reactphysics3d/src/collision/shapes/BoxShape.cpp

162 lines
6.8 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2019 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 "BoxShape.h"
#include "collision/ProxyShape.h"
#include "configuration.h"
#include "memory/MemoryManager.h"
#include "collision/RaycastInfo.h"
#include <cassert>
using namespace reactphysics3d;
// Constructor
/**
* @param extent The vector with the three extents of the box (in meters)
*/
BoxShape::BoxShape(const Vector3& extent, MemoryAllocator& allocator)
: ConvexPolyhedronShape(CollisionShapeName::BOX), mExtent(extent),
mHalfEdgeStructure(allocator, 6, 8, 24) {
assert(extent.x > decimal(0.0));
assert(extent.y > decimal(0.0));
assert(extent.z > decimal(0.0));
// Vertices
mHalfEdgeStructure.addVertex(0);
mHalfEdgeStructure.addVertex(1);
mHalfEdgeStructure.addVertex(2);
mHalfEdgeStructure.addVertex(3);
mHalfEdgeStructure.addVertex(4);
mHalfEdgeStructure.addVertex(5);
mHalfEdgeStructure.addVertex(6);
mHalfEdgeStructure.addVertex(7);
// Faces
List<uint> face0(allocator, 4);
face0.add(0); face0.add(1); face0.add(2); face0.add(3);
List<uint> face1(allocator, 4);
face1.add(1); face1.add(5); face1.add(6); face1.add(2);
List<uint> face2(allocator, 4);
face2.add(4); face2.add(7); face2.add(6); face2.add(5);
List<uint> face3(allocator, 4);
face3.add(4); face3.add(0); face3.add(3); face3.add(7);
List<uint> face4(allocator, 4);
face4.add(4); face4.add(5); face4.add(1); face4.add(0);
List<uint> face5(allocator, 4);
face5.add(2); face5.add(6); face5.add(7); face5.add(3);
mHalfEdgeStructure.addFace(face0);
mHalfEdgeStructure.addFace(face1);
mHalfEdgeStructure.addFace(face2);
mHalfEdgeStructure.addFace(face3);
mHalfEdgeStructure.addFace(face4);
mHalfEdgeStructure.addFace(face5);
mHalfEdgeStructure.init();
}
// Return the local inertia tensor of the collision shape
/**
* @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
*/
void BoxShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const {
decimal factor = (decimal(1.0) / decimal(3.0)) * mass;
decimal xSquare = mExtent.x * mExtent.x;
decimal ySquare = mExtent.y * mExtent.y;
decimal zSquare = mExtent.z * mExtent.z;
tensor.setAllValues(factor * (ySquare + zSquare), 0.0, 0.0,
0.0, factor * (xSquare + zSquare), 0.0,
0.0, 0.0, factor * (xSquare + ySquare));
}
// Raycast method with feedback information
bool BoxShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape, MemoryAllocator& allocator) const {
Vector3 rayDirection = ray.point2 - ray.point1;
decimal tMin = DECIMAL_SMALLEST;
decimal tMax = DECIMAL_LARGEST;
Vector3 normalDirection(decimal(0), decimal(0), decimal(0));
Vector3 currentNormal;
// For each of the three slabs
for (int i=0; i<3; i++) {
// If ray is parallel to the slab
if (std::abs(rayDirection[i]) < MACHINE_EPSILON) {
// If the ray's origin is not inside the slab, there is no hit
if (ray.point1[i] > mExtent[i] || ray.point1[i] < -mExtent[i]) return false;
}
else {
// Compute the intersection of the ray with the near and far plane of the slab
decimal oneOverD = decimal(1.0) / rayDirection[i];
decimal t1 = (-mExtent[i] - ray.point1[i]) * oneOverD;
decimal t2 = (mExtent[i] - ray.point1[i]) * oneOverD;
currentNormal[0] = (i == 0) ? -mExtent[i] : decimal(0.0);
currentNormal[1] = (i == 1) ? -mExtent[i] : decimal(0.0);
currentNormal[2] = (i == 2) ? -mExtent[i] : decimal(0.0);
// Swap t1 and t2 if need so that t1 is intersection with near plane and
// t2 with far plane
if (t1 > t2) {
std::swap(t1, t2);
currentNormal = -currentNormal;
}
// Compute the intersection of the of slab intersection interval with previous slabs
if (t1 > tMin) {
tMin = t1;
normalDirection = currentNormal;
}
tMax = std::min(tMax, t2);
// If tMin is larger than the maximum raycasting fraction, we return no hit
if (tMin > ray.maxFraction) return false;
// If the slabs intersection is empty, there is no hit
if (tMin > tMax) return false;
}
}
// If tMin is negative, we return no hit
if (tMin < decimal(0.0) || tMin > ray.maxFraction) return false;
// The ray intersects the three slabs, we compute the hit point
Vector3 localHitPoint = ray.point1 + tMin * rayDirection;
raycastInfo.body = proxyShape->getBody();
raycastInfo.proxyShape = proxyShape;
raycastInfo.hitFraction = tMin;
raycastInfo.worldPoint = localHitPoint;
raycastInfo.worldNormal = normalDirection;
return true;
}