/******************************************************************************** * 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. * * * ********************************************************************************/ // Libraries #include #include // We want to use the ReactPhysics3D namespace using namespace reactphysics3d; // Contact Pair Constructor OverlapCallback::OverlapPair::OverlapPair(ContactPair& contactPair, PhysicsWorld& world, bool isLostOverlappingPair) : mContactPair(contactPair), mWorld(world), mIsLostOverlapPair(isLostOverlappingPair) { } // Return a pointer to the first collider in contact Collider* OverlapCallback::OverlapPair::getCollider1() const { return static_cast(mWorld.mCollidersComponents.getCollider(mContactPair.collider1Entity)); } // Return a pointer to the second collider in contact Collider* OverlapCallback::OverlapPair::getCollider2() const { return static_cast(mWorld.mCollidersComponents.getCollider(mContactPair.collider2Entity)); } // Return a pointer to the first body in contact CollisionBody* OverlapCallback::OverlapPair::getBody1() const { return static_cast(mWorld.mCollisionBodyComponents.getBody(mContactPair.body1Entity)); } // Return a pointer to the second body in contact CollisionBody* OverlapCallback::OverlapPair::getBody2() const { return static_cast(mWorld.mCollisionBodyComponents.getBody(mContactPair.body2Entity)); } // Return the corresponding type of event for this overlapping pair OverlapCallback::OverlapPair::EventType OverlapCallback::OverlapPair::getEventType() const { if (mIsLostOverlapPair) return EventType::OverlapExit; if (mContactPair.collidingInPreviousFrame) return EventType::OverlapStay; return EventType::OverlapStart; } // CollisionCallbackData Constructor OverlapCallback::CallbackData::CallbackData(Array& contactPairs, Array& lostContactPairs, bool onlyReportTriggers, PhysicsWorld& world) :mContactPairs(contactPairs), mLostContactPairs(lostContactPairs), mContactPairsIndices(world.mMemoryManager.getHeapAllocator()), mLostContactPairsIndices(world.mMemoryManager.getHeapAllocator()), mWorld(world) { // Filter the contact pairs to only keep the overlap/trigger events (not the contact events) const uint64 nbContactPairs = mContactPairs.size(); for (uint64 i=0; i < nbContactPairs; i++) { // If the contact pair contains contacts (and is therefore not an overlap/trigger event) if (!onlyReportTriggers || mContactPairs[i].isTrigger) { mContactPairsIndices.add(i); } } // Filter the lost contact pairs to only keep the overlap/trigger events (not the contact events) const uint64 nbLostContactPairs = mLostContactPairs.size(); for (uint i=0; i < nbLostContactPairs; i++) { // If the contact pair contains contacts (and is therefore not an overlap/trigger event) if (!onlyReportTriggers || mLostContactPairs[i].isTrigger) { mLostContactPairsIndices.add(i); } } }