reactphysics3d/src/collision/shapes/BoxShape.h

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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 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"
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#include "body/CollisionBody.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 will give an orientation and a position to the box. This
* collision shape uses an extra margin distance around it for collision
* detection purpose. The default margin is 4cm (if your units are meters,
* which is recommended). In case, you want to simulate small objects
* (smaller than the margin distance), you might want to reduce the margin by
* specifying your own margin distance using the "margin" parameter in the
* constructor of the box shape. Otherwise, it is recommended to use the
* default margin distance by not using the "margin" parameter in the constructor.
*/
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);
/// Return a local support point in a given direction with the object margin
virtual Vector3 getLocalSupportPointWithMargin(const Vector3& direction,
void** cachedCollisionData) const;
/// Return a local support point in a given direction without the object margin
virtual Vector3 getLocalSupportPointWithoutMargin(const Vector3& direction,
void** cachedCollisionData) const;
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/// Return true if a point is inside the collision shape
virtual bool testPointInside(const Vector3& localPoint, ProxyShape* proxyShape) const;
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/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const;
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/// Allocate and return a copy of the object
virtual BoxShape* clone(void* allocatedMemory) const;
/// Return the number of bytes used by the collision shape
virtual size_t getSizeInBytes() const;
public :
// -------------------- Methods -------------------- //
/// Constructor
BoxShape(const Vector3& extent, decimal margin = OBJECT_MARGIN);
/// Destructor
virtual ~BoxShape();
/// Return the extents of the box
Vector3 getExtent() const;
/// Return the local bounds of the shape in x, y and z directions
virtual void getLocalBounds(Vector3& min, Vector3& max) 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
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/**
* @return The vector with the three extents of the box shape (in meters)
*/
inline Vector3 BoxShape::getExtent() const {
return mExtent + Vector3(mMargin, mMargin, mMargin);
}
// Return the local bounds of the shape in x, y and z directions
/// This method is used to compute the AABB of the box
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/**
* @param min The minimum bounds of the shape in local-space coordinates
* @param max The maximum bounds of the shape in local-space coordinates
*/
inline void BoxShape::getLocalBounds(Vector3& min, Vector3& max) const {
// Maximum bounds
max = mExtent + Vector3(mMargin, mMargin, mMargin);
// Minimum bounds
min = -max;
}
// 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,
void** cachedCollisionData) 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,
void** cachedCollisionData) 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);
}
// Return true if a point is inside the collision shape
inline bool BoxShape::testPointInside(const Vector3& localPoint, ProxyShape* proxyShape) const {
return (localPoint.x < mExtent[0] && localPoint.x > -mExtent[0] &&
localPoint.y < mExtent[1] && localPoint.y > -mExtent[1] &&
localPoint.z < mExtent[2] && localPoint.z > -mExtent[2]);
}
}
#endif