Make TriangleShape inherits from ConvexPolyhedronShape
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@ -53,6 +53,9 @@ class HalfEdgeStructure {
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uint edgeIndex; // Index of an half-edge of the face
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std::vector<uint> faceVertices; // Index of the vertices of the face
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/// Constructor
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Face() {}
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/// Constructor
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Face(std::vector<uint> vertices) : faceVertices(vertices) {}
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};
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@ -155,7 +158,7 @@ inline HalfEdgeStructure::Edge HalfEdgeStructure::getHalfEdge(uint index) const
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return mEdges[index];
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}
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// Retunr a given vertex
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// Return a given vertex
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inline HalfEdgeStructure::Vertex HalfEdgeStructure::getVertex(uint index) const {
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assert(index < mVertices.size());
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return mVertices[index];
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@ -46,6 +46,8 @@ const decimal SATAlgorithm::SAME_SEPARATING_AXIS_BIAS = decimal(0.001);
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// Test collision between a sphere and a convex mesh
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bool SATAlgorithm::testCollisionSphereVsConvexPolyhedron(const NarrowPhaseInfo* narrowPhaseInfo, ContactManifoldInfo& contactManifoldInfo) const {
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PROFILE("SATAlgorithm::testCollisionSphereVsConvexPolyhedron()");
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bool isSphereShape1 = narrowPhaseInfo->collisionShape1->getType() == CollisionShapeType::SPHERE;
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assert(narrowPhaseInfo->collisionShape1->getType() == CollisionShapeType::CONVEX_POLYHEDRON ||
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@ -77,32 +79,37 @@ bool SATAlgorithm::testCollisionSphereVsConvexPolyhedron(const NarrowPhaseInfo*
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LastFrameCollisionInfo& lastFrameInfo = narrowPhaseInfo->overlappingPair->getLastFrameCollisionInfo();
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// If the last frame collision info is valid and was also using SAT algorithm
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if (lastFrameInfo.isValid && lastFrameInfo.wasUsingSAT) {
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// If the shapes are not triangles (no temporal coherence for triangle collision because we do not store previous
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// frame collision data per triangle)
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if (polyhedron->getType() != CollisionShapeType::TRIANGLE) {
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// We perform temporal coherence, we check if there is still an overlapping along the previous minimum separating
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// axis. If it is the case, we directly report the collision without executing the whole SAT algorithm again. If
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// the shapes are still separated along this axis, we directly exit with no collision.
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// If the last frame collision info is valid and was also using SAT algorithm
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if (lastFrameInfo.isValid && lastFrameInfo.wasUsingSAT) {
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// Compute the penetration depth of the shapes along the face normal direction
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decimal penetrationDepth = computePolyhedronFaceVsSpherePenetrationDepth(lastFrameInfo.satMinAxisFaceIndex, polyhedron,
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sphere, sphereCenter);
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// We perform temporal coherence, we check if there is still an overlapping along the previous minimum separating
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// axis. If it is the case, we directly report the collision without executing the whole SAT algorithm again. If
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// the shapes are still separated along this axis, we directly exit with no collision.
