Work on the testPointInside() method
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@ -61,7 +61,7 @@ CollisionBody::~CollisionBody() {
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/// the local-space of the body. By default, the second parameter is the identity transform.
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/// This method will return a pointer to the proxy collision shape that links the body with
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/// the collision shape you have added.
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const ProxyShape* CollisionBody::addCollisionShape(const CollisionShape& collisionShape,
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ProxyShape* CollisionBody::addCollisionShape(const CollisionShape& collisionShape,
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const Transform& transform) {
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// Create an internal copy of the collision shape into the world (if it does not exist yet)
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@ -199,3 +199,16 @@ void CollisionBody::askForBroadPhaseCollisionCheck() const {
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mWorld.mCollisionDetection.askForBroadPhaseCollisionCheck(shape);
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}
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}
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// Return true if a point is inside the collision body
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bool CollisionBody::testPointInside(const Vector3& worldPoint) const {
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// For each collision shape of the body
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for(ProxyShape* shape = mProxyCollisionShapes; shape != NULL; shape = shape->mNext) {
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// Test if the point is inside the collision shape
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if (shape->testPointInside(worldPoint)) return true;
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}
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return false;
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}
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@ -141,7 +141,7 @@ class CollisionBody : public Body {
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void setTransform(const Transform& transform);
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/// Add a collision shape to the body.
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const ProxyShape* addCollisionShape(const CollisionShape& collisionShape,
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ProxyShape* addCollisionShape(const CollisionShape& collisionShape,
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const Transform& transform = Transform::identity());
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/// Remove a collision shape from the body
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@ -163,17 +163,16 @@ class CollisionBody : public Body {
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const ContactManifoldListElement* getContactManifoldsLists() const;
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/// Return true if a point is inside the collision body
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// TODO : Implement this method
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bool testPointInside(const Vector3& worldPoint) const;
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/// Raycast method
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// TODO : Implement this method
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bool raycast(const Ray& ray, decimal distance = INFINITY_DISTANCE) const;
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bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
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/// Raycast method with feedback information
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// TODO : Implement this method
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bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
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decimal distance = INFINITY_DISTANCE) const;
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decimal distance = RAYCAST_INFINITY_DISTANCE) const;
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// -------------------- Friendship -------------------- //
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@ -181,6 +180,7 @@ class CollisionBody : public Body {
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friend class DynamicsWorld;
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friend class CollisionDetection;
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friend class BroadPhaseAlgorithm;
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friend class ProxyConvexMeshShape;
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};
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// Return the type of the body
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@ -175,7 +175,7 @@ void RigidBody::removeJointFromJointsList(MemoryAllocator& memoryAllocator, cons
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/// total mass of the rigid body and its inertia tensor). The mass must be positive. The third
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/// parameter is the transformation that transform the local-space of the collision shape into
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/// the local-space of the body. By default, the second parameter is the identity transform.
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const ProxyShape* RigidBody::addCollisionShape(const CollisionShape& collisionShape,
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ProxyShape* RigidBody::addCollisionShape(const CollisionShape& collisionShape,
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decimal mass, const Transform& transform) {
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assert(mass > decimal(0.0));
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@ -204,7 +204,7 @@ class RigidBody : public CollisionBody {
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void applyTorque(const Vector3& torque);
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/// Add a collision shape to the body.
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const ProxyShape* addCollisionShape(const CollisionShape& collisionShape,
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ProxyShape* addCollisionShape(const CollisionShape& collisionShape,
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decimal mass,
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const Transform& transform = Transform::identity());
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@ -148,6 +148,7 @@ class CollisionDetection {
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// -------------------- Friendship -------------------- //
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friend class DynamicsWorld;
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friend class ProxyConvexMeshShape;
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};
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// Select the narrow-phase collision algorithm to use given two collision shapes
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@ -28,12 +28,15 @@
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// Libraries
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#include "../mathematics/Vector3.h"
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#include "../body/CollisionBody.h"
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#include "shapes/CollisionShape.h"
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/// ReactPhysics3D namespace
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namespace reactphysics3d {
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// Declarations
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class CollisionBody;
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class ProxyShape;
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class CollisionShape;
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// Structure RaycastInfo
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/**
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* This structure contains the information about a raycast hit.
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@ -47,7 +47,7 @@ GJKAlgorithm::~GJKAlgorithm() {
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}
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// Return true and compute a contact info if the two bounding volumes collide.
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// Return true and compute a contact info if the two collision shapes collide.
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/// This method implements the Hybrid Technique for computing the penetration depth by
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/// running the GJK algorithm on original objects (without margin).
