/******************************************************************************** * 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_COLLISION_CALLBACK_H #define REACTPHYSICS3D_COLLISION_CALLBACK_H // Libraries #include #include #include /// ReactPhysics3D namespace namespace reactphysics3d { // Declarations class OverlappingPair; class ContactManifold; class CollisionBody; class Collider; class MemoryManager; // Class CollisionCallback /** * This abstract class can be used to register a callback for collision test queries. * You should implement your own class inherited from this one and implement * the notifyContact() method. This method will called each time a contact * point is reported. */ class CollisionCallback { public: // Class ContactPoint /** * This class represents a contact point between two colliders of the physics world. */ class ContactPoint { private: // -------------------- Attributes -------------------- // const reactphysics3d::ContactPoint& mContactPoint; // -------------------- Methods -------------------- // /// Constructor ContactPoint(const reactphysics3d::ContactPoint& contactPoint); public: // -------------------- Methods -------------------- // /// Copy constructor ContactPoint(const ContactPoint& contactPoint) = default; /// Assignment operator ContactPoint& operator=(const ContactPoint& contactPoint) = delete; /// Destructor ~ContactPoint() = default; /// Return the penetration depth /** * @return The penetration depth between the two colliders at this contact point */ decimal getPenetrationDepth() const; /// Return the world-space contact normal /** * @return The world-space contact normal */ const Vector3& getWorldNormal() const; /// Return the contact point on the first collider in the local-space of the first collider /** * @return The local-space contact point on the first collider */ const Vector3& getLocalPointOnCollider1() const; /// Return the contact point on the second collider in the local-space of the second collider /** * @return The local-space contact point on the second collider */ const Vector3& getLocalPointOnCollider2() const; // -------------------- Friendship -------------------- // friend class CollisionCallback; }; // Class ContactPair /** * This class represents the contact between two colliders of the physics world. * A contact pair contains a list of contact points. */ class ContactPair { public: /// Enumeration EventType that describes the type of contact event enum class EventType { /// This contact is a new contact between the two /// colliders (the colliders where not touching in the previous frame) ContactStart, /// The two colliders were already touching in the previous frame and this is a new or updated contact ContactStay, /// The two colliders were in contact in the previous frame and are not in contact anymore ContactExit }; private: // -------------------- Attributes -------------------- // const reactphysics3d::ContactPair& mContactPair; /// Pointer to the contact points List* mContactPoints; /// Reference to the physics world PhysicsWorld& mWorld; /// True if this is a lost contact pair (contact pair colliding in previous frame but not in current one) bool mIsLostContactPair; // -------------------- Methods -------------------- // /// Constructor ContactPair(const reactphysics3d::ContactPair& contactPair, List* contactPoints, PhysicsWorld& world, bool mIsLostContactPair); public: // -------------------- Methods -------------------- // /// Copy constructor ContactPair(const ContactPair& contactPair) = default; /// Assignment operator ContactPair& operator=(const ContactPair& contactPair) = delete; /// Destructor ~ContactPair() = default; /// Return the number of contact points in the contact pair /** * @return The number of contact points in the contact pair */ uint getNbContactPoints() const; /// Return a given contact point /** * @param index Index of the contact point to retrieve * @return A contact point object */ ContactPoint getContactPoint(uint index) const; /// Return a pointer to the first body in contact /** * @return A pointer to the first colliding body of the pair */ CollisionBody* getBody1() const; /// Return a pointer to the second body in contact /** * @return A pointer to the second colliding body of the pair */ CollisionBody* getBody2() const; /// Return a pointer to the first collider in contact (in body 1) /** * @return A pointer to the first collider of the contact pair */ Collider* getCollider1() const; /// Return a pointer to the second collider in contact (in body 2) /** * @return A pointer to the second collider of the contact pair */ Collider* getCollider2() const; /// Return the corresponding type of event for this contact pair /** * @return The type of contact event for this contact pair */ EventType getEventType() const; // -------------------- Friendship -------------------- // friend class CollisionCallback; }; // Class CallbackData /** * This class contains data about contacts between bodies */ class CallbackData { private: // -------------------- Attributes -------------------- // /// Pointer to the list of contact pairs (contains contacts and triggers events) List* mContactPairs; /// Pointer to the list of contact manifolds List* mContactManifolds; /// Pointer to the contact points List* mContactPoints; /// Pointer to the list of lost contact pairs (contains contacts and triggers events) List& mLostContactPairs; /// List of indices of the mContactPairs list that are contact events (not overlap/triggers) List mContactPairsIndices; /// List of indices of the mLostContactPairs list that are contact events (not overlap/triggers) List mLostContactPairsIndices; /// Reference to the physics world PhysicsWorld& mWorld; // -------------------- Methods -------------------- // /// Constructor CallbackData(List* contactPairs, List* manifolds, List* contactPoints, List& lostContactPairs, 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 contact pairs /** * @return The number of contact pairs */ uint getNbContactPairs() const; /// Return a given contact pair /** * @param index Index of the contact pair to retrieve * @return A contact pair object */ ContactPair getContactPair(uint index) const; // -------------------- Friendship -------------------- // friend class CollisionDetectionSystem; }; /// Destructor virtual ~CollisionCallback() = default; /// This method is called when some contacts occur virtual void onContact(const CallbackData& callbackData)=0; }; // Return the number of contact pairs (there is a single contact pair between two bodies in contact) /** * @return The number of contact pairs */ inline uint CollisionCallback::CallbackData::getNbContactPairs() const { return mContactPairsIndices.size() + mLostContactPairsIndices.size(); } // Return the number of contact points in the contact pair /** * @return The number of contact points */ inline uint CollisionCallback::ContactPair::getNbContactPoints() const { return mContactPair.nbToTalContactPoints; } // Return the penetration depth between the two bodies in contact /** * @return The penetration depth (larger than zero) */ inline decimal CollisionCallback::ContactPoint::getPenetrationDepth() const { return mContactPoint.getPenetrationDepth(); } // Return the world-space contact normal (vector from first body toward second body) /** * @return The contact normal direction at the contact point (in world-space) */ inline const Vector3& CollisionCallback::ContactPoint::getWorldNormal() const { return mContactPoint.getNormal(); } // Return the contact point on the first collider in the local-space of the first collider /** * @return The contact point in the local-space of the first collider (from body1) in contact */ inline const Vector3& CollisionCallback::ContactPoint::getLocalPointOnCollider1() const { return mContactPoint.getLocalPointOnShape1(); } // Return the contact point on the second collider in the local-space of the second collider /** * @return The contact point in the local-space of the second collider (from body2) in contact */ inline const Vector3& CollisionCallback::ContactPoint::getLocalPointOnCollider2() const { return mContactPoint.getLocalPointOnShape2(); } } #endif