159 lines
5.7 KiB
C++
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
|