reactphysics3d/src/collision/shapes/ConcaveMeshShape.h
2015-08-27 22:31:05 +02:00

173 lines
7.2 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 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_CONCAVE_MESH_SHAPE_H
#define REACTPHYSICS3D_CONCAVE_MESH_SHAPE_H
namespace reactphysics3d {
// TODO : Implement raycasting with this collision shape
// Class ConcaveMeshShape
/**
* This class represents a concave mesh shape. Note that collision detection
* with a concave mesh shape can be very expensive. You should use only use
* this shape for a static mesh.
*/
class ConcaveMeshShape : public CollisionShape {
protected:
// -------------------- Methods -------------------- //
/// Private copy-constructor
ConcaveMeshShape(const ConcaveMeshShape& shape);
/// Private assignment operator
ConcaveMeshShape& operator=(const ConcaveMeshShape& 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, ProxyShape* proxyShape) const;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const;
/// Allocate and return a copy of the object
virtual ConcaveMeshShape* clone(void* allocatedMemory) const;
/// Return the number of bytes used by the collision shape
virtual size_t getSizeInBytes() const;
public:
/// Constructor
ConcaveMeshShape(TriangleMesh* triangleMesh);
/// Destructor
~ConcaveMeshShape();
/// 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;
};
/// Allocate and return a copy of the object
inline ConcaveMeshShape* ConcaveMeshShape::clone(void* allocatedMemory) const {
return new (allocatedMemory) ConcaveMeshShape(*this);
}
// Return the number of bytes used by the collision shape
inline size_t ConcaveMeshShape::getSizeInBytes() const {
return sizeof(ConcaveMeshShape);
}
// Return a local support point in a given direction with the object margin
inline Vector3 ConcaveMeshShape::getLocalSupportPointWithMargin(const Vector3& direction,
void** cachedCollisionData) const {
// TODO : Implement this
return Vector3(0, 0, 0);
}
// Return a local support point in a given direction without the object margin
inline Vector3 ConcaveMeshShape::getLocalSupportPointWithoutMargin(const Vector3& direction,
void** cachedCollisionData) const {
// TODO : Implement this
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
/**
* @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 ConcaveMeshShape::getLocalBounds(Vector3& min, Vector3& max) const {
// TODO : Implement this
}
// Return the local inertia tensor of the sphere
/**
* @param[out] tensor The 3x3 inertia tensor matrix of the shape in local-space
* coordinates
* @param mass Mass to use to compute the inertia tensor of the collision shape
*/
inline void ConcaveMeshShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const {
// TODO : Implement this
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
/**
* @param[out] aabb The axis-aligned bounding box (AABB) of the collision shape
* computed in world-space coordinates
* @param transform Transform used to compute the AABB of the collision shape
*/
inline void ConcaveMeshShape::computeAABB(AABB& aabb, const Transform& transform) {
// TODO : Implement this
}
// Test equality between two sphere shapes
inline bool ConcaveMeshShape::isEqualTo(const CollisionShape& otherCollisionShape) const {
const ConcaveMeshShape& otherShape = dynamic_cast<const ConcaveMeshShape&>(otherCollisionShape);
// TODO : Implement this
return false;
}
// Return true if a point is inside the collision shape
inline bool ConcaveMeshShape::testPointInside(const Vector3& localPoint, ProxyShape* proxyShape) const {
// TODO : Implement this
return false;
}
}
#endif