Work on the testPointInside() method

This commit is contained in:
Daniel Chappuis 2014-08-01 12:36:32 +02:00
parent 7ea012d52d
commit bd5668ed51
24 changed files with 643 additions and 37 deletions

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@ -61,7 +61,7 @@ CollisionBody::~CollisionBody() {
/// the local-space of the body. By default, the second parameter is the identity transform.
/// This method will return a pointer to the proxy collision shape that links the body with
/// the collision shape you have added.
const ProxyShape* CollisionBody::addCollisionShape(const CollisionShape& collisionShape,
ProxyShape* CollisionBody::addCollisionShape(const CollisionShape& collisionShape,
const Transform& transform) {
// Create an internal copy of the collision shape into the world (if it does not exist yet)
@ -199,3 +199,16 @@ void CollisionBody::askForBroadPhaseCollisionCheck() const {
mWorld.mCollisionDetection.askForBroadPhaseCollisionCheck(shape);
}
}
// Return true if a point is inside the collision body
bool CollisionBody::testPointInside(const Vector3& worldPoint) const {
// For each collision shape of the body
for(ProxyShape* shape = mProxyCollisionShapes; shape != NULL; shape = shape->mNext) {
// Test if the point is inside the collision shape
if (shape->testPointInside(worldPoint)) return true;
}
return false;
}

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@ -141,7 +141,7 @@ class CollisionBody : public Body {
void setTransform(const Transform& transform);
/// Add a collision shape to the body.
const ProxyShape* addCollisionShape(const CollisionShape& collisionShape,
ProxyShape* addCollisionShape(const CollisionShape& collisionShape,
const Transform& transform = Transform::identity());
/// Remove a collision shape from the body
@ -163,17 +163,16 @@ class CollisionBody : public Body {
const ContactManifoldListElement* getContactManifoldsLists() const;
/// Return true if a point is inside the collision body
// TODO : Implement this method
bool testPointInside(const Vector3& worldPoint) const;
/// Raycast method
// TODO : Implement this method
bool raycast(const Ray& ray, decimal distance = INFINITY_DISTANCE) const;
bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Raycast method with feedback information
// TODO : Implement this method
bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
decimal distance = INFINITY_DISTANCE) const;
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
// -------------------- Friendship -------------------- //
@ -181,6 +180,7 @@ class CollisionBody : public Body {
friend class DynamicsWorld;
friend class CollisionDetection;
friend class BroadPhaseAlgorithm;
friend class ProxyConvexMeshShape;
};
// Return the type of the body

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@ -175,7 +175,7 @@ void RigidBody::removeJointFromJointsList(MemoryAllocator& memoryAllocator, cons
/// total mass of the rigid body and its inertia tensor). The mass must be positive. The third
/// parameter is the transformation that transform the local-space of the collision shape into
/// the local-space of the body. By default, the second parameter is the identity transform.
const ProxyShape* RigidBody::addCollisionShape(const CollisionShape& collisionShape,
ProxyShape* RigidBody::addCollisionShape(const CollisionShape& collisionShape,
decimal mass, const Transform& transform) {
assert(mass > decimal(0.0));

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@ -204,7 +204,7 @@ class RigidBody : public CollisionBody {
void applyTorque(const Vector3& torque);
/// Add a collision shape to the body.
const ProxyShape* addCollisionShape(const CollisionShape& collisionShape,
ProxyShape* addCollisionShape(const CollisionShape& collisionShape,
decimal mass,
const Transform& transform = Transform::identity());

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@ -148,6 +148,7 @@ class CollisionDetection {
// -------------------- Friendship -------------------- //
friend class DynamicsWorld;
friend class ProxyConvexMeshShape;
};
// Select the narrow-phase collision algorithm to use given two collision shapes

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@ -28,12 +28,15 @@
// Libraries
#include "../mathematics/Vector3.h"
#include "../body/CollisionBody.h"
#include "shapes/CollisionShape.h"
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Declarations
class CollisionBody;
class ProxyShape;
class CollisionShape;
// Structure RaycastInfo
/**
* This structure contains the information about a raycast hit.

