/******************************************************************************** * 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 REACTPHYSICS3D_SPHERE_SHAPE_H #define REACTPHYSICS3D_SPHERE_SHAPE_H // Libraries #include "CollisionShape.h" #include "../../body/CollisionBody.h" #include "../../mathematics/mathematics.h" // ReactPhysics3D namespace namespace reactphysics3d { // Class SphereShape /** * This class represents a sphere collision shape that is centered * at the origin and defined by its radius. This collision shape does not * have an explicit object margin distance. The margin is implicitly the * radius of the sphere. Therefore, no need to specify an object margin * for a sphere shape. */ class SphereShape : public CollisionShape { private : // -------------------- Attributes -------------------- // /// Radius of the sphere decimal mRadius; // -------------------- Methods -------------------- // /// Private copy-constructor SphereShape(const SphereShape& shape); /// Private assignment operator SphereShape& operator=(const SphereShape& shape); /// Return a local support point in a given direction with the object margin virtual Vector3 getLocalSupportPointWithMargin(const Vector3& direction, void** cachedCollisionData) const; /// Return a local support point in a given direction without the object margin virtual Vector3 getLocalSupportPointWithoutMargin(const Vector3& direction, void** cachedCollisionData) const; /// Return true if a point is inside the collision shape virtual bool testPointInside(const Vector3& localPoint) const; public : // -------------------- Methods -------------------- // /// Constructor SphereShape(decimal radius); /// Destructor virtual ~SphereShape(); /// Allocate and return a copy of the object virtual SphereShape* clone(void* allocatedMemory) const; /// Return the radius of the sphere decimal getRadius() const; /// Return the number of bytes used by the collision shape virtual size_t getSizeInBytes() const; /// Return the local bounds of the shape in x, y and z directions. virtual void getLocalBounds(Vector3& min, Vector3& max) const; /// Return the local inertia tensor of the collision shape virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const; /// Update the AABB of a body using its collision shape virtual void computeAABB(AABB& aabb, const Transform& transform); /// Test equality between two sphere shapes virtual bool isEqualTo(const CollisionShape& otherCollisionShape) const; /// Raycast method virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const; /// Raycast method with feedback information virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance = RAYCAST_INFINITY_DISTANCE) const; }; /// Allocate and return a copy of the object inline SphereShape* SphereShape::clone(void* allocatedMemory) const { return new (allocatedMemory) SphereShape(*this); } // Get the radius of the sphere inline decimal SphereShape::getRadius() const { return mRadius; } // Return the number of bytes used by the collision shape inline size_t SphereShape::getSizeInBytes() const { return sizeof(SphereShape); } // Return a local support point in a given direction with the object margin inline Vector3 SphereShape::getLocalSupportPointWithMargin(const Vector3& direction, void** cachedCollisionData) const { // If the direction vector is not the zero vector if (direction.lengthSquare() >= MACHINE_EPSILON * MACHINE_EPSILON) { // Return the support point of the sphere in the given direction return mMargin * direction.getUnit(); } // If the direction vector is the zero vector we return a point on the // boundary of the sphere return Vector3(0, mMargin, 0); } // Return a local support point in a given direction without the object margin inline Vector3 SphereShape::getLocalSupportPointWithoutMargin(const Vector3& direction, void** cachedCollisionData) const { // Return the center of the sphere (the radius is taken into account in the object margin) return Vector3(0.0, 0.0, 0.0); } // Return the local bounds of the shape in x, y and z directions. // This method is used to compute the AABB of the box inline void SphereShape::getLocalBounds(Vector3& min, Vector3& max) const { // Maximum bounds max.x = mRadius; max.y = mRadius; max.z = mRadius; // Minimum bounds min.x = -mRadius; min.y = min.x; min.z = min.x; } // Return the local inertia tensor of the sphere inline void SphereShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const { decimal diag = decimal(0.4) * mass * mRadius * mRadius; tensor.setAllValues(diag, 0.0, 0.0, 0.0, diag, 0.0, 0.0, 0.0, diag); } // Update the AABB of a body using its collision shape inline void SphereShape::computeAABB(AABB& aabb, const Transform& transform) { // Get the local extents in x,y and z direction Vector3 extents(mRadius, mRadius, mRadius); // Update the AABB with the new minimum and maximum coordinates aabb.setMin(transform.getPosition() - extents); aabb.setMax(transform.getPosition() + extents); } // Test equality between two sphere shapes inline bool SphereShape::isEqualTo(const CollisionShape& otherCollisionShape) const { const SphereShape& otherShape = dynamic_cast(otherCollisionShape); return (mRadius == otherShape.mRadius); } } #endif