/******************************************************************************** * 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_OVERLAP_CALLBACK_H #define REACTPHYSICS3D_OVERLAP_CALLBACK_H // Libraries #include #include /// ReactPhysics3D namespace namespace reactphysics3d { // Declarations class CollisionBody; class PhysicsWorld; class Collider; struct Entity; // Class OverlapCallback /** * This class can be used to register a callback for collision overlap queries between bodies. * You should implement your own class inherited from this one and implement the onOverlap() method. */ class OverlapCallback { public: // Class OverlapPair /** * This class represents the contact between two colliders of the physics world. */ class OverlapPair { public: /// Enumeration EventType that describes the type of overlapping event enum class EventType { /// This overlap is a new overlap between the two /// colliders (the colliders where not overlapping in the previous frame) OverlapStart, /// The two colliders were already overlapping in the previous frame and this is a new or updated overlap OverlapStay, /// The two colliders were overlapping in the previous frame and are not overlapping anymore OverlapExit }; private: // -------------------- Attributes -------------------- // /// Contact pair ContactPair& mContactPair; /// Reference to the physics world PhysicsWorld& mWorld; /// True if the pair were overlapping in the previous frame but not in the current one bool mIsLostOverlapPair; // -------------------- Methods -------------------- // /// Constructor OverlapPair(ContactPair& contactPair, reactphysics3d::PhysicsWorld& world, bool isLostOverlappingPair); public: // -------------------- Methods -------------------- // /// Copy constructor OverlapPair(const OverlapPair& contactPair) = default; /// Assignment operator OverlapPair& operator=(const OverlapPair& contactPair) = default; /// Destructor ~OverlapPair() = default; /// Return a pointer to the first collider in contact Collider* getCollider1() const; /// Return a pointer to the second collider in contact Collider* getCollider2() const; /// Return a pointer to the first body in contact CollisionBody* getBody1() const; /// Return a pointer to the second body in contact CollisionBody* getBody2() const; /// Return the corresponding type of event for this overlapping pair EventType getEventType() const; // -------------------- Friendship -------------------- // friend class OverlapCallback; }; // Class CallbackData /** * This class contains data about overlap between bodies */ class CallbackData { private: // -------------------- Attributes -------------------- // /// Reference to the array of contact pairs (contains contacts and triggers events) Array& mContactPairs; /// Reference to the array of lost contact pairs (contains contacts and triggers events) Array& mLostContactPairs; /// Array of indices of the mContactPairs array that are overlap/triggers events (not contact events) Array mContactPairsIndices; /// Array of indices of the mLostContactPairs array that are overlap/triggers events (not contact events) Array mLostContactPairsIndices; /// Reference to the physics world PhysicsWorld& mWorld; // -------------------- Methods -------------------- // /// Constructor CallbackData(Array& contactPairs, Array& lostContactPairs, bool onlyReportTriggers, PhysicsWorld& world); /// Deleted copy constructor CallbackData(const CallbackData& callbackData) = delete; /// Deleted assignment operator CallbackData& operator=(const CallbackData& callbackData) = delete; /// Destructor ~CallbackData() = default; public: // -------------------- Methods -------------------- // /// Return the number of overlapping pairs of bodies uint32 getNbOverlappingPairs() const; /// Return a given overlapping pair of bodies OverlapPair getOverlappingPair(uint32 index) const; // -------------------- Friendship -------------------- // friend class CollisionDetectionSystem; }; /// Destructor virtual ~OverlapCallback() { } /// This method will be called to report bodies that overlap virtual void onOverlap(CallbackData& callbackData)=0; }; // Return the number of overlapping pairs of bodies RP3D_FORCE_INLINE uint32 OverlapCallback::CallbackData::getNbOverlappingPairs() const { return static_cast(mContactPairsIndices.size() + mLostContactPairsIndices.size()); } // Return a given overlapping pair of bodies /// Note that the returned OverlapPair object is only valid during the call of the CollisionCallback::onOverlap() /// method. Therefore, you need to get contact data from it and make a copy. Do not make a copy of the OverlapPair /// object itself because it won't be valid after the CollisionCallback::onOverlap() call. RP3D_FORCE_INLINE OverlapCallback::OverlapPair OverlapCallback::CallbackData::getOverlappingPair(uint32 index) const { assert(index < getNbOverlappingPairs()); if (index < mContactPairsIndices.size()) { // Return a contact pair return OverlapCallback::OverlapPair((mContactPairs)[mContactPairsIndices[index]], mWorld, false); } else { // Return a lost contact pair return OverlapCallback::OverlapPair(mLostContactPairs[mLostContactPairsIndices[index - mContactPairsIndices.size()]], mWorld, true); } } } #endif