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/// If the objects don't intersect, this method returns false. If they intersect
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@ -330,3 +330,211 @@ bool GJKAlgorithm::computePenetrationDepthForEnlargedObjects(ProxyShape* collisi
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transform1, collisionShape2, transform2,
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v, contactInfo);
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}
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// Use the GJK Algorithm to find if a point is inside a convex collision shape
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bool GJKAlgorithm::testPointInside(const Vector3& worldPoint, ProxyShape* collisionShape) {
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Vector3 suppA; // Support point of object A
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Vector3 w; // Support point of Minkowski difference A-B
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//Vector3 pA; // Closest point of object A
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//Vector3 pB; // Closest point of object B
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decimal vDotw;
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decimal prevDistSquare;
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// Get the local-space to world-space transforms
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const Transform localToWorldTransform = collisionShape->getBody()->getTransform() *
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collisionShape->getLocalToBodyTransform();
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const Transform worldToLocalTransform = localToWorldTransform.getInverse();
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// Support point of object B (object B is a single point)
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const Vector3 suppB = worldToLocalTransform * worldPoint;
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// Create a simplex set
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Simplex simplex;
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// Get the previous point V (last cached separating axis)
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// TODO : Cache separating axis
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Vector3 v(1, 1, 1);
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// Initialize the upper bound for the square distance
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decimal distSquare = DECIMAL_LARGEST;
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do {
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// Compute the support points for original objects (without margins) A and B
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suppA = collisionShape->getLocalSupportPointWithoutMargin(-v);
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//suppB = body2Tobody1 *
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// collisionShape2->getLocalSupportPointWithoutMargin(rotateToBody2 * v);
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// Compute the support point for the Minkowski difference A-B
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w = suppA - suppB;
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vDotw = v.dot(w);
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/*
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// If the enlarge objects (with margins) do not intersect
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if (vDotw > 0.0 && vDotw * vDotw > distSquare * marginSquare) {
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// Cache the current separating axis for frame coherence
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mCurrentOverlappingPair->setCachedSeparatingAxis(v);
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// No intersection, we return false
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return false;
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}
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*/
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/*
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// If the objects intersect only in the margins
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if (simplex.isPointInSimplex(w) || distSquare - vDotw <= distSquare * REL_ERROR_SQUARE) {
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// Compute the closet points of both objects (without the margins)
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simplex.computeClosestPointsOfAandB(pA, pB);
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// Project those two points on the margins to have the closest points of both
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// object with the margins
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decimal dist = sqrt(distSquare);
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assert(dist > 0.0);
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pA = (pA - (collisionShape1->getMargin() / dist) * v);
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pB = body2Tobody1.getInverse() * (pB + (collisionShape2->getMargin() / dist) * v);
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// Compute the contact info
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Vector3 normal = transform1.getOrientation().getMatrix() * (-v.getUnit());
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decimal penetrationDepth = margin - dist;
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// Reject the contact if the penetration depth is negative (due too numerical errors)
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if (penetrationDepth <= 0.0) return false;
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// Create the contact info object
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contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
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ContactPointInfo(collisionShape1, collisionShape2, normal,
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penetrationDepth, pA, pB);
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// There is an intersection, therefore we return true
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return true;
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}
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*/
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// Add the new support point to the simplex
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simplex.addPoint(w, suppA, suppB);
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// If the simplex is affinely dependent
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if (simplex.isAffinelyDependent()) {
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return false;
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/*
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// Compute the closet points of both objects (without the margins)
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simplex.computeClosestPointsOfAandB(pA, pB);
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// Project those two points on the margins to have the closest points of both
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// object with the margins
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decimal dist = sqrt(distSquare);
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assert(dist > 0.0);
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pA = (pA - (collisionShape1->getMargin() / dist) * v);
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pB = body2Tobody1.getInverse() * (pB + (collisionShape2->getMargin() / dist) * v);
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// Compute the contact info
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Vector3 normal = transform1.getOrientation().getMatrix() * (-v.getUnit());
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decimal penetrationDepth = margin - dist;
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// Reject the contact if the penetration depth is negative (due too numerical errors)
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if (penetrationDepth <= 0.0) return false;
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// Create the contact info object
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contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
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ContactPointInfo(collisionShape1, collisionShape2, normal,
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penetrationDepth, pA, pB);
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// There is an intersection, therefore we return true
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return true;
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*/
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}
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// Compute the point of the simplex closest to the origin
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// If the computation of the closest point fail
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if (!simplex.computeClosestPoint(v)) {
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return false;
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/*
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// Compute the closet points of both objects (without the margins)
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simplex.computeClosestPointsOfAandB(pA, pB);
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// Project those two points on the margins to have the closest points of both
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// object with the margins
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decimal dist = sqrt(distSquare);
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assert(dist > 0.0);
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pA = (pA - (collisionShape1->getMargin() / dist) * v);
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pB = body2Tobody1.getInverse() * (pB + (collisionShape2->getMargin() / dist) * v);
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// Compute the contact info
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Vector3 normal = transform1.getOrientation().getMatrix() * (-v.getUnit());
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decimal penetrationDepth = margin - dist;
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// Reject the contact if the penetration depth is negative (due too numerical errors)
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if (penetrationDepth <= 0.0) return false;
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// Create the contact info object
