engine/dep/include/reactphysics3d/collision/ContactPair.h

116 lines
5.0 KiB
C++

/********************************************************************************
* 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_OVERLAPPING_PAIR_CONTACT_H
#define REACTPHYSICS3D_OVERLAPPING_PAIR_CONTACT_H
// Libraries
#include <reactphysics3d/mathematics/mathematics.h>
#include <reactphysics3d/configuration.h>
#include <reactphysics3d/engine/OverlappingPairs.h>
/// 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;
/// Number of potential contact manifolds
uint8 nbPotentialContactManifolds;
/// Indices of the potential contact manifolds
uint32 potentialContactManifoldsIndices[NB_MAX_POTENTIAL_CONTACT_MANIFOLDS];
/// 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
uint32 contactPairIndex;
/// Index of the first contact manifold in the array
uint32 contactManifoldsIndex;
/// Number of contact manifolds
uint32 nbContactManifolds;
/// Index of the first contact point in the array of contact points
uint32 contactPointsIndex;
/// Total number of contact points in all the manifolds of the contact pair
uint32 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, uint32 contactPairIndex, bool collidingInPreviousFrame, bool isTrigger)
: pairId(pairId), nbPotentialContactManifolds(0), potentialContactManifoldsIndices{0}, body1Entity(body1Entity), body2Entity(body2Entity),
collider1Entity(collider1Entity), collider2Entity(collider2Entity),
isAlreadyInIsland(false), contactPairIndex(contactPairIndex), contactManifoldsIndex(0), nbContactManifolds(0),
contactPointsIndex(0), nbToTalContactPoints(0), collidingInPreviousFrame(collidingInPreviousFrame), isTrigger(isTrigger) {
}
// Remove a potential manifold at a given index in the array
void removePotentialManifoldAtIndex(uint32 index) {
assert(index < nbPotentialContactManifolds);
potentialContactManifoldsIndices[index] = potentialContactManifoldsIndices[nbPotentialContactManifolds - 1];
nbPotentialContactManifolds--;
}
};
}
#endif