reactphysics3d/src/collision/shapes/CollisionShape.h

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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 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 class CollisionShapeType {TRIANGLE, BOX, SPHERE, CONE, CYLINDER,
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CAPSULE, CONVEX_MESH, CONCAVE_MESH, HEIGHTFIELD};
const int NB_COLLISION_SHAPE_TYPES = 9;
// 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;
/// Scaling vector of the collision shape
Vector3 mScaling;
// -------------------- Methods -------------------- //
/// 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 bytes used by the collision shape
virtual size_t getSizeInBytes() const = 0;
public :
// -------------------- Methods -------------------- //
/// Constructor
CollisionShape(CollisionShapeType type);
/// Destructor
virtual ~CollisionShape() = default;
/// Deleted copy-constructor
CollisionShape(const CollisionShape& shape) = delete;
/// Deleted assignment operator
CollisionShape& operator=(const CollisionShape& shape) = delete;
/// Return the type of the collision shapes
CollisionShapeType getType() const;
/// Return true if the collision shape is convex, false if it is concave
virtual bool isConvex() const=0;
/// Return true if the collision shape is a polyhedron
virtual bool isPolyhedron() const=0;
/// Return the local bounds of the shape in x, y and z directions
virtual void getLocalBounds(Vector3& min, Vector3& max) const=0;
/// Return the scaling vector of the collision shape
Vector3 getScaling() const;
/// Set the local scaling vector of the collision shape
virtual void setLocalScaling(const Vector3& scaling);
/// 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;
/// Return true if the collision shape type is a convex shape
static bool isConvex(CollisionShapeType shapeType);
/// Return the maximum number of contact manifolds in an overlapping pair given two shape types
static int computeNbMaxContactManifolds(CollisionShapeType shapeType1,
CollisionShapeType shapeType2);
// -------------------- 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 true if the collision shape type is a convex shape
inline bool CollisionShape::isConvex(CollisionShapeType shapeType) {
return shapeType != CollisionShapeType::CONCAVE_MESH && shapeType != CollisionShapeType::HEIGHTFIELD;
}
// Return the scaling vector of the collision shape
inline Vector3 CollisionShape::getScaling() const {
return mScaling;
}
// Set the scaling vector of the collision shape
inline void CollisionShape::setLocalScaling(const Vector3& scaling) {
mScaling = scaling;
}
// Return the maximum number of contact manifolds allowed in an overlapping
// pair wit the given two collision shape types
inline int CollisionShape::computeNbMaxContactManifolds(CollisionShapeType shapeType1,
CollisionShapeType shapeType2) {
// If both shapes are convex
if (isConvex(shapeType1) && isConvex(shapeType2)) {
return NB_MAX_CONTACT_MANIFOLDS_CONVEX_SHAPE;
} // If there is at least one concave shape
else {
return NB_MAX_CONTACT_MANIFOLDS_CONCAVE_SHAPE;
}
}
}
#endif