reactphysics3d/src/collision/ProxyShape.cpp

65 lines
3.2 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 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 "ProxyShape.h"
using namespace reactphysics3d;
// Constructor
/**
* @param body Pointer to the parent body
* @param shape Pointer to the collision shape
* @param transform Transformation from collision shape local-space to body local-space
* @param mass Mass of the collision shape (in kilograms)
*/
ProxyShape::ProxyShape(CollisionBody* body, CollisionShape* shape, const Transform& transform, decimal mass)
:mBody(body), mCollisionShape(shape), mLocalToBodyTransform(transform), mMass(mass),
mNext(NULL), mBroadPhaseID(-1), mCachedCollisionData(NULL), mUserData(NULL),
mCollisionCategoryBits(0x0001), mCollideWithMaskBits(0xFFFF) {
}
// Destructor
ProxyShape::~ProxyShape() {
// Release the cached collision data memory
if (mCachedCollisionData != NULL) {
free(mCachedCollisionData);
}
}
// Return true if a point is inside the collision shape
/**
* @param worldPoint Point to test in world-space coordinates
* @return True if the point is inside the collision shape
*/
bool ProxyShape::testPointInside(const Vector3& worldPoint) {
const Transform localToWorld = mBody->getTransform() * mLocalToBodyTransform;
const Vector3 localPoint = localToWorld.getInverse() * worldPoint;
return mCollisionShape->testPointInside(localPoint, this);
}