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@ -47,7 +47,7 @@ GJKAlgorithm::~GJKAlgorithm() {
}
// Return true and compute a contact info if the two bounding volumes collide.
// Return true and compute a contact info if the two collision shapes collide.
/// This method implements the Hybrid Technique for computing the penetration depth by
/// running the GJK algorithm on original objects (without margin).
/// If the objects don't intersect, this method returns false. If they intersect
@ -330,3 +330,211 @@ bool GJKAlgorithm::computePenetrationDepthForEnlargedObjects(ProxyShape* collisi
transform1, collisionShape2, transform2,
v, contactInfo);
}
// Use the GJK Algorithm to find if a point is inside a convex collision shape
bool GJKAlgorithm::testPointInside(const Vector3& worldPoint, ProxyShape* collisionShape) {
Vector3 suppA; // Support point of object A
Vector3 w; // Support point of Minkowski difference A-B
//Vector3 pA; // Closest point of object A
//Vector3 pB; // Closest point of object B
decimal vDotw;
decimal prevDistSquare;
// Get the local-space to world-space transforms
const Transform localToWorldTransform = collisionShape->getBody()->getTransform() *
collisionShape->getLocalToBodyTransform();
const Transform worldToLocalTransform = localToWorldTransform.getInverse();
// Support point of object B (object B is a single point)
const Vector3 suppB = worldToLocalTransform * worldPoint;
// Create a simplex set
Simplex simplex;
// Get the previous point V (last cached separating axis)
// TODO : Cache separating axis
Vector3 v(1, 1, 1);
// Initialize the upper bound for the square distance
decimal distSquare = DECIMAL_LARGEST;
do {
// Compute the support points for original objects (without margins) A and B
suppA = collisionShape->getLocalSupportPointWithoutMargin(-v);
//suppB = body2Tobody1 *
// collisionShape2->getLocalSupportPointWithoutMargin(rotateToBody2 * v);
// Compute the support point for the Minkowski difference A-B
w = suppA - suppB;
vDotw = v.dot(w);
/*
// If the enlarge objects (with margins) do not intersect
if (vDotw > 0.0 && vDotw * vDotw > distSquare * marginSquare) {
// Cache the current separating axis for frame coherence
mCurrentOverlappingPair->setCachedSeparatingAxis(v);
// No intersection, we return false
return false;
}
*/
/*
// If the objects intersect only in the margins
if (simplex.isPointInSimplex(w) || distSquare - vDotw <= distSquare * REL_ERROR_SQUARE) {
// Compute the closet points of both objects (without the margins)
simplex.computeClosestPointsOfAandB(pA, pB);
// Project those two points on the margins to have the closest points of both
// object with the margins
decimal dist = sqrt(distSquare);
assert(dist > 0.0);
pA = (pA - (collisionShape1->getMargin() / dist) * v);
pB = body2Tobody1.getInverse() * (pB + (collisionShape2->getMargin() / dist) * v);
// Compute the contact info
Vector3 normal = transform1.getOrientation().getMatrix() * (-v.getUnit());
decimal penetrationDepth = margin - dist;
// Reject the contact if the penetration depth is negative (due too numerical errors)
if (penetrationDepth <= 0.0) return false;
// Create the contact info object
contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
ContactPointInfo(collisionShape1, collisionShape2, normal,
penetrationDepth, pA, pB);
// There is an intersection, therefore we return true
return true;
}
*/
// Add the new support point to the simplex
simplex.addPoint(w, suppA, suppB);
// If the simplex is affinely dependent
if (simplex.isAffinelyDependent()) {
return false;
/*
// Compute the closet points of both objects (without the margins)
simplex.computeClosestPointsOfAandB(pA, pB);
// Project those two points on the margins to have the closest points of both
// object with the margins
decimal dist = sqrt(distSquare);
assert(dist > 0.0);
pA = (pA - (collisionShape1->getMargin() / dist) * v);
pB = body2Tobody1.getInverse() * (pB + (collisionShape2->getMargin() / dist) * v);
// Compute the contact info
Vector3 normal = transform1.getOrientation().getMatrix() * (-v.getUnit());
decimal penetrationDepth = margin - dist;
// Reject the contact if the penetration depth is negative (due too numerical errors)
if (penetrationDepth <= 0.0) return false;
// Create the contact info object
contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
ContactPointInfo(collisionShape1, collisionShape2, normal,
penetrationDepth, pA, pB);
// There is an intersection, therefore we return true
return true;
*/
}
// Compute the point of the simplex closest to the origin
// If the computation of the closest point fail
if (!simplex.computeClosestPoint(v)) {
return false;
/*
// Compute the closet points of both objects (without the margins)
simplex.computeClosestPointsOfAandB(pA, pB);
// Project those two points on the margins to have the closest points of both
// object with the margins
decimal dist = sqrt(distSquare);
assert(dist > 0.0);
pA = (pA - (collisionShape1->getMargin() / dist) * v);
pB = body2Tobody1.getInverse() * (pB + (collisionShape2->getMargin() / dist) * v);
// Compute the contact info
Vector3 normal = transform1.getOrientation().getMatrix() * (-v.getUnit());
decimal penetrationDepth = margin - dist;
// Reject the contact if the penetration depth is negative (due too numerical errors)
if (penetrationDepth <= 0.0) return false;
// Create the contact info object
contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
ContactPointInfo(collisionShape1, collisionShape2, normal,
penetrationDepth, pA, pB);
// There is an intersection, therefore we return true
return true;
*/
}
// Store and update the squared distance of the closest point
prevDistSquare = distSquare;
distSquare = v.lengthSquare();
// If the distance to the closest point doesn't improve a lot
if (prevDistSquare - distSquare <= MACHINE_EPSILON * prevDistSquare) {
return false;
/*
simplex.backupClosestPointInSimplex(v);
// Get the new squared distance
distSquare = v.lengthSquare();
// Compute the closet points of both objects (without the margins)
simplex.computeClosestPointsOfAandB(pA, pB);
// Project those two points on the margins to have the closest points of both
// object with the margins
decimal dist = sqrt(distSquare);
assert(dist > 0.0);
pA = (pA - (collisionShape1->getMargin() / dist) * v);
pB = body2Tobody1.getInverse() * (pB + (collisionShape2->getMargin() / dist) * v);
// Compute the contact info
Vector3 normal = transform1.getOrientation().getMatrix() * (-v.getUnit());
decimal penetrationDepth = margin - dist;
// Reject the contact if the penetration depth is negative (due too numerical errors)
if (penetrationDepth <= 0.0) return false;
// Create the contact info object
contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
ContactPointInfo(collisionShape1, collisionShape2, normal,
penetrationDepth, pA, pB);
// There is an intersection, therefore we return true
return true;
*/
}
} while(!simplex.isFull() && distSquare > MACHINE_EPSILON *
simplex.getMaxLengthSquareOfAPoint());
// The point is inside the collision shape
return true;
// The objects (without margins) intersect. Therefore, we run the GJK algorithm
// again but on the enlarged objects to compute a simplex polytope that contains
// the origin. Then, we give that simplex polytope to the EPA algorithm to compute
// the correct penetration depth and contact points between the enlarged objects.
//return computePenetrationDepthForEnlargedObjects(collisionShape1, transform1, collisionShape2,
// transform2, contactInfo, v);
}

