/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2022 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. * * * ********************************************************************************/ #ifndef REACTPHYSICS3D_COLLISION_BODY_H #define REACTPHYSICS3D_COLLISION_BODY_H // Libraries #include #include #include #include #include /// Namespace reactphysics3d namespace reactphysics3d { // Declarations class Collider; class CollisionShape; class PhysicsWorld; struct RaycastInfo; class DefaultPoolAllocator; class Profiler; class Logger; // Class CollisionBody /** * This class represents a body that is able to collide with others * bodies. */ class CollisionBody { protected : // -------------------- Attributes -------------------- // /// Identifier of the entity in the ECS Entity mEntity; /// Reference to the world the body belongs to PhysicsWorld& mWorld; #ifdef IS_RP3D_PROFILING_ENABLED /// Pointer to the profiler Profiler* mProfiler; #endif // -------------------- Methods -------------------- // /// Remove all the collision shapes void removeAllColliders(); /// Update the broad-phase state for this body (because it has moved for instance) void updateBroadPhaseState() const; /// Ask the broad-phase to test again the collision shapes of the body for collision /// (as if the body has moved). void askForBroadPhaseCollisionCheck() const; public : // -------------------- Methods -------------------- // /// Constructor CollisionBody(PhysicsWorld& world, Entity entity); /// Destructor virtual ~CollisionBody(); /// Deleted copy-constructor CollisionBody(const CollisionBody& body) = delete; /// Deleted assignment operator CollisionBody& operator=(const CollisionBody& body) = delete; /// Return the corresponding entity of the body Entity getEntity() const; /// Return true if the body is active bool isActive() const; /// Return a pointer to the user data attached to this body void* getUserData() const; /// Attach user data to this body void setUserData(void* userData); /// Set whether or not the body is active virtual void setIsActive(bool isActive); /// Return the current position and orientation const Transform& getTransform() const; /// Set the current position and orientation virtual void setTransform(const Transform& transform); /// Create a new collider and add it to the body. virtual Collider* addCollider(CollisionShape* collisionShape, const Transform& transform); /// Remove a collider from the body virtual void removeCollider(Collider* collider); /// Return true if a point is inside the collision body bool testPointInside(const Vector3& worldPoint) const; /// Raycast method with feedback information bool raycast(const Ray& ray, RaycastInfo& raycastInfo); /// Test if the collision body overlaps with a given AABB bool testAABBOverlap(const AABB& worldAABB) const; /// Compute and return the AABB of the body by merging all colliders AABBs AABB getAABB() const; /// Return a const pointer to a given collider of the body const Collider* getCollider(uint32 colliderIndex) const; /// Return a pointer to a given collider of the body Collider* getCollider(uint32 colliderIndex); /// Return the number of colliders associated with this body uint32 getNbColliders() const; /// Return the world-space coordinates of a point given the local-space coordinates of the body Vector3 getWorldPoint(const Vector3& localPoint) const; /// Return the world-space vector of a vector given in local-space coordinates of the body Vector3 getWorldVector(const Vector3& localVector) const; /// Return the body local-space coordinates of a point given in the world-space coordinates Vector3 getLocalPoint(const Vector3& worldPoint) const; /// Return the body local-space coordinates of a vector given in the world-space coordinates Vector3 getLocalVector(const Vector3& worldVector) const; #ifdef IS_RP3D_PROFILING_ENABLED /// Set the profiler virtual void setProfiler(Profiler* profiler); #endif // -------------------- Friendship -------------------- // friend class PhysicsWorld; friend class CollisionDetectionSystem; friend class BroadPhaseAlgorithm; friend class ConvexMeshShape; friend class Collider; }; /// Test if the collision body overlaps with a given AABB /** * @param worldAABB The AABB (in world-space coordinates) that will be used to test overlap * @return True if the given AABB overlaps with the AABB of the collision body */ RP3D_FORCE_INLINE bool CollisionBody::testAABBOverlap(const AABB& worldAABB) const { return worldAABB.testCollision(getAABB()); } // Return the corresponding entity of the body /** * @return The entity of the body */ RP3D_FORCE_INLINE Entity CollisionBody::getEntity() const { return mEntity; } #ifdef IS_RP3D_PROFILING_ENABLED // Set the profiler RP3D_FORCE_INLINE void CollisionBody::setProfiler(Profiler* profiler) { mProfiler = profiler; } #endif } #endif