/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2015 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_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) 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; /// Bits used to define the collision category of this shape. /// You can set a single bit to one to define a category value for this /// shape. This value is one (0x0001) by default. This variable can be used /// together with the mCollideWithMaskBits variable so that given /// categories of shapes collide with each other and do not collide with /// other categories. unsigned short mCollisionCategoryBits; /// Bits mask used to state which collision categories this shape can /// collide with. This value is 0xFFFF by default. It means that this /// proxy shape will collide with every collision categories by default. unsigned short mCollideWithMaskBits; // -------------------- Methods -------------------- // /// Private copy-constructor ProxyShape(const ProxyShape& proxyShape); /// Private assignment operator ProxyShape& operator=(const ProxyShape& proxyShape); 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; /// Set the local to parent body transform void setLocalToBodyTransform(const Transform& transform); /// Return the local to world transform const Transform getLocalToWorldTransform() const; /// Return true if a point is inside the collision shape bool testPointInside(const Vector3& worldPoint); /// Raycast method with feedback information bool raycast(const Ray& ray, RaycastInfo& raycastInfo); /// Return the collision bits mask unsigned short getCollideWithMaskBits() const; /// Set the collision bits mask void setCollideWithMaskBits(unsigned short collideWithMaskBits); /// Return the collision category bits unsigned short getCollisionCategoryBits() const; /// Set the collision category bits void setCollisionCategoryBits(unsigned short collisionCategoryBits); /// Return the next proxy shape in the linked list of proxy shapes ProxyShape* getNext(); /// Return the next proxy shape in the linked list of proxy shapes const ProxyShape* getNext() const; /// Return the pointer to the cached collision data void** getCachedCollisionData(); /// Return the local scaling vector of the collision shape Vector3 getLocalScaling() const; /// Set the local scaling vector of the collision shape virtual void setLocalScaling(const Vector3& scaling); // -------------------- Friendship -------------------- // friend class OverlappingPair; friend class CollisionBody; friend class RigidBody; friend class BroadPhaseAlgorithm; friend class DynamicAABBTree; friend class CollisionDetection; friend class CollisionWorld; friend class DynamicsWorld; friend class EPAAlgorithm; friend class GJKAlgorithm; friend class ConvexMeshShape; }; // Return the pointer to the cached collision data inline void** ProxyShape::getCachedCollisionData() { return &mCachedCollisionData; } // Return the collision shape /** * @return Pointer to the internal collision shape */ inline const CollisionShape* ProxyShape::getCollisionShape() const { return mCollisionShape; } // Return the parent body /** * @return Pointer to the parent body */ inline CollisionBody* ProxyShape::getBody() const { return mBody; } // Return the mass of the collision shape /** * @return Mass of the collision shape (in kilograms) */ inline decimal ProxyShape::getMass() const { return mMass; } // Return a pointer to the user data attached to this body /** * @return A pointer to the user data stored into the proxy shape */ inline void* ProxyShape::getUserData() const { return mUserData; } // Attach user data to this body /** * @param userData Pointer to the user data you want to store within the proxy shape */ inline void ProxyShape::setUserData(void* userData) { mUserData = userData; } // Return the local to parent body transform /** * @return The transformation that transforms the local-space of the collision shape * to the local-space of the parent body */ inline const Transform& ProxyShape::getLocalToBodyTransform() const { return mLocalToBodyTransform; } // Set the local to parent body transform inline void ProxyShape::setLocalToBodyTransform(const Transform& transform) { mLocalToBodyTransform = transform; mBody->setIsSleeping(false); // Notify the body that the proxy shape has to be updated in the broad-phase mBody->updateProxyShapeInBroadPhase(this, true); } // Return the local to world transform /** * @return The transformation that transforms the local-space of the collision * shape to the world-space */ inline const Transform ProxyShape::getLocalToWorldTransform() const { return mBody->mTransform * mLocalToBodyTransform; } // Raycast method with feedback information /** * @param ray Ray to use for the raycasting * @param[out] raycastInfo Result of the raycasting that is valid only if the * methods returned true * @return True if the ray hit the collision shape */ inline bool ProxyShape::raycast(const Ray& ray, RaycastInfo& raycastInfo) { // If the corresponding body is not active, it cannot be hit by rays if (!mBody->isActive()) return false; return mCollisionShape->raycast(ray, raycastInfo, this); } // Return the next proxy shape in the linked list of proxy shapes /** * @return Pointer to the next proxy shape in the linked list of proxy shapes */ inline ProxyShape* ProxyShape::getNext() { return mNext; } // Return the next proxy shape in the linked list of proxy shapes /** * @return Pointer to the next proxy shape in the linked list of proxy shapes */ inline const ProxyShape* ProxyShape::getNext() const { return mNext; } // Return the collision category bits /** * @return The collision category bits mask of the proxy shape */ inline unsigned short ProxyShape::getCollisionCategoryBits() const { return mCollisionCategoryBits; } // Set the collision category bits /** * @param collisionCategoryBits The collision category bits mask of the proxy shape */ inline void ProxyShape::setCollisionCategoryBits(unsigned short collisionCategoryBits) { mCollisionCategoryBits = collisionCategoryBits; } // Return the collision bits mask /** * @return The bits mask that specifies with which collision category this shape will collide */ inline unsigned short ProxyShape::getCollideWithMaskBits() const { return mCollideWithMaskBits; } // Set the collision bits mask /** * @param collideWithMaskBits The bits mask that specifies with which collision category this shape will collide */ inline void ProxyShape::setCollideWithMaskBits(unsigned short collideWithMaskBits) { mCollideWithMaskBits = collideWithMaskBits; } // Return the local scaling vector of the collision shape /** * @return The local scaling vector */ inline Vector3 ProxyShape::getLocalScaling() const { return mCollisionShape->getScaling(); } // Set the local scaling vector of the collision shape /** * @param scaling The new local scaling vector */ inline void ProxyShape::setLocalScaling(const Vector3& scaling) { // Set the local scaling of the collision shape mCollisionShape->setLocalScaling(scaling); mBody->setIsSleeping(false); // Notify the body that the proxy shape has to be updated in the broad-phase mBody->updateProxyShapeInBroadPhase(this, true); } } #endif