2010-09-09 22:27:01 +00:00
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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2013-03-02 15:26:18 +00:00
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* Copyright (c) 2010-2013 Daniel Chappuis *
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2010-09-09 22:27:01 +00:00
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*********************************************************************************
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* *
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2011-11-13 17:49:03 +00:00
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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2010-09-09 22:27:01 +00:00
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* *
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2011-11-13 17:49:03 +00:00
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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2010-09-09 22:27:01 +00:00
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* *
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********************************************************************************/
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2012-08-03 22:34:30 +00:00
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#ifndef BOX_SHAPE_H
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#define BOX_SHAPE_H
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2010-09-09 22:27:01 +00:00
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// Libraries
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#include <cfloat>
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2012-08-03 22:34:30 +00:00
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#include "CollisionShape.h"
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#include "../../mathematics/mathematics.h"
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2010-09-09 22:27:01 +00:00
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2011-08-05 17:35:01 +00:00
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2010-09-09 22:27:01 +00:00
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// ReactPhysics3D namespace
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namespace reactphysics3d {
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/* -------------------------------------------------------------------
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Class BoxShape :
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This class represents a 3D box shape. Those axis are unit length.
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2011-06-30 20:23:01 +00:00
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The three extents are half-widths of the box along the three
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axis x, y, z local axis. The "transform" of the corresponding
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2011-08-05 17:35:01 +00:00
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rigid body gives an orientation and a position to the box.
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2010-09-09 22:27:01 +00:00
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-------------------------------------------------------------------
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*/
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2012-08-03 22:34:30 +00:00
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class BoxShape : public CollisionShape {
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private :
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// -------------------- Attributes -------------------- //
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// Extent sizes of the box in the x, y and z direction
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Vector3 mExtent;
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// -------------------- Methods -------------------- //
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// Private copy-constructor
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BoxShape(const BoxShape& shape);
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// Private assignment operator
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BoxShape& operator=(const BoxShape& shape);
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public :
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2012-10-09 20:21:02 +00:00
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// -------------------- Methods -------------------- //
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// Constructor
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BoxShape(const Vector3& extent);
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// Destructor
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virtual ~BoxShape();
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// Return the extents of the box
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const Vector3& getExtent() const;
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// Set the extents of the box
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void setExtent(const Vector3& extent);
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// Return the local extents in x,y and z direction
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virtual Vector3 getLocalExtents(decimal margin=0.0) const;
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// Return a local support point in a given direction
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virtual Vector3 getLocalSupportPoint(const Vector3& direction, decimal margin=0.0) const;
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// Return the local inertia tensor of the collision shape
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virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const;
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2011-02-01 11:03:54 +00:00
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#ifdef VISUAL_DEBUG
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// Draw the Box (only for testing purpose)
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virtual void draw() const;
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#endif
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};
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// Return the extents of the box
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inline const Vector3& BoxShape::getExtent() const {
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return mExtent;
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}
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2011-06-30 20:23:01 +00:00
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// Set the extents of the box
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inline void BoxShape::setExtent(const Vector3& extent) {
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this->mExtent = extent;
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}
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2012-01-18 23:06:33 +00:00
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// Return the local extents of the box (half-width) in x,y and z local direction
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// This method is used to compute the AABB of the box
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inline Vector3 BoxShape::getLocalExtents(decimal margin) const {
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return mExtent + Vector3(margin, margin, margin);
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}
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2011-08-05 17:35:01 +00:00
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// Return a local support point in a given direction
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inline Vector3 BoxShape::getLocalSupportPoint(const Vector3& direction, decimal margin) const {
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2011-02-07 15:09:45 +00:00
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assert(margin >= 0.0);
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2013-02-27 21:10:10 +00:00
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return Vector3(direction.x < 0.0 ? -mExtent.x - margin : mExtent.x + margin,
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2013-02-28 18:50:52 +00:00
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direction.y < 0.0 ? -mExtent.y - margin : mExtent.y + margin,
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direction.z < 0.0 ? -mExtent.z - margin : mExtent.z + margin);
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2011-02-01 11:03:54 +00:00
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}
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2013-02-28 18:50:52 +00:00
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}
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2010-09-09 22:27:01 +00:00
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#endif
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