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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "SphereVsSphereAlgorithm.h"
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#include "../../collision/shapes/SphereShape.h"
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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SphereVsSphereAlgorithm::SphereVsSphereAlgorithm(MemoryAllocator& memoryAllocator)
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:NarrowPhaseAlgorithm(memoryAllocator) {
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}
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// Destructor
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SphereVsSphereAlgorithm::~SphereVsSphereAlgorithm() {
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}
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bool SphereVsSphereAlgorithm::testCollision(const CollisionShape* collisionShape1,
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const Transform& transform1,
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const CollisionShape* collisionShape2,
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const Transform& transform2,
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ContactPointInfo*& contactInfo) {
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// Get the sphere collision shapes
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const SphereShape* sphereShape1 = dynamic_cast<const SphereShape*>(collisionShape1);
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const SphereShape* sphereShape2 = dynamic_cast<const SphereShape*>(collisionShape2);
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// Compute the distance between the centers
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Vector3 vectorBetweenCenters = transform2.getPosition() - transform1.getPosition();
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decimal squaredDistanceBetweenCenters = vectorBetweenCenters.lengthSquare();
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// Compute the sum of the radius
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decimal sumRadius = sphereShape1->getRadius() + sphereShape2->getRadius();
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// If the sphere collision shapes intersect
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if (squaredDistanceBetweenCenters <= sumRadius * sumRadius) {
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Vector3 centerSphere2InBody1LocalSpace = transform1.inverse() * transform2.getPosition();
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Vector3 centerSphere1InBody2LocalSpace = transform2.inverse() * transform1.getPosition();
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Vector3 intersectionOnBody1 = sphereShape1->getRadius() *
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centerSphere2InBody1LocalSpace.getUnit();
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Vector3 intersectionOnBody2 = sphereShape2->getRadius() *
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centerSphere1InBody2LocalSpace.getUnit();
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decimal penetrationDepth = sumRadius - std::sqrt(squaredDistanceBetweenCenters);
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// Create the contact info object
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contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo))) ContactPointInfo(
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vectorBetweenCenters.getUnit(), penetrationDepth,
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intersectionOnBody1, intersectionOnBody2);
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return true;
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}
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return false;
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}
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