/******************************************************************************** * 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 BOUNDING_VOLUME_H #define BOUNDING_VOLUME_H // Libraries #include "Body.h" #include "../mathematics/mathematics.h" #include // ReactPhysics3D namespace namespace reactphysics3d { /* ------------------------------------------------------------------- Class BoundingVolume : This class represents the volume that contains a rigid body. This volume will be used to compute the collisions with others bodies. ------------------------------------------------------------------- */ class BoundingVolume { protected : Body* body; // Pointer to the body public : BoundingVolume(); // Constructor virtual ~BoundingVolume(); // Destructor Body* getBodyPointer() const; // Return the body pointer void setBodyPointer(Body* body); // Set the body pointer virtual void update(const Vector3D& newCenter, const Quaternion& rotationQuaternion)=0; // Update the orientation of the bounding volume according to the new orientation of the body virtual void draw() const=0; // Display the bounding volume (only for testing purpose) }; // Return the body pointer inline Body* BoundingVolume::getBodyPointer() const { assert(body != 0); return body; } // Set the body pointer inline void BoundingVolume::setBodyPointer(Body* bodyPointer) { this->body = bodyPointer; } } // End of the ReactPhysics3D namespace #endif