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@ -93,6 +93,9 @@ class GJKAlgorithm : public NarrowPhaseAlgorithm {
/// Return true and compute a contact info if the two bounding volumes collide.
virtual bool testCollision(ProxyShape* collisionShape1, ProxyShape* collisionShape2,
ContactPointInfo*& contactInfo);
/// Use the GJK Algorithm to find if a point is inside a convex collision shape
bool testPointInside(const Vector3& worldPoint, ProxyShape *collisionShape);
};
}

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@ -62,6 +62,24 @@ void BoxShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const
0.0, 0.0, factor * (xSquare + ySquare));
}
// Raycast method
bool BoxShape::raycast(const Ray& ray, decimal distance) const {
// TODO : Implement this method
return false;
}
// Raycast method with feedback information
bool BoxShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
// TODO : Implement this method
return false;
}
// Return true if a point is inside the collision shape
bool BoxShape::testPointInside(const Vector3& localPoint) const {
// TODO : Implement this method
return false;
}
// Constructor
ProxyBoxShape::ProxyBoxShape(BoxShape* shape, CollisionBody* body,
const Transform& transform, decimal mass)
@ -73,3 +91,15 @@ ProxyBoxShape::ProxyBoxShape(BoxShape* shape, CollisionBody* body,
ProxyBoxShape::~ProxyBoxShape() {
}
// Raycast method
bool ProxyBoxShape::raycast(const Ray& ray, decimal distance) const {
// TODO : Implement this method
return false;
}
// Raycast method with feedback information
bool ProxyBoxShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
// TODO : Implement this method
return false;
}

