reactphysics3d/src/collision/NarrowPhaseInfo.h
2019-07-01 08:42:27 +02:00

105 lines
4.5 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2019 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_H
#define REACTPHYSICS3D_NARROW_PHASE_INFO_H
// Libraries
#include "engine/OverlappingPair.h"
/// Namespace ReactPhysics3D
namespace reactphysics3d {
// Declarations
class CollisionShape;
struct LastFrameCollisionInfo;
class ContactManifoldInfo;
struct ContactPointInfo;
// Class NarrowPhaseInfo
/**
* This structure regroups different things about a collision shape. This is
* used to pass information about a collision shape to a collision algorithm.
*/
struct NarrowPhaseInfo {
public:
/// Broadphase overlapping pair
OverlappingPair* overlappingPair;
/// Pointer to the first collision shape to test collision with
CollisionShape* collisionShape1;
/// Pointer to the second collision shape to test collision with
CollisionShape* collisionShape2;
/// Transform that maps from collision shape 1 local-space to world-space
Transform shape1ToWorldTransform;
/// Transform that maps from collision shape 2 local-space to world-space
Transform shape2ToWorldTransform;
/// Linked-list of contact points created during the narrow-phase
ContactPointInfo* contactPoints;
/// Pointer to the next element in the linked list
NarrowPhaseInfo* next;
/// Memory allocator for the collision shape (Used to release TriangleShape memory in destructor)
MemoryAllocator& collisionShapeAllocator;
/// Constructor
NarrowPhaseInfo(OverlappingPair* pair, CollisionShape* shape1,
CollisionShape* shape2, const Transform& shape1Transform,
const Transform& shape2Transform, MemoryAllocator& shapeAllocator);
/// Destructor
~NarrowPhaseInfo();
/// Add a new contact point
void addContactPoint(const Vector3& contactNormal, decimal penDepth,
const Vector3& localPt1, const Vector3& localPt2);
/// Create a new potential contact manifold into the overlapping pair using current contact points
void addContactPointsAsPotentialContactManifold();
/// Reset the remaining contact points
void resetContactPoints();
/// Get the last collision frame info for temporal coherence
LastFrameCollisionInfo* getLastFrameCollisionInfo() const;
};
// Get the last collision frame info for temporal coherence
inline LastFrameCollisionInfo* NarrowPhaseInfo::getLastFrameCollisionInfo() const {
return overlappingPair->getLastFrameCollisionInfo(collisionShape1->getId(), collisionShape2->getId());
}
}
#endif