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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*********************************************************************************
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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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2013-04-18 20:54:36 +00:00
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#ifndef REACTPHYSICS3D_BOX_SHAPE_H
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#define REACTPHYSICS3D_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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#include "CollisionShape.h"
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#include "../../body/CollisionBody.h"
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#include "../../mathematics/mathematics.h"
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2011-08-05 17:35:01 +00:00
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2013-03-05 22:09:50 +00:00
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/// ReactPhysics3D namespace
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namespace reactphysics3d {
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// Class BoxShape
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/**
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* This class represents a 3D box shape. Those axis are unit length.
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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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2013-07-09 22:22:40 +00:00
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* rigid body will give an orientation and a position to the box. This
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* collision shape uses an extra margin distance around it for collision
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* detection purpose. The default margin is 4cm (if your units are meters,
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* which is recommended). In case, you want to simulate small objects
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* (smaller than the margin distance), you might want to reduce the margin by
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* specifying your own margin distance using the "margin" parameter in the
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* constructor of the box shape. Otherwise, it is recommended to use the
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* default margin distance by not using the "margin" parameter in the constructor.
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*/
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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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/// Return true if a point is inside the collision shape
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bool testPointInside(const Vector3& localPoint) const;
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public :
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// -------------------- Methods -------------------- //
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/// Constructor
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BoxShape(const Vector3& extent, decimal margin = OBJECT_MARGIN);
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/// Destructor
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virtual ~BoxShape();
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/// Allocate and return a copy of the object
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virtual BoxShape* clone(void* allocatedMemory) const;
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/// Return the extents of the box
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Vector3 getExtent() const;
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/// Return the local bounds of the shape in x, y and z directions
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virtual void getLocalBounds(Vector3& min, Vector3& max) const;
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/// Return the number of bytes used by the collision shape
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virtual size_t getSizeInBytes() const;
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/// Return a local support point in a given direction with the object margin
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virtual Vector3 getLocalSupportPointWithMargin(const Vector3& direction) const;
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/// Return a local support point in a given direction without the object margin
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virtual Vector3 getLocalSupportPointWithoutMargin(const Vector3& direction) 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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/// Test equality between two box shapes
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virtual bool isEqualTo(const CollisionShape& otherCollisionShape) const;
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/// Create a proxy collision shape for the collision shape
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virtual ProxyShape* createProxyShape(MemoryAllocator& allocator, CollisionBody* body,
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const Transform& transform, decimal mass);
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/// Raycast method
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virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
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/// Raycast method with feedback information
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virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
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decimal distance = RAYCAST_INFINITY_DISTANCE) const;
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// -------------------- Friendship -------------------- //
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friend class ProxyBoxShape;
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};
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// Class ProxyBoxShape
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/**
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* The proxy collision shape for a box shape.
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*/
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class ProxyBoxShape : public ProxyShape {
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private:
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// -------------------- Attributes -------------------- //
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/// Pointer to the actual collision shape
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BoxShape* mCollisionShape;
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// -------------------- Methods -------------------- //
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/// Private copy-constructor
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ProxyBoxShape(const ProxyBoxShape& proxyShape);
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/// Private assignment operator
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ProxyBoxShape& operator=(const ProxyBoxShape& proxyShape);
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/// Return the non-const collision shape
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virtual CollisionShape* getInternalCollisionShape() const;
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2014-04-11 21:50:00 +00:00
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public:
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// -------------------- Methods -------------------- //
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/// Constructor
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ProxyBoxShape(BoxShape* shape, CollisionBody* body,
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const Transform& transform, decimal mass);
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/// Destructor
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~ProxyBoxShape();
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/// Return the collision shape
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virtual const CollisionShape* getCollisionShape() const;
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/// Return the number of bytes used by the proxy collision shape
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virtual size_t getSizeInBytes() const;
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/// Return a local support point in a given direction with the object margin
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virtual Vector3 getLocalSupportPointWithMargin(const Vector3& direction);
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/// Return a local support point in a given direction without the object margin
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virtual Vector3 getLocalSupportPointWithoutMargin(const Vector3& direction);