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@ -29,6 +29,7 @@
// Libraries
#include <cfloat>
#include "CollisionShape.h"
#include "../../body/CollisionBody.h"
#include "../../mathematics/mathematics.h"
@ -66,6 +67,9 @@ class BoxShape : public CollisionShape {
/// Private assignment operator
BoxShape& operator=(const BoxShape& shape);
/// Return true if a point is inside the collision shape
bool testPointInside(const Vector3& localPoint) const;
public :
// -------------------- Methods -------------------- //
@ -103,6 +107,17 @@ class BoxShape : public CollisionShape {
/// Create a proxy collision shape for the collision shape
virtual ProxyShape* createProxyShape(MemoryAllocator& allocator, CollisionBody* body,
const Transform& transform, decimal mass);
/// Raycast method
virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
// -------------------- Friendship -------------------- //
friend class ProxyBoxShape;
};
// Class ProxyBoxShape
@ -155,6 +170,16 @@ class ProxyBoxShape : public ProxyShape {
/// Return the current collision shape margin
virtual decimal getMargin() const;
/// Raycast method
virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Return true if a point is inside the collision shape
virtual bool testPointInside(const Vector3& worldPoint);
};
// Allocate and return a copy of the object
@ -244,6 +269,13 @@ inline decimal ProxyBoxShape::getMargin() const {
return mCollisionShape->getMargin();
}
// Return true if a point is inside the collision shape
inline bool ProxyBoxShape::testPointInside(const Vector3& worldPoint) {
const Transform localToWorld = mBody->getTransform() * mLocalToBodyTransform;
const Vector3 localPoint = localToWorld.getInverse() * worldPoint;
return mCollisionShape->testPointInside(localPoint);
}
}
#endif

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@ -124,6 +124,24 @@ void CapsuleShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) co
0.0, 0.0, IxxAndzz);
}
// Raycast method
bool CapsuleShape::raycast(const Ray& ray, decimal distance) const {
// TODO : Implement this method
return false;
}
// Raycast method with feedback information
bool CapsuleShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
// TODO : Implement this method
return false;
}
// Return true if a point is inside the collision shape
bool CapsuleShape::testPointInside(const Vector3& localPoint) const {
// TODO : Implement this method
return false;
}
// Constructor
ProxyCapsuleShape::ProxyCapsuleShape(CapsuleShape* shape, CollisionBody* body,
const Transform& transform, decimal mass)
@ -135,3 +153,15 @@ ProxyCapsuleShape::ProxyCapsuleShape(CapsuleShape* shape, CollisionBody* body,
ProxyCapsuleShape::~ProxyCapsuleShape() {
}
// Raycast method
bool ProxyCapsuleShape::raycast(const Ray& ray, decimal distance) const {
// TODO : Implement this method
return false;
}
// Raycast method with feedback information
bool ProxyCapsuleShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
// TODO : Implement this method
return false;
}

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@ -28,6 +28,7 @@
// Libraries
#include "CollisionShape.h"
#include "../../body/CollisionBody.h"
#include "../../mathematics/mathematics.h"
// ReactPhysics3D namespace
@ -63,6 +64,9 @@ class CapsuleShape : public CollisionShape {
/// Private assignment operator
CapsuleShape& operator=(const CapsuleShape& shape);
/// Return true if a point is inside the collision shape
bool testPointInside(const Vector3& localPoint) const;
public :
// -------------------- Methods -------------------- //
@ -103,6 +107,17 @@ class CapsuleShape : public CollisionShape {
/// Create a proxy collision shape for the collision shape
virtual ProxyShape* createProxyShape(MemoryAllocator& allocator, CollisionBody* body,
const Transform& transform, decimal mass);
/// Raycast method
virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
// -------------------- Friendship -------------------- //
friend class ProxyCapsuleShape;
};
// Class ProxyCapsuleShape
@ -155,6 +170,16 @@ class ProxyCapsuleShape : public ProxyShape {
/// Return the current collision shape margin
virtual decimal getMargin() const;
/// Raycast method
virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Return true if a point is inside the collision shape
virtual bool testPointInside(const Vector3& worldPoint);
};
/// Allocate and return a copy of the object
@ -235,6 +260,13 @@ inline decimal ProxyCapsuleShape::getMargin() const {
return mCollisionShape->getMargin();
}
// Return true if a point is inside the collision shape
inline bool ProxyCapsuleShape::testPointInside(const Vector3& worldPoint) {
const Transform localToWorld = mBody->getTransform() * mLocalToBodyTransform;
const Vector3 localPoint = localToWorld.getInverse() * worldPoint;
return mCollisionShape->testPointInside(localPoint);
}
}
#endif

