/******************************************************************************** * 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_OVERLAPPING_PAIR_CONTACT_H #define REACTPHYSICS3D_OVERLAPPING_PAIR_CONTACT_H // Libraries #include #include #include /// ReactPhysics3D namespace namespace reactphysics3d { // Structure ContactPair /** * This structure represents a pair of shapes that are in contact during narrow-phase. */ struct ContactPair { public: // -------------------- Attributes -------------------- // /// Overlapping pair Id uint64 pairId; /// Indices of the potential contact manifolds List potentialContactManifoldsIndices; /// Entity of the first body of the contact Entity body1Entity; /// Entity of the second body of the contact Entity body2Entity; /// Entity of the first collider of the contact Entity collider1Entity; /// Entity of the second collider of the contact Entity collider2Entity; /// True if the manifold is already in an island bool isAlreadyInIsland; /// Index of the contact pair in the array of pairs uint contactPairIndex; /// Index of the first contact manifold in the array uint contactManifoldsIndex; /// Number of contact manifolds int8 nbContactManifolds; /// Index of the first contact point in the array of contact points uint contactPointsIndex; /// Total number of contact points in all the manifolds of the contact pair uint nbToTalContactPoints; /// True if the colliders of the pair were already colliding in the previous frame bool collidingInPreviousFrame; /// True if one of the two involved colliders is a trigger bool isTrigger; // -------------------- Methods -------------------- // /// Constructor ContactPair(uint64 pairId, Entity body1Entity, Entity body2Entity, Entity collider1Entity, Entity collider2Entity, uint contactPairIndex, bool collidingInPreviousFrame, bool isTrigger, MemoryAllocator& allocator) : pairId(pairId), potentialContactManifoldsIndices(allocator), body1Entity(body1Entity), body2Entity(body2Entity), collider1Entity(collider1Entity), collider2Entity(collider2Entity), isAlreadyInIsland(false), contactPairIndex(contactPairIndex), contactManifoldsIndex(0), nbContactManifolds(0), contactPointsIndex(0), nbToTalContactPoints(0), collidingInPreviousFrame(collidingInPreviousFrame), isTrigger(isTrigger) { } }; } #endif