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

70 lines
3.0 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. *
* *
********************************************************************************/
// Libraries
#include "TriangleShape.h"
#include "collision/ProxyShape.h"
#include "configuration.h"
#include <cassert>
using namespace reactphysics3d;
// Constructor
/**
* @param point1 First point of the triangle
* @param point2 Second point of the triangle
* @param point3 Third point of the triangle
* @param margin The collision margin (in meters) around the collision shape
*/
TriangleShape::TriangleShape(const Vector3& point1, const Vector3& point2,
const Vector3& point3, decimal margin)
: CollisionShape(TRIANGLE, margin) {
mPoints[0] = point1;
mPoints[1] = point2;
mPoints[2] = point3;
}
// Private copy-constructor
TriangleShape::TriangleShape(const TriangleShape& shape)
: CollisionShape(shape) {
mPoints[0] = shape.mPoints[0];
mPoints[1] = shape.mPoints[1];
mPoints[2] = shape.mPoints[2];
}
// Destructor
TriangleShape::~TriangleShape() {
}
// Raycast method with feedback information
bool TriangleShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const {
// TODO : Implement this
return false;
}