mMargin, mMargin, mMargin);
}
// Return the number of bytes used by the collision shape
inline size_t BoxShape::getSizeInBytes() const {
return sizeof(BoxShape);
}
// Return a local support point in a given direction with the object margin
inline Vector3 BoxShape::getLocalSupportPointWithMargin(const Vector3& direction) const {
assert(mMargin > 0.0);
return Vector3(direction.x < 0.0 ? -mExtent.x - mMargin : mExtent.x + mMargin,
direction.y < 0.0 ? -mExtent.y - mMargin : mExtent.y + mMargin,
direction.z < 0.0 ? -mExtent.z - mMargin : mExtent.z + mMargin);
}
// 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);
}
// Test equality between two box shapes
inline bool BoxShape::isEqualTo(const CollisionShape& otherCollisionShape) const {
const BoxShape& otherShape = dynamic_cast<const BoxShape&>(otherCollisionShape);
return (mExtent == otherShape.mExtent);
}
}
#endif