reactphysics3d/src/collision/shapes/ConvexShape.cpp

57 lines
2.9 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 "ConvexShape.h"
#include "mathematics/Vector3.h"
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
ConvexShape::ConvexShape(CollisionShapeName name, CollisionShapeType type, MemoryAllocator& allocator, decimal margin)
: CollisionShape(name, type, allocator), mMargin(margin) {
}
// Return a local support point in a given direction with the object margin
Vector3 ConvexShape::getLocalSupportPointWithMargin(const Vector3& direction) const {
// Get the support point without margin
Vector3 supportPoint = getLocalSupportPointWithoutMargin(direction);
if (mMargin != decimal(0.0)) {
// Add the margin to the support point
Vector3 unitVec(0.0, -1.0, 0.0);
if (direction.lengthSquare() > MACHINE_EPSILON * MACHINE_EPSILON) {
unitVec = direction.getUnit();
}
supportPoint += unitVec * mMargin;
}
return supportPoint;
}