55 lines
2.9 KiB
C++
55 lines
2.9 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 "ConcaveShape.h"
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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ConcaveShape::ConcaveShape(CollisionShapeName name, MemoryAllocator& allocator, const Vector3& scaling)
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: CollisionShape(name, CollisionShapeType::CONCAVE_SHAPE, allocator), mRaycastTestType(TriangleRaycastSide::FRONT),
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mScale(scaling) {
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}
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// Compute and return the volume of the collision shape
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/// Note that we approximate the volume of a concave shape with the volume of its AABB
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decimal ConcaveShape::getVolume() const {
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Vector3 minBounds, maxBounds;
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// Compute the local bounds
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getLocalBounds(minBounds, maxBounds);
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const decimal lengthX = maxBounds.x - minBounds.x;
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const decimal lengthY = maxBounds.y - minBounds.y;
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const decimal lengthZ = maxBounds.z - minBounds.z;
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// Approximate the volume of the concave shape as the volume of its AABB
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return lengthX * lengthY * lengthZ;
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}
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