/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010-2013 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. * * * ********************************************************************************/ // Libraries #include "SphereVsSphereAlgorithm.h" #include "../../collision/shapes/SphereShape.h" // We want to use the ReactPhysics3D namespace using namespace reactphysics3d; // Constructor SphereVsSphereAlgorithm::SphereVsSphereAlgorithm(MemoryAllocator& memoryAllocator) :NarrowPhaseAlgorithm(memoryAllocator) { } // Destructor SphereVsSphereAlgorithm::~SphereVsSphereAlgorithm() { } bool SphereVsSphereAlgorithm::testCollision(ProxyShape* collisionShape1, ProxyShape* collisionShape2, ContactPointInfo*& contactInfo) { // Get the sphere collision shapes const CollisionShape* shape1 = collisionShape1->getCollisionShape(); const CollisionShape* shape2 = collisionShape2->getCollisionShape(); const SphereShape* sphereShape1 = dynamic_cast(shape1); const SphereShape* sphereShape2 = dynamic_cast(shape2); // Get the local-space to world-space transforms const Transform transform1 = collisionShape1->getBody()->getTransform() * collisionShape1->getLocalToBodyTransform(); const Transform transform2 = collisionShape2->getBody()->getTransform() * collisionShape2->getLocalToBodyTransform(); // Compute the distance between the centers Vector3 vectorBetweenCenters = transform2.getPosition() - transform1.getPosition(); decimal squaredDistanceBetweenCenters = vectorBetweenCenters.lengthSquare(); // Compute the sum of the radius decimal sumRadius = sphereShape1->getRadius() + sphereShape2->getRadius(); // If the sphere collision shapes intersect if (squaredDistanceBetweenCenters <= sumRadius * sumRadius) { Vector3 centerSphere2InBody1LocalSpace = transform1.getInverse() * transform2.getPosition(); Vector3 centerSphere1InBody2LocalSpace = transform2.getInverse() * transform1.getPosition(); Vector3 intersectionOnBody1 = sphereShape1->getRadius() * centerSphere2InBody1LocalSpace.getUnit(); Vector3 intersectionOnBody2 = sphereShape2->getRadius() * centerSphere1InBody2LocalSpace.getUnit(); decimal penetrationDepth = sumRadius - std::sqrt(squaredDistanceBetweenCenters); // Create the contact info object contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo))) ContactPointInfo(collisionShape1, collisionShape2, vectorBetweenCenters.getUnit(), penetrationDepth, intersectionOnBody1, intersectionOnBody2); return true; } return false; }