engine/dep/dreamcast/include/reactphysics3d/collision/narrowphase/NarrowPhaseInfoBatch.h

136 lines
5.7 KiB
C++

/********************************************************************************
* 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_NARROW_PHASE_INFO_BATCH_H
#define REACTPHYSICS3D_NARROW_PHASE_INFO_BATCH_H
// Libraries
#include <reactphysics3d/engine/OverlappingPairs.h>
/// Namespace ReactPhysics3D
namespace reactphysics3d {
// Declarations
class CollisionShape;
struct LastFrameCollisionInfo;
class ContactManifoldInfo;
struct ContactPointInfo;
// Struct NarrowPhaseInfoBatch
/**
* This abstract structure collects all the potential collisions from the middle-phase algorithm
* that have to be tested during narrow-phase collision detection. There is an implementation of
* this class for each kind of collision detection test. For instance, one for sphere vs sphere,
* one for sphere vs capsule, ...
*/
struct NarrowPhaseInfoBatch {
protected:
/// Memory allocator
MemoryAllocator& mMemoryAllocator;
/// Reference to all the broad-phase overlapping pairs
OverlappingPairs& mOverlappingPairs;
/// Cached capacity
uint mCachedCapacity = 0;
public:
/// List of Broadphase overlapping pairs ids
List<uint64> overlappingPairIds;
/// List of pointers to the first colliders to test collision with
List<Entity> colliderEntities1;
/// List of pointers to the second colliders to test collision with
List<Entity> colliderEntities2;
/// List of pointers to the first collision shapes to test collision with
List<CollisionShape*> collisionShapes1;
/// List of pointers to the second collision shapes to test collision with
List<CollisionShape*> collisionShapes2;
/// List of transforms that maps from collision shape 1 local-space to world-space
List<Transform> shape1ToWorldTransforms;
/// List of transforms that maps from collision shape 2 local-space to world-space
List<Transform> shape2ToWorldTransforms;
/// True for each pair of objects that we need to report contacts (false for triggers for instance)
List<bool> reportContacts;
/// Result of the narrow-phase collision detection test
List<bool> isColliding;
/// List of contact points created during the narrow-phase
List<List<ContactPointInfo*>> contactPoints;
/// Memory allocators for the collision shape (Used to release TriangleShape memory in destructor)
List<MemoryAllocator*> collisionShapeAllocators;
/// Collision infos of the previous frame
List<LastFrameCollisionInfo*> lastFrameCollisionInfos;
/// Constructor
NarrowPhaseInfoBatch(MemoryAllocator& allocator, OverlappingPairs& overlappingPairs);
/// Destructor
virtual ~NarrowPhaseInfoBatch();
/// Return the number of objects in the batch
uint getNbObjects() const;
/// Add shapes to be tested during narrow-phase collision detection into the batch
virtual void addNarrowPhaseInfo(uint64 pairId, uint64 pairIndex, Entity collider1, Entity collider2, CollisionShape* shape1,
CollisionShape* shape2, const Transform& shape1Transform,
const Transform& shape2Transform, bool needToReportContacts, MemoryAllocator& shapeAllocator);
/// Add a new contact point
virtual void addContactPoint(uint index, const Vector3& contactNormal, decimal penDepth,
const Vector3& localPt1, const Vector3& localPt2);
/// Reset the remaining contact points
void resetContactPoints(uint index);
// Initialize the containers using cached capacity
virtual void reserveMemory();
/// Clear all the objects in the batch
virtual void clear();
};
/// Return the number of objects in the batch
inline uint NarrowPhaseInfoBatch::getNbObjects() const {
return overlappingPairIds.size();
}
}
#endif