74 lines
2.2 KiB
C
74 lines
2.2 KiB
C
/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B3_TRIANGLE_HULL_H
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#define B3_TRIANGLE_HULL_H
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#include <bounce/collision/shapes/hull.h>
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struct b3TriangleHull : public b3Hull
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{
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b3Vec3 triangleVertices[3];
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b3HalfEdge triangleEdges[6];
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b3Face triangleFaces[2];
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b3Plane trianglePlanes[2];
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b3TriangleHull() { }
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b3TriangleHull(const b3Vec3& A, const b3Vec3& B, const b3Vec3& C)
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{
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Set(A, B, C);
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}
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void Set(const b3Vec3& A, const b3Vec3& B, const b3Vec3& C)
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{
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centroid = (A + B + C) / 3.0f;
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triangleVertices[0] = A;
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triangleVertices[1] = B;
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triangleVertices[2] = C;
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// Each edge must be followed by its twin.
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triangleEdges[0] = b3MakeEdge(0, 1, 0, 2); // Face 0 - Edge 0
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triangleEdges[2] = b3MakeEdge(1, 3, 0, 4); // Face 0 - Edge 1
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triangleEdges[4] = b3MakeEdge(2, 5, 0, 0); // Face 0 - Edge 2
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triangleEdges[1] = b3MakeEdge(1, 0, 1, 3); // Face 1 - Edge 0
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triangleEdges[3] = b3MakeEdge(2, 2, 1, 5); // Face 1 - Edge 1
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triangleEdges[5] = b3MakeEdge(0, 4, 1, 1); // Face 1 - Edge 2
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triangleFaces[0].edge = 0;
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triangleFaces[1].edge = 1;
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b3Vec3 N = b3Cross(B - A, C - A);
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N = b3Normalize(N);
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trianglePlanes[0] = b3Plane(N, centroid);
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trianglePlanes[1] = b3Plane(-N, centroid);
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vertices = triangleVertices;
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vertexCount = 3;
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edges = triangleEdges;
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edgeCount = 6;
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faces = triangleFaces;
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planes = trianglePlanes;
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faceCount = 2;
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}
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};
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#endif |