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@ -123,6 +123,13 @@ class CollisionShape {
/// Create a proxy collision shape for the collision shape
virtual ProxyShape* createProxyShape(MemoryAllocator& allocator, CollisionBody* body,
const Transform& transform, decimal mass)=0;
/// Raycast method
virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const=0;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
decimal distance = RAYCAST_INFINITY_DISTANCE) const=0;
};
@ -138,7 +145,7 @@ class CollisionShape {
*/
class ProxyShape {
private:
protected:
// -------------------- Attributes -------------------- //
@ -202,12 +209,15 @@ class ProxyShape {
/// Return the current object margin
virtual decimal getMargin() const=0;
/// Return true if a point is inside the collision shape
virtual bool testPointInside(const Vector3& worldPoint)=0;
/// Raycast method
virtual bool raycast(const Ray& ray, decimal distance = INFINITY_DISTANCE) const=0;
virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const=0;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
decimal distance = INFINITY_DISTANCE) const=0;
decimal distance = RAYCAST_INFINITY_DISTANCE) const=0;
// -------------------- Friendship -------------------- //

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@ -93,6 +93,24 @@ Vector3 ConeShape::getLocalSupportPointWithoutMargin(const Vector3& direction) c
return supportPoint;
}
// Raycast method
bool ConeShape::raycast(const Ray& ray, decimal distance) const {
// TODO : Implement this method
return false;
}
// Raycast method with feedback information
bool ConeShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
// TODO : Implement this method
return false;
}
// Return true if a point is inside the collision shape
bool ConeShape::testPointInside(const Vector3& localPoint) const {
// TODO : Implement this method
return false;
}
// Constructor
ProxyConeShape::ProxyConeShape(ConeShape* shape, CollisionBody* body,
const Transform& transform, decimal mass)
@ -104,3 +122,15 @@ ProxyConeShape::ProxyConeShape(ConeShape* shape, CollisionBody* body,
ProxyConeShape::~ProxyConeShape() {
}
// Raycast method
bool ProxyConeShape::raycast(const Ray& ray, decimal distance) const {
// TODO : Implement this method
return false;
}
// Raycast method with feedback information
bool ProxyConeShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
// TODO : Implement this method
return false;
}

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@ -28,6 +28,7 @@
// Libraries
#include "CollisionShape.h"
#include "../../body/CollisionBody.h"
#include "../../mathematics/mathematics.h"
/// ReactPhysics3D namespace
@ -70,6 +71,9 @@ class ConeShape : public CollisionShape {
/// Private assignment operator
ConeShape& operator=(const ConeShape& shape);
/// Return true if a point is inside the collision shape
bool testPointInside(const Vector3& localPoint) const;
public :
@ -111,6 +115,17 @@ class ConeShape : public CollisionShape {
/// Create a proxy collision shape for the collision shape
virtual ProxyShape* createProxyShape(MemoryAllocator& allocator, CollisionBody* body,
const Transform& transform, decimal mass);
/// Raycast method
virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
// -------------------- Friendship -------------------- //
friend class ProxyConeShape;
};
// Class ProxyConeShape
@ -163,6 +178,16 @@ class ProxyConeShape : public ProxyShape {
/// Return the current collision shape margin
virtual decimal getMargin() const;
/// Raycast method
virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Return true if a point is inside the collision body
virtual bool testPointInside(const Vector3& worldPoint);
};
// Allocate and return a copy of the object
@ -251,6 +276,13 @@ inline decimal ProxyConeShape::getMargin() const {
return mCollisionShape->getMargin();
}
// Return true if a point is inside the collision shape
inline bool ProxyConeShape::testPointInside(const Vector3& worldPoint) {
const Transform localToWorld = mBody->getTransform() * mLocalToBodyTransform;
const Vector3 localPoint = localToWorld.getInverse() * worldPoint;
return mCollisionShape->testPointInside(localPoint);
}
}
#endif

