162 lines
6.8 KiB
C++
162 lines
6.8 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2019 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "BoxShape.h"
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#include "collision/ProxyShape.h"
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#include "configuration.h"
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#include "memory/MemoryManager.h"
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#include "collision/RaycastInfo.h"
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#include <cassert>
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using namespace reactphysics3d;
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// Constructor
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/**
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* @param extent The vector with the three extents of the box (in meters)
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*/
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BoxShape::BoxShape(const Vector3& extent, MemoryAllocator& allocator)
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: ConvexPolyhedronShape(CollisionShapeName::BOX), mExtent(extent),
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mHalfEdgeStructure(allocator, 6, 8, 24) {
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assert(extent.x > decimal(0.0));
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assert(extent.y > decimal(0.0));
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assert(extent.z > decimal(0.0));
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// Vertices
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mHalfEdgeStructure.addVertex(0);
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mHalfEdgeStructure.addVertex(1);
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mHalfEdgeStructure.addVertex(2);
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mHalfEdgeStructure.addVertex(3);
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mHalfEdgeStructure.addVertex(4);
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mHalfEdgeStructure.addVertex(5);
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mHalfEdgeStructure.addVertex(6);
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mHalfEdgeStructure.addVertex(7);
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// Faces
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List<uint> face0(allocator, 4);
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face0.add(0); face0.add(1); face0.add(2); face0.add(3);
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List<uint> face1(allocator, 4);
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face1.add(1); face1.add(5); face1.add(6); face1.add(2);
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List<uint> face2(allocator, 4);
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face2.add(4); face2.add(7); face2.add(6); face2.add(5);
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List<uint> face3(allocator, 4);
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face3.add(4); face3.add(0); face3.add(3); face3.add(7);
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List<uint> face4(allocator, 4);
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face4.add(4); face4.add(5); face4.add(1); face4.add(0);
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List<uint> face5(allocator, 4);
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face5.add(2); face5.add(6); face5.add(7); face5.add(3);
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mHalfEdgeStructure.addFace(face0);
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mHalfEdgeStructure.addFace(face1);
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mHalfEdgeStructure.addFace(face2);
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mHalfEdgeStructure.addFace(face3);
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mHalfEdgeStructure.addFace(face4);
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mHalfEdgeStructure.addFace(face5);
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mHalfEdgeStructure.init();
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}
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// Return the local inertia tensor of the collision shape
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/**
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* @param[out] tensor The 3x3 inertia tensor matrix of the shape in local-space
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* coordinates
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* @param mass Mass to use to compute the inertia tensor of the collision shape
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*/
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void BoxShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const {
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decimal factor = (decimal(1.0) / decimal(3.0)) * mass;
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decimal xSquare = mExtent.x * mExtent.x;
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decimal ySquare = mExtent.y * mExtent.y;
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decimal zSquare = mExtent.z * mExtent.z;
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tensor.setAllValues(factor * (ySquare + zSquare), 0.0, 0.0,
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0.0, factor * (xSquare + zSquare), 0.0,
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0.0, 0.0, factor * (xSquare + ySquare));
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}
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// Raycast method with feedback information
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bool BoxShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape, MemoryAllocator& allocator) const {
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Vector3 rayDirection = ray.point2 - ray.point1;
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decimal tMin = DECIMAL_SMALLEST;
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decimal tMax = DECIMAL_LARGEST;
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Vector3 normalDirection(decimal(0), decimal(0), decimal(0));
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Vector3 currentNormal;
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// For each of the three slabs
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for (int i=0; i<3; i++) {
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// If ray is parallel to the slab
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if (std::abs(rayDirection[i]) < MACHINE_EPSILON) {
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// If the ray's origin is not inside the slab, there is no hit
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if (ray.point1[i] > mExtent[i] || ray.point1[i] < -mExtent[i]) return false;
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}
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else {
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// Compute the intersection of the ray with the near and far plane of the slab
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decimal oneOverD = decimal(1.0) / rayDirection[i];
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decimal t1 = (-mExtent[i] - ray.point1[i]) * oneOverD;
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decimal t2 = (mExtent[i] - ray.point1[i]) * oneOverD;
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currentNormal[0] = (i == 0) ? -mExtent[i] : decimal(0.0);
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currentNormal[1] = (i == 1) ? -mExtent[i] : decimal(0.0);
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currentNormal[2] = (i == 2) ? -mExtent[i] : decimal(0.0);
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// Swap t1 and t2 if need so that t1 is intersection with near plane and
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// t2 with far plane
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if (t1 > t2) {
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std::swap(t1, t2);
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currentNormal = -currentNormal;
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}
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// Compute the intersection of the of slab intersection interval with previous slabs
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if (t1 > tMin) {
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tMin = t1;
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normalDirection = currentNormal;
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}
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tMax = std::min(tMax, t2);
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// If tMin is larger than the maximum raycasting fraction, we return no hit
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if (tMin > ray.maxFraction) return false;
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// If the slabs intersection is empty, there is no hit
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if (tMin > tMax) return false;
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}
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}
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// If tMin is negative, we return no hit
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if (tMin < decimal(0.0) || tMin > ray.maxFraction) return false;
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// The ray intersects the three slabs, we compute the hit point
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Vector3 localHitPoint = ray.point1 + tMin * rayDirection;
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raycastInfo.body = proxyShape->getBody();
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raycastInfo.proxyShape = proxyShape;
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raycastInfo.hitFraction = tMin;
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raycastInfo.worldPoint = localHitPoint;
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raycastInfo.worldNormal = normalDirection;
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return true;
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}
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