/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2016 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_BOX_SHAPE_H #define REACTPHYSICS3D_BOX_SHAPE_H // Libraries #include #include "ConvexShape.h" #include "body/CollisionBody.h" #include "mathematics/mathematics.h" /// ReactPhysics3D namespace namespace reactphysics3d { // Class BoxShape /** * This class represents a 3D box shape. Those axis are unit length. * The three extents are half-widths of the box along the three * axis x, y, z local axis. The "transform" of the corresponding * rigid body will give an orientation and a position to the box. This * collision shape uses an extra margin distance around it for collision * detection purpose. The default margin is 4cm (if your units are meters, * which is recommended). In case, you want to simulate small objects * (smaller than the margin distance), you might want to reduce the margin by * specifying your own margin distance using the "margin" parameter in the * constructor of the box shape. Otherwise, it is recommended to use the * default margin distance by not using the "margin" parameter in the constructor. */ class BoxShape : public ConvexShape { protected : // -------------------- Attributes -------------------- // /// Extent sizes of the box in the x, y and z direction Vector3 mExtent; // -------------------- Methods -------------------- // /// Return a local support point in a given direction without the object margin virtual Vector3 getLocalSupportPointWithoutMargin(const Vector3& direction, void** cachedCollisionData) const override; /// Return true if a point is inside the collision shape virtual bool testPointInside(const Vector3& localPoint, ProxyShape* proxyShape) const override; /// Raycast method with feedback information virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const override; /// Return the number of bytes used by the collision shape virtual size_t getSizeInBytes() const override; public : // -------------------- Methods -------------------- // /// Constructor BoxShape(const Vector3& extent, decimal margin = OBJECT_MARGIN); /// Destructor virtual ~BoxShape() override = default; /// Deleted copy-constructor BoxShape(const BoxShape& shape) = delete; /// Deleted assignment operator BoxShape& operator=(const BoxShape& shape) = delete; /// Return the extents of the box Vector3 getExtent() const; /// Set the scaling vector of the collision shape virtual void setLocalScaling(const Vector3& scaling) override; /// Return the local bounds of the shape in x, y and z directions virtual void getLocalBounds(Vector3& min, Vector3& max) const override; /// Return the local inertia tensor of the collision shape virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const override; }; // Return the extents of the box /** * @return The vector with the three extents of the box shape (in meters) */ inline Vector3 BoxShape::getExtent() const { return mExtent + Vector3(mMargin, mMargin, mMargin); } // Set the scaling vector of the collision shape inline void BoxShape::setLocalScaling(const Vector3& scaling) { mExtent = (mExtent / mScaling) * scaling; CollisionShape::setLocalScaling(scaling); } // Return the local bounds of the shape in x, y and z directions /// This method is used to compute the AABB of the box /** * @param min The minimum bounds of the shape in local-space coordinates * @param max The maximum bounds of the shape in local-space coordinates */ inline void BoxShape::getLocalBounds(Vector3& min, Vector3& max) const { // Maximum bounds max = mExtent + Vector3(mMargin, mMargin, mMargin); // Minimum bounds min = -max; } // Return the number of bytes used by the collision shape inline size_t BoxShape::getSizeInBytes() const { return sizeof(BoxShape); } // Return a local support point in a given direction without the objec margin inline Vector3 BoxShape::getLocalSupportPointWithoutMargin(const Vector3& direction, void** cachedCollisionData) const { return Vector3(direction.x < 0.0 ? -mExtent.x : mExtent.x, direction.y < 0.0 ? -mExtent.y : mExtent.y, direction.z < 0.0 ? -mExtent.z : mExtent.z); } // Return true if a point is inside the collision shape inline bool BoxShape::testPointInside(const Vector3& localPoint, ProxyShape* proxyShape) const { return (localPoint.x < mExtent[0] && localPoint.x > -mExtent[0] && localPoint.y < mExtent[1] && localPoint.y > -mExtent[1] && localPoint.z < mExtent[2] && localPoint.z > -mExtent[2]); } } #endif