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/// Return the current collision shape margin
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virtual decimal getMargin() const;
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/// Raycast method
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virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
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/// Raycast method with feedback information
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virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
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decimal distance = RAYCAST_INFINITY_DISTANCE) const;
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/// Return true if a point is inside the collision shape
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virtual bool testPointInside(const Vector3& worldPoint);
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};
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// Allocate and return a copy of the object
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inline BoxShape* BoxShape::clone(void* allocatedMemory) const {
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return new (allocatedMemory) BoxShape(*this);
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}
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// Return the extents of the box
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inline Vector3 BoxShape::getExtent() const {
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return mExtent + Vector3(mMargin, mMargin, mMargin);
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}
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// Return the local bounds of the shape in x, y and z directions
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/// This method is used to compute the AABB of the box
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inline void BoxShape::getLocalBounds(Vector3& min, Vector3& max) const {
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// Maximum bounds
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max = mExtent + Vector3(mMargin, mMargin, mMargin);
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// Minimum bounds
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min = -max;
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}
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2013-04-22 19:25:40 +00:00
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// Return the number of bytes used by the collision shape
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inline size_t BoxShape::getSizeInBytes() const {
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return sizeof(BoxShape);
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}
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2013-03-03 15:24:46 +00:00
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// Return a local support point in a given direction with the object margin
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inline Vector3 BoxShape::getLocalSupportPointWithMargin(const Vector3& direction) const {
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2013-07-03 20:50:00 +00:00
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assert(mMargin > 0.0);
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return Vector3(direction.x < 0.0 ? -mExtent.x - mMargin : mExtent.x + mMargin,
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direction.y < 0.0 ? -mExtent.y - mMargin : mExtent.y + mMargin,
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direction.z < 0.0 ? -mExtent.z - mMargin : mExtent.z + mMargin);
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}
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2013-03-03 15:24:46 +00:00
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// Return a local support point in a given direction without the objec margin
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inline Vector3 BoxShape::getLocalSupportPointWithoutMargin(const Vector3& direction) const {
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return Vector3(direction.x < 0.0 ? -mExtent.x : mExtent.x,
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direction.y < 0.0 ? -mExtent.y : mExtent.y,
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direction.z < 0.0 ? -mExtent.z : mExtent.z);
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}
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2013-04-22 19:25:40 +00:00
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// Test equality between two box shapes
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inline bool BoxShape::isEqualTo(const CollisionShape& otherCollisionShape) const {
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const BoxShape& otherShape = dynamic_cast<const BoxShape&>(otherCollisionShape);
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return (mExtent == otherShape.mExtent);
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}
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2014-04-11 21:50:00 +00:00
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// Create a proxy collision shape for the collision shape
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inline ProxyShape* BoxShape::createProxyShape(MemoryAllocator& allocator, CollisionBody* body,
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const Transform& transform, decimal mass) {
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return new (allocator.allocate(sizeof(ProxyBoxShape))) ProxyBoxShape(this, body,
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transform, mass);
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}
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2014-05-15 04:39:39 +00:00
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// Return the non-const collision shape
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inline CollisionShape* ProxyBoxShape::getInternalCollisionShape() const {
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return mCollisionShape;
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}
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// Return the collision shape
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inline const CollisionShape* ProxyBoxShape::getCollisionShape() const {
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return mCollisionShape;
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}
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// Return the number of bytes used by the proxy collision shape
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inline size_t ProxyBoxShape::getSizeInBytes() const {
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return sizeof(ProxyBoxShape);
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}
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// Return a local support point in a given direction with the object margin
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inline Vector3 ProxyBoxShape::getLocalSupportPointWithMargin(const Vector3& direction) {
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return mCollisionShape->getLocalSupportPointWithMargin(direction);
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}
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// Return a local support point in a given direction without the object margin
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inline Vector3 ProxyBoxShape::getLocalSupportPointWithoutMargin(const Vector3& direction) {
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return mCollisionShape->getLocalSupportPointWithoutMargin(direction);
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}
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// Return the current object margin
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inline decimal ProxyBoxShape::getMargin() const {
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return mCollisionShape->getMargin();
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}
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2014-08-01 10:36:32 +00:00
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// Return true if a point is inside the collision shape
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inline bool ProxyBoxShape::testPointInside(const Vector3& worldPoint) {
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const Transform localToWorld = mBody->getTransform() * mLocalToBodyTransform;
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const Vector3 localPoint = localToWorld.getInverse() * worldPoint;
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return mCollisionShape->testPointInside(localPoint);
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}
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2013-02-28 18:50:52 +00:00
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}
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#endif
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