/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2020 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_COLLIDER_H #define REACTPHYSICS3D_COLLIDER_H // Libraries #include #include #include #include namespace reactphysics3d { // Declarations class MemoryManager; // Class Collider /** * A collider has a collision shape (box, sphere, capsule, ...) and is attached to a CollisionBody or * RigidBody. A body can have multiple colliders. The collider also have a mass value and a Material * with many physics parameters like friction or bounciness. When you create a body, you need to attach * at least one collider to it if you want that body to be able to collide in the physics world. */ class Collider { protected: // -------------------- Attributes -------------------- // /// Reference to the memory manager MemoryManager& mMemoryManager; /// Identifier of the entity in the ECS Entity mEntity; /// Pointer to the parent body CollisionBody* mBody; /// Material properties of the rigid body Material mMaterial; /// Pointer to user data void* mUserData; #ifdef IS_RP3D_PROFILING_ENABLED /// Pointer to the profiler Profiler* mProfiler; #endif // -------------------- Methods -------------------- // /// Notify the collider that the size of the collision shape has been /// changed by the user void setHasCollisionShapeChangedSize(bool hasCollisionShapeChangedSize); public: // -------------------- Methods -------------------- // /// Constructor Collider(Entity entity, CollisionBody* body, MemoryManager& memoryManager); /// Destructor virtual ~Collider(); /// Deleted copy-constructor Collider(const Collider& collider) = delete; /// Deleted assignment operator Collider& operator=(const Collider& collider) = delete; /// Return the corresponding entity of the collider Entity getEntity() const; /// Return a pointer to the collision shape CollisionShape* getCollisionShape(); /// Return a const pointer to the collision shape const CollisionShape* getCollisionShape() const; /// Return the parent body CollisionBody* getBody() 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); /// Return the local to parent body transform const Transform& getLocalToBodyTransform() const; /// Set the local to parent body transform void setLocalToBodyTransform(const Transform& transform); /// Return the local to world transform const Transform getLocalToWorldTransform() const; /// Return the AABB of the collider in world-space const AABB getWorldAABB() const; /// Test if the collider overlaps with a given AABB bool testAABBOverlap(const AABB& worldAABB) const; /// Return true if a point is inside the collision shape bool testPointInside(const Vector3& worldPoint); /// Raycast method with feedback information bool raycast(const Ray& ray, RaycastInfo& raycastInfo); /// Return the collision bits mask unsigned short getCollideWithMaskBits() const; /// Set the collision bits mask void setCollideWithMaskBits(unsigned short collideWithMaskBits); /// Return the collision category bits unsigned short getCollisionCategoryBits() const; /// Set the collision category bits void setCollisionCategoryBits(unsigned short collisionCategoryBits); /// Return the broad-phase id int getBroadPhaseId() const; /// Return a reference to the material properties of the collider Material& getMaterial(); /// Set a new material for this collider void setMaterial(const Material& material); /// Return true if the collider is a trigger bool getIsTrigger() const; /// Set whether the collider is a trigger void setIsTrigger(bool isTrigger) const; #ifdef IS_RP3D_PROFILING_ENABLED /// Set the profiler void setProfiler(Profiler* profiler); #endif // -------------------- Friendship -------------------- // friend class OverlappingPair; friend class CollisionBody; friend class RigidBody; friend class BroadPhaseAlgorithm; friend class DynamicAABBTree; friend class CollisionDetectionSystem; friend class PhysicsWorld; friend class GJKAlgorithm; friend class ConvexMeshShape; friend class CollisionShape; friend class ContactManifoldSet; friend class MiddlePhaseTriangleCallback; }; // Return the corresponding entity of the collider /** * @return The entity of the collider */ inline Entity Collider::getEntity() const { return mEntity; } // Return the parent body /** * @return Pointer to the parent body */ inline CollisionBody* Collider::getBody() const { return mBody; } // Return a pointer to the user data attached to this body /** * @return A pointer to the user data stored into the collider */ inline void* Collider::getUserData() const { return mUserData; } // Attach user data to this body /** * @param userData Pointer to the user data you want to store within the collider */ inline void Collider::setUserData(void* userData) { mUserData = userData; } /// Test if the collider 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 */ inline bool Collider::testAABBOverlap(const AABB& worldAABB) const { return worldAABB.testCollision(getWorldAABB()); } // Return a reference to the material properties of the collider /** * @return A reference to the material of the body */ inline Material& Collider::getMaterial() { return mMaterial; } } #endif