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@ -224,6 +224,18 @@ bool ConvexMeshShape::isEqualTo(const CollisionShape& otherCollisionShape) const
return true;
}
// Raycast method
bool ConvexMeshShape::raycast(const Ray& ray, decimal distance) const {
// TODO : Implement this method
return false;
}
// Raycast method with feedback information
bool ConvexMeshShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
// TODO : Implement this method
return false;
}
// Constructor
ProxyConvexMeshShape::ProxyConvexMeshShape(ConvexMeshShape* shape, CollisionBody* body,
const Transform& transform, decimal mass)
@ -236,3 +248,16 @@ ProxyConvexMeshShape::ProxyConvexMeshShape(ConvexMeshShape* shape, CollisionBody
ProxyConvexMeshShape::~ProxyConvexMeshShape() {
}
// Raycast method
bool ProxyConvexMeshShape::raycast(const Ray& ray, decimal distance) const {
// TODO : Implement this method
return false;
}
// Raycast method with feedback information
bool ProxyConvexMeshShape::raycast(const Ray& ray, RaycastInfo& raycastInfo,
decimal distance) const {
// TODO : Implement this method
return false;
}

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@ -28,7 +28,9 @@
// Libraries
#include "CollisionShape.h"
#include "../../engine/CollisionWorld.h"
#include "../../mathematics/mathematics.h"
#include "../narrowphase/GJK/GJKAlgorithm.h"
#include <vector>
#include <set>
#include <map>
@ -36,6 +38,9 @@
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Declaration
class CollisionWorld;
// Class ConvexMeshShape
/**
* This class represents a convex mesh shape. In order to create a convex mesh shape, you
@ -141,6 +146,17 @@ class ConvexMeshShape : public CollisionShape {
/// Create a proxy collision shape for the collision shape
virtual ProxyShape* createProxyShape(MemoryAllocator& allocator, CollisionBody* body,
const Transform& transform, decimal mass);
/// Raycast method
virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
// -------------------- Friendship -------------------- //
friend class ProxyConvexMeshShape;
};
@ -196,6 +212,16 @@ class ProxyConvexMeshShape : public ProxyShape {
/// Return the current collision shape margin
virtual decimal getMargin() const;
/// Raycast method
virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Return true if a point is inside the collision shape
virtual bool testPointInside(const Vector3& worldPoint);
};
// Allocate and return a copy of the object
@ -319,6 +345,11 @@ inline decimal ProxyConvexMeshShape::getMargin() const {
return mCollisionShape->getMargin();
}
// Return true if a point is inside the collision shape
inline bool ProxyConvexMeshShape::testPointInside(const Vector3& worldPoint) {
return mBody->mWorld.mCollisionDetection.mNarrowPhaseGJKAlgorithm.testPointInside(worldPoint,this);
}
}
#endif

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@ -86,6 +86,24 @@ Vector3 CylinderShape::getLocalSupportPointWithoutMargin(const Vector3& directio
return supportPoint;
}
// Raycast method
bool CylinderShape::raycast(const Ray& ray, decimal distance) const {
// TODO : Implement this method
return false;
}
// Raycast method with feedback information
bool CylinderShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
// TODO : Implement this method
return false;
}
// Return true if a point is inside the collision shape
bool CylinderShape::testPointInside(const Vector3& localPoint) const {
// TODO : Implement this method
return false;
}
// Constructor
ProxyCylinderShape::ProxyCylinderShape(CylinderShape* cylinderShape, CollisionBody* body,
const Transform& transform, decimal mass)
@ -97,3 +115,15 @@ ProxyCylinderShape::ProxyCylinderShape(CylinderShape* cylinderShape, CollisionBo
ProxyCylinderShape::~ProxyCylinderShape() {
}
// Raycast method
bool ProxyCylinderShape::raycast(const Ray& ray, decimal distance) const {
// TODO : Implement this method
return false;
}
// Raycast method with feedback information
bool ProxyCylinderShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
// TODO : Implement this method
return false;
}

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@ -28,6 +28,7 @@
// Libraries
#include "CollisionShape.h"
#include "../../body/CollisionBody.h"
#include "../../mathematics/mathematics.h"
@ -68,6 +69,9 @@ class CylinderShape : public CollisionShape {
/// Private assignment operator
CylinderShape& operator=(const CylinderShape& shape);
/// Return true if a point is inside the collision shape
bool testPointInside(const Vector3& localPoint) const;
public :
// -------------------- Methods -------------------- //
@ -109,6 +113,16 @@ class CylinderShape : public CollisionShape {
virtual ProxyShape* createProxyShape(MemoryAllocator& allocator, CollisionBody* body,
const Transform& transform, decimal mass);
/// Raycast method
virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
// -------------------- Friendship -------------------- //
friend class ProxyCylinderShape;
};
// Class ProxyCylinderShape
@ -160,6 +174,16 @@ class ProxyCylinderShape : public ProxyShape {
/// Return the current collision shape margin
virtual decimal getMargin() const;
/// Raycast method
virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Return true if a point is inside the collision shape
virtual bool testPointInside(const Vector3& worldPoint);
};
/// Allocate and return a copy of the object
@ -248,6 +272,13 @@ inline decimal ProxyCylinderShape::getMargin() const {
return mCollisionShape->getMargin();
}
// Return true if a point is inside the collision shape
inline bool ProxyCylinderShape::testPointInside(const Vector3& worldPoint) {
const Transform localToWorld = mBody->getTransform() * mLocalToBodyTransform;
const Vector3 localPoint = localToWorld.getInverse() * worldPoint;
return mCollisionShape->testPointInside(localPoint);
}
}
#endif

