/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010-2012 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 OVERLAPPING_PAIR_H #define OVERLAPPING_PAIR_H // Libraries #include "ContactManifold.h" // ReactPhysics3D namespace namespace reactphysics3d { /* ------------------------------------------------------------------- Class OverlappingPair : This class represents a pair of two bodies that are overlapping during the broad-phase collision detection. It is created when the two bodies start to overlap and is destroy when they do not overlap anymore. This class contains the cache with all the current contacts between the bodies. ------------------------------------------------------------------- */ class OverlappingPair { private: // -------------------- Attributes -------------------- // // Pointer to the first body of the contact CollisionBody* const mBody1; // Pointer to the second body of the contact CollisionBody* const mBody2; // Persistent contact manifold ContactManifold mContactManifold; // Cached previous separating axis Vector3 mCachedSeparatingAxis; // -------------------- Methods -------------------- // // Private copy-constructor OverlappingPair(const OverlappingPair& pair); // Private assignment operator OverlappingPair& operator=(const OverlappingPair& pair); public: // -------------------- Methods -------------------- // // Constructor OverlappingPair(CollisionBody* body1, CollisionBody* body2, MemoryPool& memoryPoolContacts); // Destructor ~OverlappingPair(); // Return the pointer to first body CollisionBody* const getBody1() const; // Return the pointer to second body CollisionBody* const getBody2() const; // Add a contact to the contact cache void addContact(ContactPoint* contact); // Update the contact cache void update(); // Return the cached separating axis Vector3 getCachedSeparatingAxis() const; // Set the cached separating axis void setCachedSeparatingAxis(const Vector3& axis); // Return the number of contacts in the cache uint getNbContactPoints() const; // Return the contact manifold ContactManifold* getContactManifold(); }; // Return the pointer to first body inline CollisionBody* const OverlappingPair::getBody1() const { return mBody1; } // Return the pointer to second body inline CollisionBody* const OverlappingPair::getBody2() const { return mBody2; } // Add a contact to the contact manifold inline void OverlappingPair::addContact(ContactPoint* contact) { mContactManifold.addContactPoint(contact); } // Update the contact manifold inline void OverlappingPair::update() { mContactManifold.update(mBody1->getTransform(), mBody2->getTransform()); } // Return the cached separating axis inline Vector3 OverlappingPair::getCachedSeparatingAxis() const { return mCachedSeparatingAxis; } // Set the cached separating axis inline void OverlappingPair::setCachedSeparatingAxis(const Vector3& axis) { mCachedSeparatingAxis = axis; } // Return the number of contact points in the contact manifold inline uint OverlappingPair::getNbContactPoints() const { return mContactManifold.getNbContactPoints(); } // Return the contact manifold inline ContactManifold* OverlappingPair::getContactManifold() { return &mContactManifold; } } // End of the ReactPhysics3D namespace #endif