#ifndef REACTPHYSICS3D_PROXY_SHAPE_H #define REACTPHYSICS3D_PROXY_SHAPE_H // Libraries #include "body/CollisionBody.h" #include "shapes/CollisionShape.h" namespace reactphysics3d { // Class ProxyShape /** * The CollisionShape instances are supposed to be unique for memory optimization. For instance, * consider two rigid bodies with the same sphere collision shape. In this situation, we will have * a unique instance of SphereShape but we need to differentiate between the two instances during * the collision detection. They do not have the same position in the world and they do not * belong to the same rigid body. The ProxyShape class is used for that purpose by attaching a * rigid body with one of its collision shape. A body can have multiple proxy shapes (one for * each collision shape attached to the body). */ class ProxyShape { protected: // -------------------- Attributes -------------------- // /// Pointer to the parent body CollisionBody* mBody; /// Internal collision shape CollisionShape* mCollisionShape; /// Local-space to parent body-space transform (does not change over time) const Transform mLocalToBodyTransform; /// Mass (in kilogramms) of the corresponding collision shape decimal mMass; /// Pointer to the next proxy shape of the body (linked list) ProxyShape* mNext; /// Broad-phase ID (node ID in the dynamic AABB tree) int mBroadPhaseID; /// Cached collision data void* mCachedCollisionData; /// Pointer to user data void* mUserData; // -------------------- Methods -------------------- // /// Private copy-constructor ProxyShape(const ProxyShape& proxyShape); /// Private assignment operator ProxyShape& operator=(const ProxyShape& proxyShape); // Return a local support point in a given direction with the object margin Vector3 getLocalSupportPointWithMargin(const Vector3& direction); /// Return a local support point in a given direction without the object margin. Vector3 getLocalSupportPointWithoutMargin(const Vector3& direction); /// Return the collision shape margin decimal getMargin() const; public: // -------------------- Methods -------------------- // /// Constructor ProxyShape(CollisionBody* body, CollisionShape* shape, const Transform& transform, decimal mass); /// Destructor ~ProxyShape(); /// Return the collision shape const CollisionShape* getCollisionShape() const; /// Return the parent body CollisionBody* getBody() const; /// Return the mass of the collision shape decimal getMass() const; /// Return a pointer to the user data attached to this body void* getUserData() const; /// Attach user data to this body void setUserData(void* userData); /// Return the local to parent body transform const Transform& getLocalToBodyTransform() const; /// Return true if a point is inside the collision shape bool testPointInside(const Vector3& worldPoint); /// Raycast method bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE); /// Raycast method with feedback information bool raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance = RAYCAST_INFINITY_DISTANCE); // -------------------- Friendship -------------------- // friend class OverlappingPair; friend class CollisionBody; friend class RigidBody; friend class BroadPhaseAlgorithm; friend class DynamicAABBTree; friend class CollisionDetection; friend class EPAAlgorithm; friend class GJKAlgorithm; friend class ConvexMeshShape; }; /// Return the collision shape inline const CollisionShape* ProxyShape::getCollisionShape() const { return mCollisionShape; } // Return the parent body inline CollisionBody* ProxyShape::getBody() const { return mBody; } // Return the mass of the collision shape inline decimal ProxyShape::getMass() const { return mMass; } // Return a pointer to the user data attached to this body inline void* ProxyShape::getUserData() const { return mUserData; } // Attach user data to this body inline void ProxyShape::setUserData(void* userData) { mUserData = userData; } // Return the local to parent body transform inline const Transform& ProxyShape::getLocalToBodyTransform() const { return mLocalToBodyTransform; } // Return a local support point in a given direction with the object margin inline Vector3 ProxyShape::getLocalSupportPointWithMargin(const Vector3& direction) { return mCollisionShape->getLocalSupportPointWithMargin(direction, &mCachedCollisionData); } // Return a local support point in a given direction without the object margin. inline Vector3 ProxyShape::getLocalSupportPointWithoutMargin(const Vector3& direction) { return mCollisionShape->getLocalSupportPointWithoutMargin(direction, &mCachedCollisionData); } // Return the collision shape margin inline decimal ProxyShape::getMargin() const { return mCollisionShape->getMargin(); } // Raycast method inline bool ProxyShape::raycast(const Ray& ray, decimal distance) { return mCollisionShape->raycast(ray, distance); } // Raycast method with feedback information inline bool ProxyShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) { return mCollisionShape->raycast(ray, raycastInfo, distance); } } #endif