Add the convex mesh collision shape
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src/collision/shapes/ConvexMeshShape.cpp
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src/collision/shapes/ConvexMeshShape.cpp
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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 <complex>
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#include "../../configuration.h"
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#include "ConvexMeshShape.h"
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using namespace reactphysics3d;
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// Constructor to initialize with a array of 3D vertices.
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/// This method creates an internal copy of the input vertices.
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ConvexMeshShape::ConvexMeshShape(const decimal* arrayVertices, uint nbVertices, int stride,
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decimal margin)
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: CollisionShape(CONVEX_MESH, margin), mNbVertices(nbVertices), mMinBounds(0, 0, 0),
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mMaxBounds(0, 0, 0), mIsEdgesInformationUsed(false), mCachedSupportVertex(0) {
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assert(nbVertices > 0);
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assert(stride > 0);
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assert(margin > decimal(0.0));
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const unsigned char* vertexPointer = (const unsigned char*) arrayVertices;
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// Copy all the vertices into the internal array
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for (uint i=0; i<mNbVertices; i++) {
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const decimal* newPoint = (const decimal*) vertexPointer;
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mVertices.push_back(Vector3(newPoint[0], newPoint[1], newPoint[2]));
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vertexPointer += stride;
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}
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// Recalculate the bounds of the mesh
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recalculateBounds();
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}
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// Constructor.
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/// If you use this constructor, you will need to set the vertices manually one by one using
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/// the addVertex() method.
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ConvexMeshShape::ConvexMeshShape(decimal margin)
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: CollisionShape(CONVEX_MESH, margin), mNbVertices(0), mMinBounds(0, 0, 0),
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mMaxBounds(0, 0, 0), mIsEdgesInformationUsed(false), mCachedSupportVertex(0) {
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assert(margin > decimal(0.0));
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}
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// Private copy-constructor
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ConvexMeshShape::ConvexMeshShape(const ConvexMeshShape& shape)
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: CollisionShape(shape), mVertices(shape.mVertices), mNbVertices(shape.mNbVertices),
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mMinBounds(shape.mMinBounds), mMaxBounds(shape.mMaxBounds),
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mIsEdgesInformationUsed(shape.mIsEdgesInformationUsed),
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mEdgesAdjacencyList(shape.mEdgesAdjacencyList),
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mCachedSupportVertex(shape.mCachedSupportVertex) {
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assert(mNbVertices == mVertices.size());
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}
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// Destructor
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ConvexMeshShape::~ConvexMeshShape() {
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}
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// Return a local support point in a given direction with the object margin
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Vector3 ConvexMeshShape::getLocalSupportPointWithMargin(const Vector3& direction) {
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// Get the support point without the margin
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Vector3 supportPoint = getLocalSupportPointWithoutMargin(direction);
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// Get the unit direction vector
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Vector3 unitDirection = direction;
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if (direction.lengthSquare() < MACHINE_EPSILON * MACHINE_EPSILON) {
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unitDirection.setAllValues(1.0, 1.0, 1.0);
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}
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unitDirection.normalize();
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// Add the margin to the support point and return it
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return supportPoint + unitDirection * mMargin;
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}
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// Return a local support point in a given direction without the object margin.
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/// If the edges information is not used for collision detection, this method will go through
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/// the whole vertices list and pick up the vertex with the largest dot product in the support
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/// direction. This is an O(n) process with "n" being the number of vertices in the mesh.
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/// However, if the edges information is used, we can cache the previous support vertex and use
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/// it as a start in a hill-climbing (local search) process to find the new support vertex which
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/// will be in most of the cases very close to the previous one. Using hill-climbing, this method
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/// runs in almost constant time.
