reactphysics3d/src/collision/shapes/ConeShape.h
2013-03-05 23:09:50 +01:00

159 lines
5.7 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 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. *
* *
********************************************************************************/
#ifndef CONE_SHAPE_H
#define CONE_SHAPE_H
// Libraries
#include "CollisionShape.h"
#include "../../mathematics/mathematics.h"
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Class ConeShape
/**
* This class represents a cone collision shape centered at the
* origin and alligned with the Y axis. The cone is defined
* by its height and by the radius of its base. The center of the
* cone is at the half of the height. The "transform" of the
* corresponding rigid body gives an orientation and a position
* to the cone.
*/
class ConeShape : public CollisionShape {
private :
// -------------------- Attributes -------------------- //
/// Radius of the base
decimal mRadius;
/// Half height of the cone
decimal mHalfHeight;
/// sine of the semi angle at the apex point
decimal mSinTheta;
// -------------------- Methods -------------------- //
/// Private copy-constructor
ConeShape(const ConeShape& shape);
/// Private assignment operator
ConeShape& operator=(const ConeShape& shape);
public :
// -------------------- Methods -------------------- //
/// Constructor
ConeShape(decimal mRadius, decimal height);
/// Destructor
virtual ~ConeShape();
/// Return the radius
decimal getRadius() const;
/// Set the radius
void setRadius(decimal radius);
/// Return the height
decimal getHeight() const;
/// Set the height
void setHeight(decimal height);
/// Return a local support point in a given direction with the object margin
virtual Vector3 getLocalSupportPointWithMargin(const Vector3& direction) const;
/// Return a local support point in a given direction without the object margin
virtual Vector3 getLocalSupportPointWithoutMargin(const Vector3& direction) const;
/// Return the local extents in x,y and z direction
virtual Vector3 getLocalExtents(decimal margin=0.0) const;
/// Return the local inertia tensor of the collision shape
virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const;
/// Return the margin distance around the shape
virtual decimal getMargin() const;
#ifdef VISUAL_DEBUG
/// Draw the sphere (only for testing purpose)
virtual void draw() const;
#endif
};
// Return the radius
inline decimal ConeShape::getRadius() const {
return mRadius;
}
// Set the radius
inline void ConeShape::setRadius(decimal radius) {
mRadius = radius;
// Update sine of the semi-angle at the apex point
mSinTheta = radius / (sqrt(radius * radius + 4 * mHalfHeight * mHalfHeight));
}
// Return the height
inline decimal ConeShape::getHeight() const {
return decimal(2.0) * mHalfHeight;
}
// Set the height
inline void ConeShape::setHeight(decimal height) {
mHalfHeight = height * decimal(0.5);
// Update the sine of the semi-angle at the apex point
mSinTheta = mRadius / (sqrt(mRadius * mRadius + height * height));
}
// Return the local extents in x,y and z direction
inline Vector3 ConeShape::getLocalExtents(decimal margin) const {
return Vector3(mRadius + margin, mHalfHeight + margin, mRadius + margin);
}
// Return the local inertia tensor of the collision shape
inline void ConeShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const {
decimal rSquare = mRadius * mRadius;
decimal diagXZ = decimal(0.15) * mass * (rSquare + mHalfHeight);
tensor.setAllValues(diagXZ, 0.0, 0.0,
0.0, decimal(0.3) * mass * rSquare,
0.0, 0.0, 0.0, diagXZ);
}
// Return the margin distance around the shape
inline decimal ConeShape::getMargin() const {
return OBJECT_MARGIN;
}
}
#endif