166 lines
5.3 KiB
C++
166 lines
5.3 KiB
C++
/** @file
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* @author Daniel Chappuis
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* @copyright 2010-2016 Daniel Chappuis
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* @license BSD 3 clauses (see license file)
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*/
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// Libraries
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#include <ephysics/collision/shapes/BoxShape.hpp>
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#include <ephysics/collision/ProxyShape.hpp>
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#include <ephysics/configuration.hpp>
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#include <etk/Vector.hpp>
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#include <cassert>
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using namespace ephysics;
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// Constructor
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/**
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* @param extent The vector with the three extents of the box (in meters)
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* @param margin The collision margin (in meters) around the collision shape
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*/
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BoxShape::BoxShape(const vec3& _extent, float _margin):
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ConvexShape(BOX, _margin),
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m_extent(_extent - vec3(_margin, _margin, _margin)) {
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assert(_extent.x() > 0.0f && _extent.x() > _margin);
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assert(_extent.y() > 0.0f && _extent.y() > _margin);
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assert(_extent.z() > 0.0f && _extent.z() > _margin);
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}
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// Return the local inertia tensor of the collision shape
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/**
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* @param[out] tensor The 3x3 inertia tensor matrix of the shape in local-space
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* coordinates
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* @param mass Mass to use to compute the inertia tensor of the collision shape
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*/
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void BoxShape::computeLocalInertiaTensor(etk::Matrix3x3& tensor, float mass) const {
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float factor = (1.0f / float(3.0)) * mass;
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vec3 realExtent = m_extent + vec3(m_margin, m_margin, m_margin);
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float xSquare = realExtent.x() * realExtent.x();
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float ySquare = realExtent.y() * realExtent.y();
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float zSquare = realExtent.z() * realExtent.z();
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tensor.setValue(factor * (ySquare + zSquare), 0.0, 0.0,
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0.0, factor * (xSquare + zSquare), 0.0,
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0.0, 0.0, factor * (xSquare + ySquare));
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}
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// Raycast method with feedback information
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bool BoxShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const {
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vec3 rayDirection = ray.point2 - ray.point1;
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float tMin = DECIMAL_SMALLEST;
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float tMax = DECIMAL_LARGEST;
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vec3 normalDirection(float(0), float(0), float(0));
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vec3 currentNormal;
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// For each of the three slabs
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for (int32_t i=0; i<3; i++) {
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// If ray is parallel to the slab
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if (std::abs(rayDirection[i]) < MACHINE_EPSILON) {
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// If the ray's origin is not inside the slab, there is no hit
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if (ray.point1[i] > m_extent[i] || ray.point1[i] < -m_extent[i]) return false;
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}
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else {
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// Compute the int32_tersection of the ray with the near and far plane of the slab
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float oneOverD = 1.0f / rayDirection[i];
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float t1 = (-m_extent[i] - ray.point1[i]) * oneOverD;
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float t2 = (m_extent[i] - ray.point1[i]) * oneOverD;
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currentNormal[0] = (i == 0) ? -m_extent[i] : 0.0f;
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currentNormal[1] = (i == 1) ? -m_extent[i] : 0.0f;
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currentNormal[2] = (i == 2) ? -m_extent[i] : 0.0f;
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// Swap t1 and t2 if need so that t1 is int32_tersection with near plane and
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// t2 with far plane
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if (t1 > t2) {
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std::swap(t1, t2);
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currentNormal = -currentNormal;
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}
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// Compute the int32_tersection of the of slab int32_tersection int32_terval with previous slabs
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if (t1 > tMin) {
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tMin = t1;
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normalDirection = currentNormal;
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}
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tMax = etk::min(tMax, t2);
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// If tMin is larger than the maximum raycasting fraction, we return no hit
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if (tMin > ray.maxFraction) return false;
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// If the slabs int32_tersection is empty, there is no hit
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if (tMin > tMax) return false;
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}
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}
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// If tMin is negative, we return no hit
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if (tMin < 0.0f || tMin > ray.maxFraction) return false;
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// The ray int32_tersects the three slabs, we compute the hit point
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vec3 localHitPoint = ray.point1 + tMin * rayDirection;
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raycastInfo.body = proxyShape->getBody();
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raycastInfo.proxyShape = proxyShape;
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raycastInfo.hitFraction = tMin;
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raycastInfo.worldPoint = localHitPoint;
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raycastInfo.worldNormal = normalDirection;
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return true;
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}
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// Return the extents of the box
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/**
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* @return The vector with the three extents of the box shape (in meters)
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*/
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vec3 BoxShape::getExtent() const {
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return m_extent + vec3(m_margin, m_margin, m_margin);
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}
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// Set the scaling vector of the collision shape
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void BoxShape::setLocalScaling(const vec3& scaling) {
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m_extent = (m_extent / m_scaling) * scaling;
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CollisionShape::setLocalScaling(scaling);
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}
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// Return the local bounds of the shape in x, y and z directions
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/// This method is used to compute the AABB of the box
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/**
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* @param min The minimum bounds of the shape in local-space coordinates
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* @param max The maximum bounds of the shape in local-space coordinates
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*/
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void BoxShape::getLocalBounds(vec3& _min, vec3& _max) const {
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// Maximum bounds
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_max = m_extent + vec3(m_margin, m_margin, m_margin);
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// Minimum bounds
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_min = -_max;
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}
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// Return the number of bytes used by the collision shape
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size_t BoxShape::getSizeInBytes() const {
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return sizeof(BoxShape);
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}
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// Return a local support point in a given direction without the objec margin
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vec3 BoxShape::getLocalSupportPointWithoutMargin(const vec3& direction,
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void** cachedCollisionData) const {
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return vec3(direction.x() < 0.0 ? -m_extent.x() : m_extent.x(),
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direction.y() < 0.0 ? -m_extent.y() : m_extent.y(),
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direction.z() < 0.0 ? -m_extent.z() : m_extent.z());
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}
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// Return true if a point is inside the collision shape
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bool BoxShape::testPointInside(const vec3& localPoint, ProxyShape* proxyShape) const {
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return (localPoint.x() < m_extent[0] && localPoint.x() > -m_extent[0] &&
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localPoint.y() < m_extent[1] && localPoint.y() > -m_extent[1] &&
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localPoint.z() < m_extent[2] && localPoint.z() > -m_extent[2]);
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}
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