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// If the previous axis is a separating axis
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if (penetrationDepth <= decimal(0.0)) {
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// Compute the penetration depth of the shapes along the face normal direction
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decimal penetrationDepth = computePolyhedronFaceVsSpherePenetrationDepth(lastFrameInfo.satMinAxisFaceIndex, polyhedron,
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sphere, sphereCenter);
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// Return no collision
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return false;
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}
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// If the previous axis is a separating axis
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if (penetrationDepth <= decimal(0.0)) {
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// The two shapes are overlapping as in the previous frame and on the same axis, therefore
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// we will skip the entire SAT algorithm because the minimum separating axis did not change
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isTemporalCoherenceValid = lastFrameInfo.wasColliding;
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// Return no collision
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return false;
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}
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if (isTemporalCoherenceValid) {
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// The two shapes are overlapping as in the previous frame and on the same axis, therefore
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// we will skip the entire SAT algorithm because the minimum separating axis did not change
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isTemporalCoherenceValid = lastFrameInfo.wasColliding;
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minPenetrationDepth = penetrationDepth;
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minFaceIndex = lastFrameInfo.satMinAxisFaceIndex;
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if (isTemporalCoherenceValid) {
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minPenetrationDepth = penetrationDepth;
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minFaceIndex = lastFrameInfo.satMinAxisFaceIndex;
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}
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}
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}
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@ -170,6 +177,8 @@ decimal SATAlgorithm::computePolyhedronFaceVsSpherePenetrationDepth(uint faceInd
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// Test collision between a capsule and a convex mesh
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bool SATAlgorithm::testCollisionCapsuleVsConvexPolyhedron(const NarrowPhaseInfo* narrowPhaseInfo, ContactManifoldInfo& contactManifoldInfo) const {
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PROFILE("SATAlgorithm::testCollisionCapsuleVsConvexPolyhedron()");
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bool isCapsuleShape1 = narrowPhaseInfo->collisionShape1->getType() == CollisionShapeType::CAPSULE;
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assert(narrowPhaseInfo->collisionShape1->getType() == CollisionShapeType::CONVEX_POLYHEDRON ||
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@ -206,78 +215,83 @@ bool SATAlgorithm::testCollisionCapsuleVsConvexPolyhedron(const NarrowPhaseInfo*
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LastFrameCollisionInfo& lastFrameInfo = narrowPhaseInfo->overlappingPair->getLastFrameCollisionInfo();
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// If the last frame collision info is valid and was also using SAT algorithm
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if (lastFrameInfo.isValid && lastFrameInfo.wasUsingSAT) {
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// If the shapes are not triangles (no temporal coherence for triangle collision because we do not store previous
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// frame collision data per triangle)
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if (polyhedron->getType() != CollisionShapeType::TRIANGLE) {
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// We perform temporal coherence, we check if there is still an overlapping along the previous minimum separating
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// axis. If it is the case, we directly report the collision without executing the whole SAT algorithm again. If
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// the shapes are still separated along this axis, we directly exit with no collision.
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// If the last frame collision info is valid and was also using SAT algorithm
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if (lastFrameInfo.isValid && lastFrameInfo.wasUsingSAT) {
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// If the previous minimum separation axis was a face normal of the polyhedron
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if (lastFrameInfo.satIsAxisFacePolyhedron1) {
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// We perform temporal coherence, we check if there is still an overlapping along the previous minimum separating
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// axis. If it is the case, we directly report the collision without executing the whole SAT algorithm again. If
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// the shapes are still separated along this axis, we directly exit with no collision.
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Vector3 outFaceNormalCapsuleSpace;
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// If the previous minimum separation axis was a face normal of the polyhedron
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if (lastFrameInfo.satIsAxisFacePolyhedron1) {
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// Compute the penetration depth along the polyhedron face normal direction
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const decimal penetrationDepth = computePolyhedronFaceVsCapsulePenetrationDepth(lastFrameInfo.satMinAxisFaceIndex, polyhedron,
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capsuleShape, polyhedronToCapsuleTransform,
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outFaceNormalCapsuleSpace);
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Vector3 outFaceNormalCapsuleSpace;
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// If the previous axis is a separating axis
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if (penetrationDepth <= decimal(0.0)) {
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// Compute the penetration depth along the polyhedron face normal direction
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const decimal penetrationDepth = computePolyhedronFaceVsCapsulePenetrationDepth(lastFrameInfo.satMinAxisFaceIndex, polyhedron,
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capsuleShape, polyhedronToCapsuleTransform,
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outFaceNormalCapsuleSpace);
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// Return no collision
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return false;
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// If the previous axis is a separating axis
