/******************************************************************************** * 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 #include #include // We want to use the ReactPhysics3D namespace using namespace reactphysics3d; // Constructor CollisionCallback::ContactPoint::ContactPoint(const reactphysics3d::ContactPoint& contactPoint) : mContactPoint(contactPoint) { } // Contact Pair Constructor CollisionCallback::ContactPair::ContactPair(const reactphysics3d::ContactPair& contactPair, Array* contactPoints, PhysicsWorld& world, bool isLostContactPair) :mContactPair(contactPair), mContactPoints(contactPoints), mWorld(world), mIsLostContactPair(isLostContactPair) { } // Return a pointer to the first body in contact CollisionBody* CollisionCallback::ContactPair::getBody1() const { return static_cast(mWorld.mCollisionBodyComponents.getBody(mContactPair.body1Entity)); } // Return a pointer to the second body in contact CollisionBody* CollisionCallback::ContactPair::getBody2() const { return static_cast(mWorld.mCollisionBodyComponents.getBody(mContactPair.body2Entity)); } // Return a pointer to the first collider in contact (in body 1) Collider* CollisionCallback::ContactPair::getCollider1() const { return mWorld.mCollidersComponents.getCollider(mContactPair.collider1Entity); } // Return a pointer to the second collider in contact (in body 1) Collider* CollisionCallback::ContactPair::getCollider2() const { return mWorld.mCollidersComponents.getCollider(mContactPair.collider2Entity); } // Return the corresponding type of event for this contact pair CollisionCallback::ContactPair::EventType CollisionCallback::ContactPair::getEventType() const { if (mIsLostContactPair) return EventType::ContactExit; if (mContactPair.collidingInPreviousFrame) return EventType::ContactStay; return EventType::ContactStart; } // Constructor CollisionCallback::CallbackData::CallbackData(Array* contactPairs, Array* manifolds, Array* contactPoints, Array& lostContactPairs, PhysicsWorld& world) :mContactPairs(contactPairs), mContactManifolds(manifolds), mContactPoints(contactPoints), mLostContactPairs(lostContactPairs), mContactPairsIndices(world.mMemoryManager.getHeapAllocator(), contactPairs->size()), mLostContactPairsIndices(world.mMemoryManager.getHeapAllocator(), lostContactPairs.size()), mWorld(world) { // Filter the contact pairs to only keep the contact events (not the overlap/trigger 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 (!(*mContactPairs)[i].isTrigger) { mContactPairsIndices.add(i); } } // Filter the lost contact pairs to only keep the contact events (not the overlap/trigger events) const uint64 nbLostContactPairs = mLostContactPairs.size(); for (uint64 i=0; i < nbLostContactPairs; i++) { // If the contact pair contains contacts (and is therefore not an overlap/trigger event) if (!mLostContactPairs[i].isTrigger) { mLostContactPairsIndices.add(i); } } } // Return a given contact point of the contact pair /// Note that the returned ContactPoint object is only valid during the call of the CollisionCallback::onContact() /// method. Therefore, you need to get contact data from it and make a copy. Do not make a copy of the ContactPoint /// object itself because it won't be valid after the CollisionCallback::onContact() call. CollisionCallback::ContactPoint CollisionCallback::ContactPair::getContactPoint(uint32 index) const { assert(index < getNbContactPoints()); return CollisionCallback::ContactPoint((*mContactPoints)[mContactPair.contactPointsIndex + index]); } // Return a given contact pair /// Note that the returned ContactPair object is only valid during the call of the CollisionCallback::onContact() /// method. Therefore, you need to get contact data from it and make a copy. Do not make a copy of the ContactPair /// object itself because it won't be valid after the CollisionCallback::onContact() call. CollisionCallback::ContactPair CollisionCallback::CallbackData::getContactPair(uint64 index) const { assert(index < getNbContactPairs()); if (index < mContactPairsIndices.size()) { // Return a contact pair return CollisionCallback::ContactPair((*mContactPairs)[mContactPairsIndices[index]], mContactPoints, mWorld, false); } else { // Return a lost contact pair return CollisionCallback::ContactPair(mLostContactPairs[mLostContactPairsIndices[index - mContactPairsIndices.size()]], mContactPoints, mWorld, true); } }