reactphysics3d/src/collision/shapes/CollisionShape.h
2018-03-19 23:02:13 +01:00

201 lines
6.7 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 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_COLLISION_SHAPE_H
#define REACTPHYSICS3D_COLLISION_SHAPE_H
// Libraries
#include <cassert>
#include <typeinfo>
#include "mathematics/Vector3.h"
#include "mathematics/Matrix3x3.h"
#include "mathematics/Ray.h"
#include "AABB.h"
#include "collision/RaycastInfo.h"
#include "memory/PoolAllocator.h"
#include "utils/Profiler.h"
/// ReactPhysics3D namespace
namespace reactphysics3d {
/// Type of collision shapes
enum class CollisionShapeType {SPHERE, CAPSULE, CONVEX_POLYHEDRON, CONCAVE_SHAPE};
const int NB_COLLISION_SHAPE_TYPES = 4;
/// Names of collision shapes
enum class CollisionShapeName { TRIANGLE, SPHERE, CAPSULE, BOX, CONVEX_MESH, TRIANGLE_MESH, HEIGHTFIELD };
// Declarations
class ProxyShape;
class CollisionBody;
// Class CollisionShape
/**
* This abstract class represents the collision shape associated with a
* body that is used during the narrow-phase collision detection.
*/
class CollisionShape {
protected :
// -------------------- Attributes -------------------- //
/// Type of the collision shape
CollisionShapeType mType;
/// Name of the colision shape
CollisionShapeName mName;
/// Scaling vector of the collision shape
Vector3 mScaling;
/// Unique identifier of the shape inside an overlapping pair
uint mId;
#ifdef IS_PROFILING_ACTIVE
/// Pointer to the profiler
Profiler* mProfiler;
#endif
// -------------------- Methods -------------------- //
/// Return true if a point is inside the collision shape
virtual bool testPointInside(const Vector3& worldPoint, ProxyShape* proxyShape) const=0;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape, MemoryAllocator& allocator) const=0;
/// Return the number of bytes used by the collision shape
virtual size_t getSizeInBytes() const = 0;
public :
// -------------------- Methods -------------------- //
/// Constructor
CollisionShape(CollisionShapeName name, CollisionShapeType type);
/// Destructor
virtual ~CollisionShape() = default;
/// Deleted copy-constructor
CollisionShape(const CollisionShape& shape) = delete;
/// Deleted assignment operator
CollisionShape& operator=(const CollisionShape& shape) = delete;
/// Return the name of the collision shape
CollisionShapeName getName() const;
/// Return the type of the collision shape
CollisionShapeType getType() const;
/// Return true if the collision shape is convex, false if it is concave
virtual bool isConvex() const=0;
/// Return true if the collision shape is a polyhedron
virtual bool isPolyhedron() const=0;
/// Return the local bounds of the shape in x, y and z directions
virtual void getLocalBounds(Vector3& min, Vector3& max) const=0;
/// Return the scaling vector of the collision shape
Vector3 getLocalScaling() const;
/// Set the local scaling vector of the collision shape
virtual void setLocalScaling(const Vector3& scaling);
/// Return the id of the shape
uint getId() const;
/// Return the local inertia tensor of the collision shapes
virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const=0;
/// Compute the world-space AABB of the collision shape given a transform
virtual void computeAABB(AABB& aabb, const Transform& transform) const;
/// Return the string representation of the shape
virtual std::string to_string() const=0;
#ifdef IS_PROFILING_ACTIVE
/// Set the profiler
virtual void setProfiler(Profiler* profiler);
#endif
// -------------------- Friendship -------------------- //
friend class ProxyShape;
friend class CollisionWorld;
};
// Return the name of the collision shape
/**
* @return The name of the collision shape (box, sphere, triangle, ...)
*/
inline CollisionShapeName CollisionShape::getName() const {
return mName;
}
// Return the type of the collision shape
/**
* @return The type of the collision shape (sphere, capsule, convex polyhedron, concave mesh)
*/
inline CollisionShapeType CollisionShape::getType() const {
return mType;
}
// Return the scaling vector of the collision shape
inline Vector3 CollisionShape::getLocalScaling() const {
return mScaling;
}
// Set the scaling vector of the collision shape
inline void CollisionShape::setLocalScaling(const Vector3& scaling) {
mScaling = scaling;
}
// Return the id of the shape
inline uint CollisionShape::getId() const {
return mId;
}
#ifdef IS_PROFILING_ACTIVE
// Set the profiler
inline void CollisionShape::setProfiler(Profiler* profiler) {
mProfiler = profiler;
}
#endif
}
#endif