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contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
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ContactPointInfo(collisionShape1, collisionShape2, normal,
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penetrationDepth, pA, pB);
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// There is an intersection, therefore we return true
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return true;
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*/
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}
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// Store and update the squared distance of the closest point
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prevDistSquare = distSquare;
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distSquare = v.lengthSquare();
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// If the distance to the closest point doesn't improve a lot
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if (prevDistSquare - distSquare <= MACHINE_EPSILON * prevDistSquare) {
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return false;
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/*
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simplex.backupClosestPointInSimplex(v);
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// Get the new squared distance
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distSquare = v.lengthSquare();
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// Compute the closet points of both objects (without the margins)
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simplex.computeClosestPointsOfAandB(pA, pB);
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// Project those two points on the margins to have the closest points of both
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// object with the margins
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decimal dist = sqrt(distSquare);
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assert(dist > 0.0);
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pA = (pA - (collisionShape1->getMargin() / dist) * v);
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pB = body2Tobody1.getInverse() * (pB + (collisionShape2->getMargin() / dist) * v);
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// Compute the contact info
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Vector3 normal = transform1.getOrientation().getMatrix() * (-v.getUnit());
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decimal penetrationDepth = margin - dist;
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// Reject the contact if the penetration depth is negative (due too numerical errors)
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if (penetrationDepth <= 0.0) return false;
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// Create the contact info object
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contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
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ContactPointInfo(collisionShape1, collisionShape2, normal,
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penetrationDepth, pA, pB);
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// There is an intersection, therefore we return true
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return true;
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*/
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}
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} while(!simplex.isFull() && distSquare > MACHINE_EPSILON *
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simplex.getMaxLengthSquareOfAPoint());
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// The point is inside the collision shape
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return true;
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// The objects (without margins) intersect. Therefore, we run the GJK algorithm
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// again but on the enlarged objects to compute a simplex polytope that contains
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// the origin. Then, we give that simplex polytope to the EPA algorithm to compute
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// the correct penetration depth and contact points between the enlarged objects.
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//return computePenetrationDepthForEnlargedObjects(collisionShape1, transform1, collisionShape2,
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// transform2, contactInfo, v);
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}
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@ -93,6 +93,9 @@ class GJKAlgorithm : public NarrowPhaseAlgorithm {
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/// Return true and compute a contact info if the two bounding volumes collide.
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virtual bool testCollision(ProxyShape* collisionShape1, ProxyShape* collisionShape2,
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ContactPointInfo*& contactInfo);
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/// Use the GJK Algorithm to find if a point is inside a convex collision shape
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bool testPointInside(const Vector3& worldPoint, ProxyShape *collisionShape);
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};
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}
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@ -62,6 +62,24 @@ void BoxShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const
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0.0, 0.0, factor * (xSquare + ySquare));
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}
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// Raycast method
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bool BoxShape::raycast(const Ray& ray, decimal distance) const {
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// TODO : Implement this method
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return false;
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}
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// Raycast method with feedback information
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bool BoxShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
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// TODO : Implement this method
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return false;
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}
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// Return true if a point is inside the collision shape
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bool BoxShape::testPointInside(const Vector3& localPoint) const {
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// TODO : Implement this method
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return false;
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}
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// Constructor
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ProxyBoxShape::ProxyBoxShape(BoxShape* shape, CollisionBody* body,
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const Transform& transform, decimal mass)
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ProxyBoxShape::~ProxyBoxShape() {
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}
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// Raycast method
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bool ProxyBoxShape::raycast(const Ray& ray, decimal distance) const {
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// TODO : Implement this method
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return false;
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}
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// Raycast method with feedback information
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bool ProxyBoxShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
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// TODO : Implement this method
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return false;
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}
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@ -29,6 +29,7 @@
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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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/// 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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/// 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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/// 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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@ -244,6 +269,13 @@ inline decimal ProxyBoxShape::getMargin() const {
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return mCollisionShape->getMargin();
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}
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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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}
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#endif
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@ -124,6 +124,24 @@ void CapsuleShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) co
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0.0, 0.0, IxxAndzz);
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}
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// Raycast method
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bool CapsuleShape::raycast(const Ray& ray, decimal distance) const {
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// TODO : Implement this method
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return false;
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}
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// Raycast method with feedback information
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bool CapsuleShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
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// TODO : Implement this method
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return false;
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}
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// 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;
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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 -------------------- //
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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));
|
||||
|
|
Loading…
Reference in New Issue
Block a user