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@ -46,6 +46,24 @@ SphereShape::~SphereShape() {
}
// Raycast method
bool SphereShape::raycast(const Ray& ray, decimal distance) const {
// TODO : Implement this method
return false;
}
// Raycast method with feedback information
bool SphereShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
// TODO : Implement this method
return false;
}
// Return true if a point is inside the collision shape
bool SphereShape::testPointInside(const Vector3& localPoint) const {
// TODO : Implement this method
return false;
}
// Constructor
ProxySphereShape::ProxySphereShape(SphereShape* shape, CollisionBody* body,
const Transform& transform, decimal mass)
@ -57,3 +75,15 @@ ProxySphereShape::ProxySphereShape(SphereShape* shape, CollisionBody* body,
ProxySphereShape::~ProxySphereShape() {
}
// Raycast method
bool ProxySphereShape::raycast(const Ray& ray, decimal distance) const {
// TODO : Implement this method
return false;
}
// Raycast method with feedback information
bool ProxySphereShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
// TODO : Implement this method
return false;
}

View File

@ -28,6 +28,7 @@
// Libraries
#include "CollisionShape.h"
#include "../../body/CollisionBody.h"
#include "../../mathematics/mathematics.h"
// ReactPhysics3D namespace
@ -58,6 +59,9 @@ class SphereShape : public CollisionShape {
/// Private assignment operator
SphereShape& operator=(const SphereShape& shape);
/// Return true if a point is inside the collision shape
bool testPointInside(const Vector3& localPoint) const;
public :
// -------------------- Methods -------------------- //
@ -98,6 +102,17 @@ class SphereShape : public CollisionShape {
/// Create a proxy collision shape for the collision shape
virtual ProxyShape* createProxyShape(MemoryAllocator& allocator, CollisionBody* body,
const Transform& transform, decimal mass);
/// Raycast method
virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
// -------------------- Friendship -------------------- //
friend class ProxySphereShape;
};
@ -151,6 +166,16 @@ class ProxySphereShape : public ProxyShape {
/// Return the current collision shape margin
virtual decimal getMargin() const;
/// Raycast method
virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Return true if a point is inside the collision shape
virtual bool testPointInside(const Vector3& worldPoint);
};
/// Allocate and return a copy of the object
@ -267,6 +292,13 @@ inline decimal ProxySphereShape::getMargin() const {
return mCollisionShape->getMargin();
}
// Return true if a point is inside the collision shape
inline bool ProxySphereShape::testPointInside(const Vector3& worldPoint) {
const Transform localToWorld = mBody->getTransform() * mLocalToBodyTransform;
const Vector3 localPoint = localToWorld.getInverse() * worldPoint;
return mCollisionShape->testPointInside(localPoint);
}
}
#endif

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@ -131,6 +131,9 @@ const decimal DYNAMIC_TREE_AABB_GAP = decimal(0.1);
/// followin constant with the linear velocity and the elapsed time between two frames.
const decimal DYNAMIC_TREE_AABB_LIN_GAP_MULTIPLIER = decimal(1.7);
/// Raycasting infinity distance constant
const decimal RAYCAST_INFINITY_DISTANCE = decimal(-1.0);
}
#endif

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@ -122,18 +122,19 @@ class CollisionWorld {
/// Raycast method
// TODO : Implement this method
bool raycast(const Ray& ray, decimal distance = INFINITY_DISTANCE) const;
bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
/// Raycast method with feedback information
// TODO : Implement this method
bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
decimal distance = INFINITY_DISTANCE) const;
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
// -------------------- Friendship -------------------- //
friend class CollisionDetection;
friend class CollisionBody;
friend class RigidBody;
friend class ProxyConvexMeshShape;
};
// Return an iterator to the beginning of the bodies of the physics world