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Vector3 ConvexMeshShape::getLocalSupportPointWithoutMargin(const Vector3& direction) {
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assert(mNbVertices == mVertices.size());
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// If the edges information is used to speed up the collision detection
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if (mIsEdgesInformationUsed) {
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assert(mEdgesAdjacencyList.size() == mNbVertices);
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uint maxVertex = mCachedSupportVertex;
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decimal maxDotProduct = direction.dot(mVertices[maxVertex]);
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bool isOptimal;
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// Perform hill-climbing (local search)
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do {
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isOptimal = true;
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assert(mEdgesAdjacencyList.at(maxVertex).size() > 0);
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// For all neighbors of the current vertex
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std::set<uint>::const_iterator it;
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std::set<uint>::const_iterator itBegin = mEdgesAdjacencyList.at(maxVertex).begin();
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std::set<uint>::const_iterator itEnd = mEdgesAdjacencyList.at(maxVertex).end();
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for (it = itBegin; it != itEnd; ++it) {
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// Compute the dot product
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decimal dotProduct = direction.dot(mVertices[*it]);
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// If the current vertex is a better vertex (larger dot product)
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if (dotProduct > maxDotProduct) {
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maxVertex = *it;
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maxDotProduct = dotProduct;
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isOptimal = false;
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}
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}
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} while(!isOptimal);
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// Cache the support vertex
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mCachedSupportVertex = maxVertex;
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// Return the support vertex
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return mVertices[maxVertex];
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}
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else { // If the edges information is not used
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decimal maxDotProduct = DECIMAL_SMALLEST;
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uint indexMaxDotProduct = 0;
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// For each vertex of the mesh
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for (uint i=0; i<mNbVertices; i++) {
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// Compute the dot product of the current vertex
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decimal dotProduct = direction.dot(mVertices[i]);
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// If the current dot product is larger than the maximum one
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if (dotProduct > maxDotProduct) {
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indexMaxDotProduct = i;
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maxDotProduct = dotProduct;
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}
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}
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assert(maxDotProduct >= decimal(0.0));
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// Return the vertex with the largest dot product in the support direction
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return mVertices[indexMaxDotProduct];
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}
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}
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// Recompute the bounds of the mesh
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void ConvexMeshShape::recalculateBounds() {
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mMinBounds.setToZero();
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mMaxBounds.setToZero();
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// For each vertex of the mesh
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for (uint i=0; i<mNbVertices; i++) {
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if (mVertices[i].x > mMaxBounds.x) mMaxBounds.x = mVertices[i].x;
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if (mVertices[i].x < mMinBounds.x) mMinBounds.x = mVertices[i].x;
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if (mVertices[i].y > mMaxBounds.y) mMaxBounds.y = mVertices[i].y;
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if (mVertices[i].y < mMinBounds.y) mMinBounds.y = mVertices[i].y;
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if (mVertices[i].z > mMaxBounds.z) mMaxBounds.z = mVertices[i].z;
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if (mVertices[i].z < mMinBounds.z) mMinBounds.z = mVertices[i].z;
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}
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// Add the object margin to the bounds
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mMaxBounds += Vector3(mMargin, mMargin, mMargin);
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mMinBounds -= Vector3(mMargin, mMargin, mMargin);
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}
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// Test equality between two cone shapes
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bool ConvexMeshShape::isEqualTo(const CollisionShape& otherCollisionShape) const {
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const ConvexMeshShape& otherShape = dynamic_cast<const ConvexMeshShape&>(otherCollisionShape);
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assert(mNbVertices == mVertices.size());
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if (mNbVertices != otherShape.mNbVertices) return false;
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// If edges information is used, it means that a collison shape object will store
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// cached data (previous support vertex) and therefore, we should not reuse the shape
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// for another body. Therefore, we consider that all convex mesh shape using edges
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// information are different.
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if (mIsEdgesInformationUsed) return false;
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if (mEdgesAdjacencyList.size() != otherShape.mEdgesAdjacencyList.size()) return false;
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// Check that the vertices are the same
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for (uint i=0; i<mNbVertices; i++) {
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if (mVertices[i] != otherShape.mVertices[i]) return false;
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}
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// Check that the edges are the same
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for (uint i=0; i<mEdgesAdjacencyList.size(); i++) {
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assert(otherShape.mEdgesAdjacencyList.count(i) == 1);
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if (mEdgesAdjacencyList.at(i) != otherShape.mEdgesAdjacencyList.at(i)) return false;
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}
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return true;
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}
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src/collision/shapes/ConvexMeshShape.h
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src/collision/shapes/ConvexMeshShape.h
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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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#ifndef REACTPHYSICS3D_CONVEX_MESH_SHAPE_H
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#define REACTPHYSICS3D_CONVEX_MESH_SHAPE_H
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// Libraries
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#include "CollisionShape.h"
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#include "../../mathematics/mathematics.h"
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#include <vector>
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#include <set>
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#include <map>
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/// ReactPhysics3D namespace
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namespace reactphysics3d {
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// Class ConvexMeshShape
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/**
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* This class represents a convex mesh shape. In order to create a convex mesh shape, you
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* need to indicate the local-space position of the mesh vertices. You do it either by
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* passing a vertices array to the constructor or using the addVertex() method. Make sure
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* that the set of vertices that you use to create the shape are indeed part of a convex
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* mesh. The center of mass of the shape will be at the origin of the local-space geometry
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* that you use to create the mesh. The method used for collision detection with a convex
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* mesh shape has an O(n) running time with "n" beeing the number of vertices in the mesh.