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if (penetrationDepth <= decimal(0.0)) {
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// Return no collision
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return false;
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}
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// The two shapes are overlapping as in the previous frame and on the same axis, therefore
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// we will skip the entire SAT algorithm because the minimum separating axis did not change
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isTemporalCoherenceValid = lastFrameInfo.wasColliding;
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if (isTemporalCoherenceValid) {
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minPenetrationDepth = penetrationDepth;
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minFaceIndex = lastFrameInfo.satMinAxisFaceIndex;
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isMinPenetrationFaceNormal = true;
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separatingAxisCapsuleSpace = outFaceNormalCapsuleSpace;
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}
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}
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else { // If the previous minimum separation axis the cross product of the capsule inner segment and an edge of the polyhedron
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// The two shapes are overlapping as in the previous frame and on the same axis, therefore
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// we will skip the entire SAT algorithm because the minimum separating axis did not change
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isTemporalCoherenceValid = lastFrameInfo.wasColliding;
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// Get an edge from the polyhedron (convert it into the capsule local-space)
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HalfEdgeStructure::Edge edge = polyhedron->getHalfEdge(lastFrameInfo.satMinEdge1Index);
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const Vector3 edgeVertex1 = polyhedron->getVertexPosition(edge.vertexIndex);
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const Vector3 edgeVertex2 = polyhedron->getVertexPosition(polyhedron->getHalfEdge(edge.nextEdgeIndex).vertexIndex);
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const Vector3 edgeDirectionCapsuleSpace = polyhedronToCapsuleTransform.getOrientation() * (edgeVertex2 - edgeVertex1);
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if (isTemporalCoherenceValid) {
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Vector3 outAxis;
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minPenetrationDepth = penetrationDepth;
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minFaceIndex = lastFrameInfo.satMinAxisFaceIndex;
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isMinPenetrationFaceNormal = true;
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separatingAxisCapsuleSpace = outFaceNormalCapsuleSpace;
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}
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}
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else { // If the previous minimum separation axis the cross product of the capsule inner segment and an edge of the polyhedron
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// Compute the penetration depth along this axis
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const decimal penetrationDepth = computeEdgeVsCapsuleInnerSegmentPenetrationDepth(polyhedron, capsuleShape,
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capsuleSegmentAxis, edgeVertex1,
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edgeDirectionCapsuleSpace,
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polyhedronToCapsuleTransform,
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outAxis);
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// Get an edge from the polyhedron (convert it into the capsule local-space)
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HalfEdgeStructure::Edge edge = polyhedron->getHalfEdge(lastFrameInfo.satMinEdge1Index);
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const Vector3 edgeVertex1 = polyhedron->getVertexPosition(edge.vertexIndex);
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const Vector3 edgeVertex2 = polyhedron->getVertexPosition(polyhedron->getHalfEdge(edge.nextEdgeIndex).vertexIndex);
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const Vector3 edgeDirectionCapsuleSpace = polyhedronToCapsuleTransform.getOrientation() * (edgeVertex2 - edgeVertex1);
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// If the previous axis is a separating axis
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if (penetrationDepth <= decimal(0.0)) {
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Vector3 outAxis;
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// Return no collision
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return false;
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}
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// Compute the penetration depth along this axis
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const decimal penetrationDepth = computeEdgeVsCapsuleInnerSegmentPenetrationDepth(polyhedron, capsuleShape,
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capsuleSegmentAxis, edgeVertex1,
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edgeDirectionCapsuleSpace,
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polyhedronToCapsuleTransform,
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outAxis);
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// The two shapes are overlapping as in the previous frame and on the same axis, therefore
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// we will skip the entire SAT algorithm because the minimum separating axis did not change
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isTemporalCoherenceValid = lastFrameInfo.wasColliding;
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// If the previous axis is a separating axis
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if (penetrationDepth <= decimal(0.0)) {
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if (isTemporalCoherenceValid) {
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// Return no collision
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return false;
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}
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// The two shapes are overlapping as in the previous frame and on the same axis, therefore
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// we will skip the entire SAT algorithm because the minimum separating axis did not change
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isTemporalCoherenceValid = lastFrameInfo.wasColliding;
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if (isTemporalCoherenceValid) {
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minPenetrationDepth = penetrationDepth;
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minEdgeIndex = lastFrameInfo.satMinEdge1Index;
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isMinPenetrationFaceNormal = false;
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separatingAxisCapsuleSpace = outAxis;
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separatingPolyhedronEdgeVertex1 = edgeVertex1;
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separatingPolyhedronEdgeVertex2 = edgeVertex2;
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minPenetrationDepth = penetrationDepth;
