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144 lines
4.6 KiB
C++
144 lines
4.6 KiB
C++
//
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// Shape.h
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// libraries/shared/src
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//
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// Created by Andrew Meadows on 2014.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_Shape_h
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#define hifi_Shape_h
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <QDebug>
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#include <QtGlobal>
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#include <QVector>
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#include "RayIntersectionInfo.h"
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class PhysicsEntity;
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const float MAX_SHAPE_MASS = 1.0e18f; // something less than sqrt(FLT_MAX)
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// DANGER: until ShapeCollider goes away the order of these values matter. Specifically,
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// UNKNOWN_SHAPE must be equal to the number of shapes that ShapeCollider actually supports.
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const quint8 SPHERE_SHAPE = 0;
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const quint8 CAPSULE_SHAPE = 1;
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const quint8 PLANE_SHAPE = 2;
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const quint8 AACUBE_SHAPE = 3;
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const quint8 LIST_SHAPE = 4;
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const quint8 UNKNOWN_SHAPE = 5;
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const quint8 INVALID_SHAPE = 5;
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// new shapes to be supported by Bullet
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const quint8 BOX_SHAPE = 7;
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const quint8 CYLINDER_SHAPE = 8;
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class Shape {
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public:
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typedef quint8 Type;
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static quint32 getNextID() { static quint32 nextID = 0; return ++nextID; }
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Shape() : _type(UNKNOWN_SHAPE), _owningEntity(NULL), _boundingRadius(0.0f),
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_translation(0.0f), _rotation(), _mass(MAX_SHAPE_MASS) {
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_id = getNextID();
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}
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virtual ~Shape() { }
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Type getType() const { return _type; }
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quint32 getID() const { return _id; }
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void setEntity(PhysicsEntity* entity) { _owningEntity = entity; }
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PhysicsEntity* getEntity() const { return _owningEntity; }
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float getBoundingRadius() const { return _boundingRadius; }
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virtual const glm::quat& getRotation() const { return _rotation; }
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virtual void setRotation(const glm::quat& rotation) { _rotation = rotation; }
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virtual void setTranslation(const glm::vec3& translation) { _translation = translation; }
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virtual const glm::vec3& getTranslation() const { return _translation; }
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virtual void setMass(float mass) { _mass = mass; }
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virtual float getMass() const { return _mass; }
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virtual bool findRayIntersection(RayIntersectionInfo& intersection) const = 0;
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/// \param penetration of collision
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/// \param contactPoint of collision
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/// \return the effective mass for the collision
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/// For most shapes has side effects: computes and caches the partial Lagrangian coefficients which will be
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/// used in the next accumulateDelta() call.
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virtual float computeEffectiveMass(const glm::vec3& penetration, const glm::vec3& contactPoint) { return _mass; }
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/// \param relativeMassFactor the final ingredient for partial Lagrangian coefficients from computeEffectiveMass()
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/// \param penetration the delta movement
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virtual void accumulateDelta(float relativeMassFactor, const glm::vec3& penetration) {}
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virtual void applyAccumulatedDelta() {}
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/// \return volume of shape in cubic meters
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virtual float getVolume() const { return 1.0; }
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virtual QDebug& dumpToDebug(QDebug& debugConext) const;
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protected:
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// these ctors are protected (used by derived classes only)
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Shape(Type type) : _type(type), _owningEntity(NULL),
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_boundingRadius(0.0f), _translation(0.0f),
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_rotation(), _mass(MAX_SHAPE_MASS) {
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_id = getNextID();
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}
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Shape(Type type, const glm::vec3& position) :
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_type(type), _owningEntity(NULL),
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_boundingRadius(0.0f), _translation(position),
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_rotation(), _mass(MAX_SHAPE_MASS) {
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_id = getNextID();
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}
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Shape(Type type, const glm::vec3& position, const glm::quat& rotation) : _type(type), _owningEntity(NULL),
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_boundingRadius(0.0f), _translation(position),
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_rotation(rotation), _mass(MAX_SHAPE_MASS) {
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_id = getNextID();
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}
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void setBoundingRadius(float radius) { _boundingRadius = radius; }
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Type _type;
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quint32 _id;
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PhysicsEntity* _owningEntity;
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float _boundingRadius;
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glm::vec3 _translation;
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glm::quat _rotation;
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float _mass;
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};
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inline QDebug& Shape::dumpToDebug(QDebug& debugConext) const {
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debugConext << "Shape[ ("
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<< "type: " << getType()
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<< "position: "
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<< getTranslation().x << ", " << getTranslation().y << ", " << getTranslation().z
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<< "radius: "
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<< getBoundingRadius()
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<< "]";
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return debugConext;
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}
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inline QDebug operator<<(QDebug debug, const Shape& shape) {
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return shape.dumpToDebug(debug);
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}
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inline QDebug operator<<(QDebug debug, const Shape* shape) {
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return shape->dumpToDebug(debug);
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}
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#endif // hifi_Shape_h
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