/******************************************************************************** * 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. * * * ********************************************************************************/ #ifndef REACTPHYSICS3D_CONVEX_MESH_SHAPE_H #define REACTPHYSICS3D_CONVEX_MESH_SHAPE_H // Libraries #include "ConvexPolyhedronShape.h" #include "mathematics/mathematics.h" #include "collision/PolyhedronMesh.h" /// ReactPhysics3D namespace namespace reactphysics3d { // Declaration class GJKAlgorithm; class PhysicsWorld; // Class ConvexMeshShape /** * This class represents a convex mesh shape. In order to create a convex mesh shape, you * need to indicate the local-space position of the mesh vertices. The center of mass * of the shape will be at the origin of the local-space geometry that you use to create * the mesh. */ class ConvexMeshShape : public ConvexPolyhedronShape { protected : // -------------------- Attributes -------------------- // /// Polyhedron structure of the mesh PolyhedronMesh* mPolyhedronMesh; /// Mesh minimum bounds in the three local x, y and z directions Vector3 mMinBounds; /// Mesh maximum bounds in the three local x, y and z directions Vector3 mMaxBounds; /// Scale of the mesh Vector3 mScale; // -------------------- Methods -------------------- // /// Constructor ConvexMeshShape(PolyhedronMesh* polyhedronMesh, MemoryAllocator& allocator, const Vector3& scale = Vector3(1,1,1)); /// Recompute the bounds of the mesh void recalculateBounds(); /// Return a local support point in a given direction without the object margin. virtual Vector3 getLocalSupportPointWithoutMargin(const Vector3& direction) const override; /// Return true if a point is inside the collision shape virtual bool testPointInside(const Vector3& localPoint, Collider* collider) const override; /// Raycast method with feedback information virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider* collider, MemoryAllocator& allocator) const override; /// Return the number of bytes used by the collision shape virtual size_t getSizeInBytes() const override; /// Destructor virtual ~ConvexMeshShape() override = default; public : // -------------------- Methods -------------------- // /// Deleted copy-constructor ConvexMeshShape(const ConvexMeshShape& shape) = delete; /// Deleted assignment operator ConvexMeshShape& operator=(const ConvexMeshShape& shape) = delete; /// Return the scale const Vector3& getScale() const; /// Set the scale void setScale(const Vector3& scale); /// 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 Vector3 getLocalInertiaTensor(decimal mass) const override; /// Return the number of faces of the polyhedron virtual uint getNbFaces() const override; /// Return a given face of the polyhedron virtual const HalfEdgeStructure::Face& getFace(uint faceIndex) const override; /// Return the number of vertices of the polyhedron virtual uint getNbVertices() const override; /// Return a given vertex of the polyhedron virtual HalfEdgeStructure::Vertex getVertex(uint vertexIndex) const override; /// Return the number of half-edges of the polyhedron virtual uint getNbHalfEdges() const override; /// Return a given half-edge of the polyhedron virtual const HalfEdgeStructure::Edge& getHalfEdge(uint edgeIndex) const override; /// Return the position of a given vertex virtual Vector3 getVertexPosition(uint vertexIndex) const override; /// Return the normal vector of a given face of the polyhedron virtual Vector3 getFaceNormal(uint faceIndex) const override; /// Return the centroid of the polyhedron virtual Vector3 getCentroid() const override; /// Compute and return the volume of the collision shape virtual decimal getVolume() const override; /// Return the string representation of the shape virtual std::string to_string() const override; // ----- Friendship ----- // friend class PhysicsCommon; }; // Return the number of bytes used by the collision shape inline size_t ConvexMeshShape::getSizeInBytes() const { return sizeof(ConvexMeshShape); } // Return the scaling vector inline const Vector3& ConvexMeshShape::getScale() const { return mScale; } // Set the scale /// Note that you might want to recompute the inertia tensor and center of mass of the body /// after changing the scale of a collision shape inline void ConvexMeshShape::setScale(const Vector3& scale) { mScale = scale; recalculateBounds(); notifyColliderAboutChangedSize(); } // Return the local bounds of the shape in x, y and z directions /** * @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 ConvexMeshShape::getLocalBounds(Vector3& min, Vector3& max) const { min = mMinBounds; max = mMaxBounds; } // Return the local inertia tensor of the collision shape. /// The local inertia tensor of the convex mesh is approximated using the inertia tensor /// of its bounding box. /** * @param mass Mass to use to compute the inertia tensor of the collision shape */ inline Vector3 ConvexMeshShape::getLocalInertiaTensor(decimal mass) const { const decimal factor = (decimal(1.0) / decimal(3.0)) * mass; const Vector3 realExtent = decimal(0.5) * (mMaxBounds - mMinBounds); assert(realExtent.x > 0 && realExtent.y > 0 && realExtent.z > 0); const decimal xSquare = realExtent.x * realExtent.x; const decimal ySquare = realExtent.y * realExtent.y; const decimal zSquare = realExtent.z * realExtent.z; return Vector3(factor * (ySquare + zSquare), factor * (xSquare + zSquare), factor * (xSquare + ySquare)); } // Return the number of faces of the polyhedron inline uint ConvexMeshShape::getNbFaces() const { return mPolyhedronMesh->getHalfEdgeStructure().getNbFaces(); } // Return a given face of the polyhedron inline const HalfEdgeStructure::Face& ConvexMeshShape::getFace(uint faceIndex) const { assert(faceIndex < getNbFaces()); return mPolyhedronMesh->getHalfEdgeStructure().getFace(faceIndex); } // Return the number of vertices of the polyhedron inline uint ConvexMeshShape::getNbVertices() const { return mPolyhedronMesh->getHalfEdgeStructure().getNbVertices(); } // Return a given vertex of the polyhedron inline HalfEdgeStructure::Vertex ConvexMeshShape::getVertex(uint vertexIndex) const { assert(vertexIndex < getNbVertices()); return mPolyhedronMesh->getHalfEdgeStructure().getVertex(vertexIndex); } // Return the number of half-edges of the polyhedron inline uint ConvexMeshShape::getNbHalfEdges() const { return mPolyhedronMesh->getHalfEdgeStructure().getNbHalfEdges(); } // Return a given half-edge of the polyhedron inline const HalfEdgeStructure::Edge& ConvexMeshShape::getHalfEdge(uint edgeIndex) const { assert(edgeIndex < getNbHalfEdges()); return mPolyhedronMesh->getHalfEdgeStructure().getHalfEdge(edgeIndex); } // Return the position of a given vertex inline Vector3 ConvexMeshShape::getVertexPosition(uint vertexIndex) const { assert(vertexIndex < getNbVertices()); return mPolyhedronMesh->getVertex(vertexIndex) * mScale; } // Return the normal vector of a given face of the polyhedron inline Vector3 ConvexMeshShape::getFaceNormal(uint faceIndex) const { assert(faceIndex < getNbFaces()); return mPolyhedronMesh->getFaceNormal(faceIndex); } // Return the centroid of the polyhedron inline Vector3 ConvexMeshShape::getCentroid() const { return mPolyhedronMesh->getCentroid() * mScale; } // Compute and return the volume of the collision shape inline decimal ConvexMeshShape::getVolume() const { return mPolyhedronMesh->getVolume(); } } #endif