/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010 Daniel Chappuis * ********************************************************************************* * * * Permission is hereby granted, free of charge, to any person obtaining a copy * * of this software and associated documentation files (the "Software"), to deal * * in the Software without restriction, including without limitation the rights * * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * * copies of the Software, and to permit persons to whom the Software is * * furnished to do so, subject to the following conditions: * * * * The above copyright notice and this permission notice shall be included in * * all copies or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * * THE SOFTWARE. * ********************************************************************************/ #ifndef BOX_SHAPE_H #define BOX_SHAPE_H // Libraries #include #include "Shape.h" #include "../mathematics/mathematics.h" // ReactPhysics3D namespace namespace reactphysics3d { /* ------------------------------------------------------------------- Class BoxShape : This class represents a 3D box. 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 gives an orientation and a position to the box. ------------------------------------------------------------------- */ class BoxShape : public Shape { private : Vector3 extent; // Extent sizes of the box in the x, y and z direction public : BoxShape(const Vector3& extent); // Constructor virtual ~BoxShape(); // Destructor const Vector3& getExtent() const; // Return the extents of the box void setExtent(const Vector3& extent); // Set the extents of the box virtual Vector3 getLocalExtents(double margin=0.0) const; // Return the local extents in x,y and z direction virtual Vector3 getLocalSupportPoint(const Vector3& direction, double margin=0.0) const; // Return a local support point in a given direction virtual void computeLocalInertiaTensor(Matrix3x3& tensor, double mass) const; // Return the local inertia tensor of the shape #ifdef VISUAL_DEBUG virtual void draw() const; // Draw the Box (only for testing purpose) #endif }; // Return the extents of the box inline const Vector3& BoxShape::getExtent() const { return extent; } // Set the extents of the box inline void BoxShape::setExtent(const Vector3& extent) { this->extent = extent; } // Return the local extents of the shape (half-width) in x,y and z local direction // This method is used to compute the AABB of the box inline Vector3 BoxShape::getLocalExtents(double margin) const { return extent + Vector3(margin, margin, margin); } // Return a local support point in a given direction inline Vector3 BoxShape::getLocalSupportPoint(const Vector3& direction, double margin) const { assert(margin >= 0.0); return Vector3(direction.getX() < 0.0 ? -extent.getX()-margin : extent.getX()+margin, direction.getY() < 0.0 ? -extent.getY()-margin : extent.getY()+margin, direction.getZ() < 0.0 ? -extent.getZ()-margin : extent.getZ()+margin); } }; // End of the ReactPhysics3D namespace #endif