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minEdgeIndex = lastFrameInfo.satMinEdge1Index;
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isMinPenetrationFaceNormal = false;
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separatingAxisCapsuleSpace = outAxis;
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separatingPolyhedronEdgeVertex1 = edgeVertex1;
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separatingPolyhedronEdgeVertex2 = edgeVertex2;
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}
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}
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}
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}
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@ -527,6 +541,8 @@ bool SATAlgorithm::isMinkowskiFaceCapsuleVsEdge(const Vector3& capsuleSegment, c
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bool SATAlgorithm::testCollisionConvexPolyhedronVsConvexPolyhedron(const NarrowPhaseInfo* narrowPhaseInfo,
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ContactManifoldInfo& contactManifoldInfo) const {
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PROFILE("SATAlgorithm::testCollisionConvexPolyhedronVsConvexPolyhedron()");
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assert(narrowPhaseInfo->collisionShape1->getType() == CollisionShapeType::CONVEX_POLYHEDRON);
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assert(narrowPhaseInfo->collisionShape2->getType() == CollisionShapeType::CONVEX_POLYHEDRON);
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@ -42,10 +42,6 @@ class ConvexPolyhedronShape : public ConvexShape {
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protected :
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// -------------------- Attributes -------------------- //
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// -------------------- Methods -------------------- //
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public :
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// -------------------- Methods -------------------- //
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@ -40,10 +40,16 @@ using namespace reactphysics3d;
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* @param margin The collision margin (in meters) around the collision shape
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*/
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TriangleShape::TriangleShape(const Vector3& point1, const Vector3& point2, const Vector3& point3, decimal margin)
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: ConvexShape(CollisionShapeType::TRIANGLE, margin) {
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: ConvexPolyhedronShape(margin) {
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mPoints[0] = point1;
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mPoints[1] = point2;
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mPoints[2] = point3;
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// Compute the triangle normal
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mNormal = (point3 - point1).cross(point2 - point1);
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mNormal.normalize();
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mRaycastTestType = TriangleRaycastSide::FRONT;
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}
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@ -120,3 +126,51 @@ bool TriangleShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape
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return true;
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}
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// Return a given half-edge of the polyhedron
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HalfEdgeStructure::Edge TriangleShape::getHalfEdge(uint edgeIndex) const {
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assert(edgeIndex < getNbHalfEdges());
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HalfEdgeStructure::Edge edge;
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switch(edgeIndex) {
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case 0:
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edge.vertexIndex = 0;
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edge.twinEdgeIndex = 1;
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edge.faceIndex = 0;
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edge.nextEdgeIndex = 2;
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break;
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case 1:
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edge.vertexIndex = 1;
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edge.twinEdgeIndex = 0;
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edge.faceIndex = 1;
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edge.nextEdgeIndex = 5;
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break;
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case 2:
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edge.vertexIndex = 1;
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edge.twinEdgeIndex = 3;
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edge.faceIndex = 0;
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edge.nextEdgeIndex = 4;
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break;
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case 3:
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edge.vertexIndex = 2;
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edge.twinEdgeIndex = 2;
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edge.faceIndex = 1;
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edge.nextEdgeIndex = 1;
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break;
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case 4:
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edge.vertexIndex = 2;
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edge.twinEdgeIndex = 5;
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edge.faceIndex = 0;
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edge.nextEdgeIndex = 0;
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break;
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case 5:
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edge.vertexIndex = 0;
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edge.twinEdgeIndex = 4;
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edge.faceIndex = 1;
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edge.nextEdgeIndex = 3;
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break;
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}
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return edge;
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}
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@ -28,7 +28,7 @@
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// Libraries
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#include "mathematics/mathematics.h"
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#include "ConvexShape.h"
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#include "ConvexPolyhedronShape.h"
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/// ReactPhysics3D namespace
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namespace reactphysics3d {
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@ -51,7 +51,7 @@ enum class TriangleRaycastSide {
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* This class represents a triangle collision shape that is centered
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* at the origin and defined three points.
