ephysics/ephysics/collision/shapes/CollisionShape.cpp

76 lines
3.8 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 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 <ephysics/collision/shapes/CollisionShape.h>
#include <ephysics/engine/Profiler.h>
#include <ephysics/body/CollisionBody.h>
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
CollisionShape::CollisionShape(CollisionShapeType type) : mType(type), mScaling(1.0, 1.0, 1.0) {
}
// Destructor
CollisionShape::~CollisionShape() {
}
// Compute the world-space AABB of the collision shape given a transform
/**
* @param[out] aabb The axis-aligned bounding box (AABB) of the collision shape
* computed in world-space coordinates
* @param transform Transform used to compute the AABB of the collision shape
*/
void CollisionShape::computeAABB(AABB& aabb, const Transform& transform) const {
PROFILE("CollisionShape::computeAABB()");
// Get the local bounds in x,y and z direction
Vector3 minBounds;
Vector3 maxBounds;
getLocalBounds(minBounds, maxBounds);
// Rotate the local bounds according to the orientation of the body
Matrix3x3 worldAxis = transform.getOrientation().getMatrix().getAbsoluteMatrix();
Vector3 worldMinBounds(worldAxis.getColumn(0).dot(minBounds),
worldAxis.getColumn(1).dot(minBounds),
worldAxis.getColumn(2).dot(minBounds));
Vector3 worldMaxBounds(worldAxis.getColumn(0).dot(maxBounds),
worldAxis.getColumn(1).dot(maxBounds),
worldAxis.getColumn(2).dot(maxBounds));
// Compute the minimum and maximum coordinates of the rotated extents
Vector3 minCoordinates = transform.getPosition() + worldMinBounds;
Vector3 maxCoordinates = transform.getPosition() + worldMaxBounds;
// Update the AABB with the new minimum and maximum coordinates
aabb.setMin(minCoordinates);
aabb.setMax(maxCoordinates);
}