/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010-2012 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 "BoxCollider.h" #include "../configuration.h" #include <vector> #include <cassert> #if defined(VISUAL_DEBUG) #if defined(APPLE_OS) #include <GLUT/glut.h> #include <OpenGL/gl.h> #elif defined(WINDOWS_OS) #include <GL/glut.h> #include <GL/gl.h> #elif defined(LINUX_OS) #include <GL/freeglut.h> #include <GL/gl.h> #endif #endif using namespace reactphysics3d; using namespace std; // Constructor BoxCollider::BoxCollider(const Vector3& extent) : Collider(BOX), extent(extent) { } // Destructor BoxCollider::~BoxCollider() { } // Return the local inertia tensor of the collider void BoxCollider::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const { decimal factor = (1.0 / 3.0) * mass; decimal xSquare = extent.getX() * extent.getX(); decimal ySquare = extent.getY() * extent.getY(); decimal zSquare = extent.getZ() * extent.getZ(); tensor.setAllValues(factor * (ySquare + zSquare), 0.0, 0.0, 0.0, factor * (xSquare + zSquare), 0.0, 0.0, 0.0, factor * (xSquare + ySquare)); } #ifdef VISUAL_DEBUG // Draw the Box (only for testing purpose) void BoxCollider::draw() const { decimal e1 = extent.getX(); decimal e2 = extent.getY(); decimal e3 = extent.getZ(); // Draw in red glColor3f(1.0, 0.0, 0.0); // Draw the Box glBegin(GL_LINES); glVertex3f(e1, -e2, -e3); glVertex3f(e1, e2, -e3); glVertex3f(e1, -e2, -e3); glVertex3f(e1, -e2, e3); glVertex3f(e1, -e2, e3); glVertex3f(e1, e2, e3); glVertex3f(e1, e2, e3); glVertex3f(e1, e2, -e3); glVertex3f(-e1, -e2, -e3); glVertex3f(-e1, e2, -e3); glVertex3f(-e1, -e2, -e3); glVertex3f(-e1, -e2, e3); glVertex3f(-e1, -e2, e3); glVertex3f(-e1, e2, e3); glVertex3f(-e1, e2, e3); glVertex3f(-e1, e2, -e3); glVertex3f(e1, -e2, -e3); glVertex3f(-e1, -e2, -e3); glVertex3f(e1, -e2, -e3); glVertex3f(-e1, -e2, -e3); glVertex3f(e1, -e2, e3); glVertex3f(-e1, -e2, e3); glVertex3f(e1, e2, e3); glVertex3f(-e1, e2, e3); glEnd(); } #endif