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* Therefore, you should try not to use too many vertices. However, it is possible to speed
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* up the collision detection by using the edges information of your mesh. The running time
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* of the collision detection that uses the edges is almost O(1) constant time at the cost
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* of additional memory used to store the vertices. You can indicate edges information
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* with the addEdge() method. Then, you must use the setIsEdgesInformationUsed(true) method
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* in order to use the edges information for collision detection.
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*/
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class ConvexMeshShape : public CollisionShape {
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private :
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// -------------------- Attributes -------------------- //
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/// Array with the vertices of the mesh
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std::vector<Vector3> mVertices;
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/// Number of vertices in the mesh
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uint mNbVertices;
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/// Mesh minimum bounds in the three local x, y and z directions
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Vector3 mMinBounds;
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/// Mesh maximum bounds in the three local x, y and z directions
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Vector3 mMaxBounds;
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/// True if the shape contains the edges of the convex mesh in order to
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/// make the collision detection faster
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bool mIsEdgesInformationUsed;
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/// Adjacency list representing the edges of the mesh
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std::map<uint, std::set<uint> > mEdgesAdjacencyList;
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/// Cached support vertex index (previous support vertex)
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uint mCachedSupportVertex;
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// -------------------- Methods -------------------- //
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/// Private copy-constructor
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ConvexMeshShape(const ConvexMeshShape& shape);
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/// Private assignment operator
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ConvexMeshShape& operator=(const ConvexMeshShape& shape);
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/// Recompute the bounds of the mesh
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void recalculateBounds();
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public :
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// -------------------- Methods -------------------- //
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/// Constructor to initialize with a array of 3D vertices.
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ConvexMeshShape(const decimal* arrayVertices, uint nbVertices, int stride,
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decimal margin = OBJECT_MARGIN);
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/// Constructor.
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ConvexMeshShape(decimal margin = OBJECT_MARGIN);
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/// Destructor
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virtual ~ConvexMeshShape();
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/// Allocate and return a copy of the object
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virtual ConvexMeshShape* clone(void* allocatedMemory) const;
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/// Return the number of bytes used by the collision shape
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virtual size_t getSizeInBytes() const;
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/// Return a local support point in a given direction with the object margin
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virtual Vector3 getLocalSupportPointWithMargin(const Vector3& direction);
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/// Return a local support point in a given direction without the object margin.
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virtual Vector3 getLocalSupportPointWithoutMargin(const Vector3& direction);
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/// Return the local bounds of the shape in x, y and z directions
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virtual void getLocalBounds(Vector3& min, Vector3& max) const;
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/// Return the local inertia tensor of the collision shape.
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virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const;
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/// Test equality between two cone shapes
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virtual bool isEqualTo(const CollisionShape& otherCollisionShape) const;
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/// Add a vertex into the convex mesh
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void addVertex(const Vector3& vertex);
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/// Add an edge into the convex mesh by specifying the two vertex indices of the edge.
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void addEdge(uint v1, uint v2);
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/// Return true if the edges information is used to speed up the collision detection
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bool isEdgesInformationUsed() const;
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/// Set the variable to know if the edges information is used to speed up the
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/// collision detection
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void setIsEdgesInformationUsed(bool isEdgesUsed);
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};
|
||||||
|
|
||||||
|
// Allocate and return a copy of the object
|
||||||
|
inline ConvexMeshShape* ConvexMeshShape::clone(void* allocatedMemory) const {
|
||||||
|
return new (allocatedMemory) ConvexMeshShape(*this);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Return the number of bytes used by the collision shape
|
||||||
|
inline size_t ConvexMeshShape::getSizeInBytes() const {
|
||||||
|
return sizeof(ConvexMeshShape);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Return the local bounds of the shape in x, y and z directions
|
||||||
|
inline void ConvexMeshShape::getLocalBounds(Vector3& min, Vector3& max) const {
|
||||||
|
min = mMinBounds;
|
||||||
|
max = mMaxBounds;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Return the local inertia tensor of the collision shape.
|
||||||
|
/// The local inertia tensor of the convex mesh is approximated using the inertia tensor
|
||||||
|
/// of its bounding box.
