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#ifndef Magnum_Physics_Capsule_h
#define Magnum_Physics_Capsule_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::Physics::Capsule
*/
#include "AbstractShape.h"
#include "Point.h"
#include "Sphere.h"
namespace Magnum { namespace Physics {
/**
@brief %Capsule defined by cylinder start and end point and radius
Unlike other elements the capsule doesn't support asymmetric scaling. When
applying transformation, the scale factor is averaged from all axes.
*/
class PHYSICS_EXPORT Capsule: public AbstractShape {
public:
/** @brief Constructor */
inline Capsule(const Vector3& a, const Vector3& b, float radius): _a(a), _transformedA(a), _b(b), _transformedB(b), _radius(radius), _transformedRadius(radius) {}
void applyTransformation(const Matrix4& transformation);
bool collides(const AbstractShape* other) const;
inline Vector3 a() const { return _a; } /**< @brief Start point */
inline Vector3 b() const { return _a; } /**< @brief End point */
inline void setA(const Vector3& a) { _a = a; } /**< @brief Set start point */
inline void setB(const Vector3& b) { _b = b; } /**< @brief Set end point */
/** @brief Radius */
inline float radius() const { return _radius; }
/** @brief Set radius */
inline void setRadius(float radius) { _radius = radius; }
/** @brief Transformed first point */
inline Vector3 transformedA() const { return _transformedA; }
/** @brief Transformed second point */
inline Vector3 transformedB() const { return _transformedB; }
/** @brief Transformed radius */
inline float transformedRadius() const {
return _transformedRadius;
}
/** @brief Collision with point */
bool operator%(const Point& other) const;
/** @brief Collision with sphere */
bool operator%(const Sphere& other) const;
protected:
inline Type type() const { return Type::Capsule; }
private:
Vector3 _a, _transformedA,
_b, _transformedB;
float _radius, _transformedRadius;
};
/** @collisionoperator{Point,Capsule} */
inline bool operator%(const Point& a, const Capsule& b) { return b % a; }
/** @collisionoperator{Sphere,Capsule} */
inline bool operator%(const Sphere& a, const Capsule& b) { return b % a; }
}}
#endif