reactphysics3d/src/collision/ProxyShape.cpp

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// Libraries
#include "ProxyShape.h"
using namespace reactphysics3d;
// Constructor
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/**
* @param body Pointer to the parent body
* @param shape Pointer to the collision shape
* @param transform Transformation from collision shape local-space to body local-space
* @param mass Mass of the collision shape (in kilograms)
*/
ProxyShape::ProxyShape(CollisionBody* body, CollisionShape* shape, const Transform& transform,
decimal mass)
:mBody(body), mCollisionShape(shape), mLocalToBodyTransform(transform), mMass(mass),
mNext(NULL), mBroadPhaseID(-1), mCachedCollisionData(NULL), mUserData(NULL),
mCollisionCategoryBits(0x0001), mCollideWithMaskBits(0xFFFF) {
}
// Destructor
ProxyShape::~ProxyShape() {
// Release the cached collision data memory
if (mCachedCollisionData != NULL) {
free(mCachedCollisionData);
}
}
// Return true if a point is inside the collision shape
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/**
* @param worldPoint Point to test in world-space coordinates
* @return True if the point is inside the collision shape
*/
bool ProxyShape::testPointInside(const Vector3& worldPoint) {
const Transform localToWorld = mBody->getTransform() * mLocalToBodyTransform;
const Vector3 localPoint = localToWorld.getInverse() * worldPoint;
return mCollisionShape->testPointInside(localPoint, this);
}