|
||||||
|
inline void ConvexMeshShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const {
|
||||||
|
decimal factor = (decimal(1.0) / decimal(3.0)) * mass;
|
||||||
|
Vector3 realExtent = decimal(0.5) * (mMaxBounds - mMinBounds);
|
||||||
|
assert(realExtent.x > 0 && realExtent.y > 0 && realExtent.z > 0);
|
||||||
|
decimal xSquare = realExtent.x * realExtent.x;
|
||||||
|
decimal ySquare = realExtent.y * realExtent.y;
|
||||||
|
decimal zSquare = realExtent.z * realExtent.z;
|
||||||
|
tensor.setAllValues(factor * (ySquare + zSquare), 0.0, 0.0,
|
||||||
|
0.0, factor * (xSquare + zSquare), 0.0,
|
||||||
|
0.0, 0.0, factor * (xSquare + ySquare));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add a vertex into the convex mesh
|
||||||
|
inline void ConvexMeshShape::addVertex(const Vector3& vertex) {
|
||||||
|
|
||||||
|
// Add the vertex in to vertices array
|
||||||
|
mVertices.push_back(vertex);
|
||||||
|
mNbVertices++;
|
||||||
|
|
||||||
|
// Update the bounds of the mesh
|
||||||
|
if (vertex.x > mMaxBounds.x) mMaxBounds.x = vertex.x;
|
||||||
|
if (vertex.x < mMinBounds.x) mMinBounds.x = vertex.x;
|
||||||
|
if (vertex.y > mMaxBounds.y) mMaxBounds.y = vertex.y;
|
||||||
|
if (vertex.y < mMinBounds.y) mMinBounds.y = vertex.y;
|
||||||
|
if (vertex.z > mMaxBounds.z) mMaxBounds.z = vertex.z;
|
||||||
|
if (vertex.z < mMinBounds.z) mMinBounds.z = vertex.z;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add an edge into the convex mesh by specifying the two vertex indices of the edge.
|
||||||
|
/// Note that the vertex indices start at zero and need to correspond to the order of
|
||||||
|
/// the vertices in the vertices array in the constructor or the order of the calls
|
||||||
|
/// of the addVertex() methods that you use to add vertices into the convex mesh.
|
||||||
|
inline void ConvexMeshShape::addEdge(uint v1, uint v2) {
|
||||||
|
|
||||||
|
assert(v1 >= 0);
|
||||||
|
assert(v2 >= 0);
|
||||||
|
|
||||||
|
// If the entry for vertex v1 does not exist in the adjacency list
|
||||||
|
if (mEdgesAdjacencyList.count(v1) == 0) {
|
||||||
|
mEdgesAdjacencyList.insert(std::make_pair<uint, std::set<uint> >(v1, std::set<uint>()));
|
||||||
|
}
|
||||||
|
|
||||||
|
// If the entry for vertex v2 does not exist in the adjacency list
|
||||||
|
if (mEdgesAdjacencyList.count(v2) == 0) {
|
||||||
|
mEdgesAdjacencyList.insert(std::make_pair<uint, std::set<uint> >(v2, std::set<uint>()));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add the edge in the adjacency list
|
||||||
|
mEdgesAdjacencyList[v1].insert(v2);
|
||||||
|
mEdgesAdjacencyList[v2].insert(v1);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Return true if the edges information is used to speed up the collision detection
|
||||||
|
inline bool ConvexMeshShape::isEdgesInformationUsed() const {
|
||||||
|
return mIsEdgesInformationUsed;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set the variable to know if the edges information is used to speed up the
|
||||||
|
// collision detection
|
||||||
|
inline void ConvexMeshShape::setIsEdgesInformationUsed(bool isEdgesUsed) {
|
||||||
|
mIsEdgesInformationUsed = isEdgesUsed;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
|
@ -48,6 +48,7 @@
|
||||||
#include "collision/shapes/ConeShape.h"
|
#include "collision/shapes/ConeShape.h"
|
||||||
#include "collision/shapes/CylinderShape.h"
|
#include "collision/shapes/CylinderShape.h"
|
||||||
#include "collision/shapes/CapsuleShape.h"
|
#include "collision/shapes/CapsuleShape.h"
|
||||||
|
#include "collision/shapes/ConvexMeshShape.h"
|
||||||
#include "collision/shapes/AABB.h"
|
#include "collision/shapes/AABB.h"
|
||||||
#include "constraint/BallAndSocketJoint.h"
|
#include "constraint/BallAndSocketJoint.h"
|
||||||
#include "constraint/SliderJoint.h"
|
#include "constraint/SliderJoint.h"
|
||||||
|
|
Loading…
Reference in New Issue
Block a user