/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2015 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ #ifndef REACTPHYSICS3D_COLLISION_SHAPE_H #define REACTPHYSICS3D_COLLISION_SHAPE_H // Libraries #include #include #include "mathematics/Vector3.h" #include "mathematics/Matrix3x3.h" #include "mathematics/Ray.h" #include "AABB.h" #include "collision/RaycastInfo.h" #include "memory/MemoryAllocator.h" /// ReactPhysics3D namespace namespace reactphysics3d { /// Type of the collision shape enum CollisionShapeType {TRIANGLE, BOX, SPHERE, CONE, CYLINDER, CAPSULE, CONVEX_MESH, CONCAVE_MESH}; const int NB_COLLISION_SHAPE_TYPES = 8; // Declarations class ProxyShape; class CollisionBody; // Class CollisionShape /** * This abstract class represents the collision shape associated with a * body that is used during the narrow-phase collision detection. */ class CollisionShape { protected : // -------------------- Attributes -------------------- // /// Type of the collision shape CollisionShapeType mType; /// Current number of similar created shapes uint mNbSimilarCreatedShapes; /// Margin used for the GJK collision detection algorithm decimal mMargin; // -------------------- Methods -------------------- // /// Private copy-constructor CollisionShape(const CollisionShape& shape); /// Private assignment operator CollisionShape& operator=(const CollisionShape& shape); // Return a local support point in a given direction with the object margin virtual Vector3 getLocalSupportPointWithMargin(const Vector3& direction, void** cachedCollisionData) const=0; /// Return a local support point in a given direction without the object margin virtual Vector3 getLocalSupportPointWithoutMargin(const Vector3& direction, void** cachedCollisionData) const=0; /// Return true if a point is inside the collision shape virtual bool testPointInside(const Vector3& worldPoint, ProxyShape* proxyShape) const=0; /// Raycast method with feedback information virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const=0; /// Return the number of similar created shapes uint getNbSimilarCreatedShapes() const; /// Allocate and return a copy of the object virtual CollisionShape* clone(void* allocatedMemory) const=0; /// Return the number of bytes used by the collision shape virtual size_t getSizeInBytes() const = 0; /// Increment the number of similar allocated collision shapes void incrementNbSimilarCreatedShapes(); /// Decrement the number of similar allocated collision shapes void decrementNbSimilarCreatedShapes(); public : // -------------------- Methods -------------------- // /// Constructor CollisionShape(CollisionShapeType type, decimal margin); /// Destructor virtual ~CollisionShape(); /// Return the type of the collision shapes CollisionShapeType getType() const; /// Return the current object margin decimal getMargin() const; /// Return the local bounds of the shape in x, y and z directions virtual void getLocalBounds(Vector3& min, Vector3& max) const=0; /// Return the local inertia tensor of the collision shapes virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const=0; /// Compute the world-space AABB of the collision shape given a transform virtual void computeAABB(AABB& aabb, const Transform& transform) const; /// Equality operator between two collision shapes. bool operator==(const CollisionShape& otherCollisionShape) const; /// Test equality between two collision shapes of the same type (same derived classes). virtual bool isEqualTo(const CollisionShape& otherCollisionShape) const=0; // -------------------- Friendship -------------------- // friend class ProxyShape; friend class CollisionWorld; }; // Return the type of the collision shape /** * @return The type of the collision shape (box, sphere, cylinder, ...) */ inline CollisionShapeType CollisionShape::getType() const { return mType; } // Return the number of similar created shapes inline uint CollisionShape::getNbSimilarCreatedShapes() const { return mNbSimilarCreatedShapes; } // Return the current collision shape margin /** * @return The margin (in meters) around the collision shape */ inline decimal CollisionShape::getMargin() const { return mMargin; } // Increment the number of similar allocated collision shapes inline void CollisionShape::incrementNbSimilarCreatedShapes() { mNbSimilarCreatedShapes++; } // Decrement the number of similar allocated collision shapes inline void CollisionShape::decrementNbSimilarCreatedShapes() { mNbSimilarCreatedShapes--; } // Equality operator between two collision shapes. /// This methods returns true only if the two collision shapes are of the same type and /// of the same dimensions. inline bool CollisionShape::operator==(const CollisionShape& otherCollisionShape) const { // If the two collisions shapes are not of the same type (same derived classes) // we return false if (mType != otherCollisionShape.mType) return false; assert(typeid(*this) == typeid(otherCollisionShape)); if (mMargin != otherCollisionShape.mMargin) return false; // Check if the two shapes are equal return otherCollisionShape.isEqualTo(*this); } } #endif