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*/
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class TriangleShape : public ConvexShape {
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class TriangleShape : public ConvexPolyhedronShape {
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protected:
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@ -60,6 +60,9 @@ class TriangleShape : public ConvexShape {
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/// Three points of the triangle
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Vector3 mPoints[3];
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/// Normal of the triangle
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Vector3 mNormal;
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/// Raycast test type for the triangle (front, back, front-back)
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TriangleRaycastSide mRaycastTestType;
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@ -113,11 +116,32 @@ class TriangleShape : public ConvexShape {
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// Set the raycast test type (front, back, front-back)
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void setRaycastTestType(TriangleRaycastSide testType);
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/// Return the coordinates of a given vertex of the triangle
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Vector3 getVertex(int index) const;
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/// Return the number of faces of the polyhedron
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virtual uint getNbFaces() const override;
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/// Return true if the collision shape is a polyhedron
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virtual bool isPolyhedron() const override;
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/// Return a given face of the polyhedron
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virtual HalfEdgeStructure::Face getFace(uint faceIndex) const override;
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/// Return the number of vertices of the polyhedron
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virtual uint getNbVertices() const override;
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/// Return a given vertex of the polyhedron
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virtual HalfEdgeStructure::Vertex getVertex(uint vertexIndex) const override;
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/// Return the position of a given vertex
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virtual Vector3 getVertexPosition(uint vertexIndex) const override;
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/// Return the normal vector of a given face of the polyhedron
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virtual Vector3 getFaceNormal(uint faceIndex) const override;
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/// Return the number of half-edges of the polyhedron
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virtual uint getNbHalfEdges() const override;
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/// Return a given half-edge of the polyhedron
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virtual HalfEdgeStructure::Edge getHalfEdge(uint edgeIndex) const override;
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/// Return the centroid of the polyhedron
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virtual Vector3 getCentroid() const override;
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// ---------- Friendship ---------- //
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@ -199,6 +223,74 @@ inline bool TriangleShape::testPointInside(const Vector3& localPoint, ProxyShape
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return false;
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}
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// Return the number of faces of the polyhedron
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inline uint TriangleShape::getNbFaces() const {
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return 2;
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}
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// Return a given face of the polyhedron
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inline HalfEdgeStructure::Face TriangleShape::getFace(uint faceIndex) const {
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assert(faceIndex < 2);
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HalfEdgeStructure::Face face;
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if (faceIndex == 0) {
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face.faceVertices.push_back(0);
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face.faceVertices.push_back(1);
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face.faceVertices.push_back(2);
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face.edgeIndex = 0;
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}
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else {
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face.faceVertices.push_back(0);
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face.faceVertices.push_back(2);
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face.faceVertices.push_back(1);
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face.edgeIndex = 1;
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}
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return face;
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}
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// Return the number of vertices of the polyhedron
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inline uint TriangleShape::getNbVertices() const {
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return 3;
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}
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// Return a given vertex of the polyhedron
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inline HalfEdgeStructure::Vertex TriangleShape::getVertex(uint vertexIndex) const {
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assert(vertexIndex < 3);
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HalfEdgeStructure::Vertex vertex(vertexIndex);
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switch (vertexIndex) {
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case 0: vertex.edgeIndex = 0; break;
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case 1: vertex.edgeIndex = 2; break;
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case 2: vertex.edgeIndex = 4; break;
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}
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return vertex;
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}
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// Return the position of a given vertex
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inline Vector3 TriangleShape::getVertexPosition(uint vertexIndex) const {
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assert(vertexIndex < 3);
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return mPoints[vertexIndex];
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}
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// Return the normal vector of a given face of the polyhedron
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inline Vector3 TriangleShape::getFaceNormal(uint faceIndex) const {
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assert(faceIndex < 2);
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return faceIndex == 0 ? mNormal : -mNormal;
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||||
}
|
||||
|
||||
// Return the centroid of the box
|
||||
inline Vector3 TriangleShape::getCentroid() const {
|
||||
return (mPoints[0] + mPoints[1] + mPoints[2]) / decimal(3.0);
|
||||
}
|
||||
|
||||
// Return the number of half-edges of the polyhedron
|
||||
inline uint TriangleShape::getNbHalfEdges() const {
|
||||
return 6;
|
||||
}
|
||||
|
||||
// Return the raycast test type (front, back, front-back)
|
||||
inline TriangleRaycastSide TriangleShape::getRaycastTestType() const {
|
||||
return mRaycastTestType;
|
||||
|
@ -212,20 +304,6 @@ inline void TriangleShape::setRaycastTestType(TriangleRaycastSide testType) {
|
|||
mRaycastTestType = testType;
|
||||
}
|
||||
|
||||
// Return the coordinates of a given vertex of the triangle
|
||||
/**
|
||||
* @param index Index (0 to 2) of a vertex of the triangle
|
||||
*/
|
||||
inline Vector3 TriangleShape::getVertex(int index) const {
|
||||
assert(index >= 0 && index < 3);
|
||||
return mPoints[index];
|
||||
}
|
||||
|
||||
// Return true if the collision shape is a polyhedron
|
||||
inline bool TriangleShape::isPolyhedron() const {
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue
Block a user