/******************************************************************************** * 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. * * * ********************************************************************************/ #ifndef COLLISION_SHAPE_H #define COLLISION_SHAPE_H // Libraries #include #include "../../mathematics/Vector3.h" #include "../../mathematics/Matrix3x3.h" // ReactPhysics3D namespace namespace reactphysics3d { // Enumeration enum CollisionShapeType {BOX, SPHERE, CONE, CYLINDER}; // Type of the collision shape // Declarations class Body; /* ------------------------------------------------------------------- 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; // -------------------- Methods -------------------- // // Private copy-constructor CollisionShape(const CollisionShape& shape); // Private assignment operator CollisionShape& operator=(const CollisionShape& shape); public : // -------------------- Methods -------------------- // // Constructor CollisionShape(CollisionShapeType type); // Destructor virtual ~CollisionShape(); // Return the type of the collision shapes CollisionShapeType getType() const; // Return a local support point in a given direction virtual Vector3 getLocalSupportPoint(const Vector3& direction, decimal margin=0.0) const=0; // Return the local extents in x,y and z direction virtual Vector3 getLocalExtents(decimal margin=0.0) const=0; // Return the local inertia tensor of the collision shapes virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const=0; }; // Return the type of the collision shape inline CollisionShapeType CollisionShape::getType() const { return mType; } } #endif