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@ -27,14 +27,13 @@
#define TEST_POINT_INSIDE_H
// Libraries
#include "../../Test.h"
#include "../../src/engine/CollisionWorld.h"
#include "../../src/collision/shapes/BoxShape.h"
#include "../../src/collision/shapes/SphereShape.h"
#include "../../src/collision/shapes/CapsuleShape.h"
#include "../../src/collision/shapes/ConeShape.h"
#include "../../src/collision/shapes/ConvexMeshShape.h"
#include "../../src/collision/shapes/CylinderShape.h"
#include "Test.h"
#include "collision/shapes/BoxShape.h"
#include "collision/shapes/SphereShape.h"
#include "collision/shapes/CapsuleShape.h"
#include "collision/shapes/ConeShape.h"
#include "collision/shapes/ConvexMeshShape.h"
#include "collision/shapes/CylinderShape.h"
/// Reactphysics3D namespace
namespace reactphysics3d {
@ -50,7 +49,7 @@ class TestPointInside : public Test {
// ---------- Atributes ---------- //
// Physics world
DynamicsWorld* mWorld;
CollisionWorld* mWorld;
// Bodies
CollisionBody* mBoxBody;
@ -70,7 +69,7 @@ class TestPointInside : public Test {
// Collision Shapes
ProxyBoxShape* mBoxShape;
ProxySphereShape* mSpherShape;
ProxySphereShape* mSphereShape;
ProxyCapsuleShape* mCapsuleShape;
ProxyConeShape* mConeShape;
ProxyConvexMeshShape* mConvexMeshShape;
@ -85,7 +84,7 @@ class TestPointInside : public Test {
TestPointInside() {
// Create the world
mWorld = new rp3d::CollisionWorld();
mWorld = new CollisionWorld();
// Body transform
Vector3 position(-3, 2, 7);
@ -93,13 +92,13 @@ class TestPointInside : public Test {
mBodyTransform = Transform(position, orientation);
// Create the bodies
mBoxBody = mWorld->createCollisionBody(bodyTransform);
mSphereBody = mWorld->createCollisionBody(bodyTransform);
mCapsuleBody = mWorld->createCollisionBody(bodyTransform);
mConeBody = mWorld->createCollisionBody(bodyTransform);
mConvexMeshBody = mWorld->createCollisionBody(bodyTransform);
mConvexMeshBodyEdgesInfo = mWorld->createCollisionBody(bodyTransform);
mCylinderBody = mWorld->createCollisionBody(bodyTransform);
mBoxBody = mWorld->createCollisionBody(mBodyTransform);
mSphereBody = mWorld->createCollisionBody(mBodyTransform);
mCapsuleBody = mWorld->createCollisionBody(mBodyTransform);
mConeBody = mWorld->createCollisionBody(mBodyTransform);
mConvexMeshBody = mWorld->createCollisionBody(mBodyTransform);
mConvexMeshBodyEdgesInfo = mWorld->createCollisionBody(mBodyTransform);
mCylinderBody = mWorld->createCollisionBody(mBodyTransform);
// Collision shape transform
Vector3 shapePosition(1, -4, -3);
@ -111,16 +110,16 @@ class TestPointInside : public Test {
// Create collision shapes
BoxShape boxShape(Vector3(2, 3, 4), 0);
mBoxShape = mBoxBody->addCollisionShape(boxShape, shapeTransform);
mBoxShape = mBoxBody->addCollisionShape(boxShape, mShapeTransform);
SphereShape sphereShape(3);
mSphereShape = mSphereBody->addCollisionShape(sphereShape, shapeTransform);
mSphereShape = mSphereBody->addCollisionShape(sphereShape, mShapeTransform);
CapsuleShape capsuleShape(2, 10);
mCapsuleShape = mCapsuleBody->addCollisionShape(capsuleShape, shapeTransform);
mCapsuleShape = mCapsuleBody->addCollisionShape(capsuleShape, mShapeTransform);
ConeShape coneShape(2, 6, 0);
mConeShape = mConeBody->addCollisionShape(coneShape, shapeTransform);
mConeShape = mConeBody->addCollisionShape(coneShape, mShapeTransform);
ConvexMeshShape convexMeshShape(0); // Box of dimension (2, 3, 4)
convexMeshShape.addVertex(Vector3(-2, -3, 4));