/******************************************************************************** * 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. * * * ********************************************************************************/ #ifndef SPHERE_SHAPE_H #define SPHERE_SHAPE_H // Libraries #include "Shape.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. ------------------------------------------------------------------- */ class SphereShape : public Shape { private : double radius; // Radius of the sphere public : SphereShape(double radius); // Constructor virtual ~SphereShape(); // Destructor double getRadius() const; // Return the radius of the sphere void setRadius(double radius); // Set the radius of the sphere virtual Vector3 getLocalSupportPoint(const Vector3& direction, double margin=0.0) const; // Return a local support point in a given direction virtual Vector3 getLocalExtents(double margin=0.0) const; // Return the local extents in x,y and z direction virtual void computeLocalInertiaTensor(Matrix3x3& tensor, double mass) const; // Return the local inertia tensor of the shape #ifdef VISUAL_DEBUG virtual void draw() const; // Draw the sphere (only for testing purpose) #endif }; // Get the radius of the sphere inline double SphereShape::getRadius() const { return radius; } // Set the radius of the sphere inline void SphereShape::setRadius(double radius) { this->radius = radius; } // Return a local support point in a given direction inline Vector3 SphereShape::getLocalSupportPoint(const Vector3& direction, double margin) const { assert(margin >= 0.0); double length = direction.length(); // If the direction vector is not the zero vector if (length > 0.0) { // Return the support point of the sphere in the given direction return (radius + margin) * direction.getUnit(); } // If the direction vector is the zero vector we return a point on the // boundary of the sphere return Vector3(0, radius + margin, 0); } // Return the local extents of the shape (half-width) in x,y and z local direction // This method is used to compute the AABB of the box inline Vector3 SphereShape::getLocalExtents(double margin) const { return Vector3(radius + margin, radius + margin, radius + margin); } // Return the local inertia tensor of the sphere inline void SphereShape::computeLocalInertiaTensor(Matrix3x3& tensor, double mass) const { double diag = 0.4 * mass * radius * radius; tensor.setAllValues(diag, 0.0, 0.0, 0.0, diag, 0.0, 0.0, 0.0, diag); } }; // End of the ReactPhysics3D namespace #endif