/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2019 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 "ConcaveShape.h" // We want to use the ReactPhysics3D namespace using namespace reactphysics3d; // Constructor ConcaveShape::ConcaveShape(CollisionShapeName name, MemoryAllocator& allocator, const Vector3& scaling) : CollisionShape(name, CollisionShapeType::CONCAVE_SHAPE, allocator), mRaycastTestType(TriangleRaycastSide::FRONT), mScale(scaling) { } // Compute and return the volume of the collision shape /// Note that we approximate the volume of a concave shape with the volume of its AABB decimal ConcaveShape::getVolume() const { Vector3 minBounds, maxBounds; // Compute the local bounds getLocalBounds(minBounds, maxBounds); const decimal lengthX = maxBounds.x - minBounds.x; const decimal lengthY = maxBounds.y - minBounds.y; const decimal lengthZ = maxBounds.z - minBounds.z; // Approximate the volume of the concave shape as the volume of its AABB return lengthX * lengthY * lengthZ; }