116 lines
5.0 KiB
C++
116 lines
5.0 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2022 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_OVERLAPPING_PAIR_CONTACT_H
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#define REACTPHYSICS3D_OVERLAPPING_PAIR_CONTACT_H
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// Libraries
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#include <reactphysics3d/mathematics/mathematics.h>
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#include <reactphysics3d/configuration.h>
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#include <reactphysics3d/engine/OverlappingPairs.h>
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/// ReactPhysics3D namespace
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namespace reactphysics3d {
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// Structure ContactPair
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/**
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* This structure represents a pair of shapes that are in contact during narrow-phase.
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*/
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struct ContactPair {
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public:
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// -------------------- Attributes -------------------- //
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/// Overlapping pair Id
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uint64 pairId;
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/// Number of potential contact manifolds
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uint8 nbPotentialContactManifolds;
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/// Indices of the potential contact manifolds
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uint32 potentialContactManifoldsIndices[NB_MAX_POTENTIAL_CONTACT_MANIFOLDS];
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/// Entity of the first body of the contact
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Entity body1Entity;
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/// Entity of the second body of the contact
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Entity body2Entity;
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/// Entity of the first collider of the contact
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Entity collider1Entity;
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/// Entity of the second collider of the contact
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Entity collider2Entity;
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/// True if the manifold is already in an island
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bool isAlreadyInIsland;
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/// Index of the contact pair in the array of pairs
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uint32 contactPairIndex;
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/// Index of the first contact manifold in the array
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uint32 contactManifoldsIndex;
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/// Number of contact manifolds
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uint32 nbContactManifolds;
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/// Index of the first contact point in the array of contact points
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uint32 contactPointsIndex;
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/// Total number of contact points in all the manifolds of the contact pair
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uint32 nbToTalContactPoints;
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/// True if the colliders of the pair were already colliding in the previous frame
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bool collidingInPreviousFrame;
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/// True if one of the two involved colliders is a trigger
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bool isTrigger;
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// -------------------- Methods -------------------- //
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/// Constructor
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ContactPair(uint64 pairId, Entity body1Entity, Entity body2Entity, Entity collider1Entity,
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Entity collider2Entity, uint32 contactPairIndex, bool collidingInPreviousFrame, bool isTrigger)
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: pairId(pairId), nbPotentialContactManifolds(0), potentialContactManifoldsIndices{0}, body1Entity(body1Entity), body2Entity(body2Entity),
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collider1Entity(collider1Entity), collider2Entity(collider2Entity),
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isAlreadyInIsland(false), contactPairIndex(contactPairIndex), contactManifoldsIndex(0), nbContactManifolds(0),
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contactPointsIndex(0), nbToTalContactPoints(0), collidingInPreviousFrame(collidingInPreviousFrame), isTrigger(isTrigger) {
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}
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// Remove a potential manifold at a given index in the array
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void removePotentialManifoldAtIndex(uint32 index) {
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assert(index < nbPotentialContactManifolds);
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potentialContactManifoldsIndices[index] = potentialContactManifoldsIndices[nbPotentialContactManifolds - 1];
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nbPotentialContactManifolds--;
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}
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};
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}
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#endif
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