reactphysics3d/src/body/CollisionBody.h
2019-07-04 20:24:09 +02:00

216 lines
8.1 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2018 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_COLLISION_BODY_H
#define REACTPHYSICS3D_COLLISION_BODY_H
// Libraries
#include <cassert>
#include "Body.h"
#include "collision/shapes/AABB.h"
#include "mathematics/Transform.h"
#include "configuration.h"
/// Namespace reactphysics3d
namespace reactphysics3d {
// Declarations
struct ContactManifoldListElement;
class ProxyShape;
class CollisionWorld;
class CollisionShape;
struct RaycastInfo;
class PoolAllocator;
class Profiler;
/// Enumeration for the type of a body
/// STATIC : A static body has infinite mass, zero velocity but the position can be
/// changed manually. A static body does not collide with other static or kinematic bodies.
/// KINEMATIC : A kinematic body has infinite mass, the velocity can be changed manually and its
/// position is computed by the physics engine. A kinematic body does not collide with
/// other static or kinematic bodies.
/// DYNAMIC : A dynamic body has non-zero mass, non-zero velocity determined by forces and its
/// position is determined by the physics engine. A dynamic body can collide with other
/// dynamic, static or kinematic bodies.
enum class BodyType {STATIC, KINEMATIC, DYNAMIC};
// Class CollisionBody
/**
* This class represents a body that is able to collide with others
* bodies. This class inherits from the Body class.
*/
class CollisionBody : public Body {
protected :
// -------------------- Attributes -------------------- //
// TODO : Move this into the dynamics components
/// Type of body (static, kinematic or dynamic)
BodyType mType;
/// Reference to the world the body belongs to
CollisionWorld& mWorld;
#ifdef IS_PROFILING_ACTIVE
/// Pointer to the profiler
Profiler* mProfiler;
#endif
// -------------------- Methods -------------------- //
/// Remove all the collision shapes
void removeAllCollisionShapes();
/// Update the broad-phase state for this body (because it has moved for instance)
void updateBroadPhaseState() const;
/// Ask the broad-phase to test again the collision shapes of the body for collision
/// (as if the body has moved).
void askForBroadPhaseCollisionCheck() const;
/// Set the variable to know whether or not the body is sleeping
virtual void setIsSleeping(bool isSleeping) override;
public :
// -------------------- Methods -------------------- //
/// Constructor
CollisionBody(CollisionWorld& world, Entity entity);
/// Destructor
virtual ~CollisionBody() override;
/// Deleted copy-constructor
CollisionBody(const CollisionBody& body) = delete;
/// Deleted assignment operator
CollisionBody& operator=(const CollisionBody& body) = delete;
/// Return the type of the body
BodyType getType() const;
/// Set the type of the body
void setType(BodyType type);
/// Set whether or not the body is active
virtual void setIsActive(bool isActive) override;
/// Return the current position and orientation
const Transform& getTransform() const;
/// Set the current position and orientation
virtual void setTransform(const Transform& transform);
/// Add a collision shape to the body.
virtual ProxyShape* addCollisionShape(CollisionShape* collisionShape,
const Transform& transform);
/// Remove a collision shape from the body
virtual void removeCollisionShape(ProxyShape *proxyShape);
/// Return true if a point is inside the collision body
bool testPointInside(const Vector3& worldPoint) const;
/// Raycast method with feedback information
bool raycast(const Ray& ray, RaycastInfo& raycastInfo);
/// Test if the collision body overlaps with a given AABB
bool testAABBOverlap(const AABB& worldAABB) const;
/// Compute and return the AABB of the body by merging all proxy shapes AABBs
AABB getAABB() const;
/// Return a const pointer to a given proxy-shape of the body
const ProxyShape* getProxyShape(uint proxyShapeIndex) const;
/// Return a pointer to a given proxy-shape of the body
ProxyShape* getProxyShape(uint proxyShapeIndex);
/// Return the number of proxy-shapes associated with this body
uint getNbProxyShapes() const;
/// Return the world-space coordinates of a point given the local-space coordinates of the body
Vector3 getWorldPoint(const Vector3& localPoint) const;
/// Return the world-space vector of a vector given in local-space coordinates of the body
Vector3 getWorldVector(const Vector3& localVector) const;
/// Return the body local-space coordinates of a point given in the world-space coordinates
Vector3 getLocalPoint(const Vector3& worldPoint) const;
/// Return the body local-space coordinates of a vector given in the world-space coordinates
Vector3 getLocalVector(const Vector3& worldVector) const;
#ifdef IS_PROFILING_ACTIVE
/// Set the profiler
virtual void setProfiler(Profiler* profiler);
#endif
// -------------------- Friendship -------------------- //
friend class CollisionWorld;
friend class DynamicsWorld;
friend class CollisionDetection;
friend class BroadPhaseAlgorithm;
friend class ConvexMeshShape;
friend class ProxyShape;
};
// Return the type of the body
/**
* @return the type of the body (STATIC, KINEMATIC, DYNAMIC)
*/
inline BodyType CollisionBody::getType() const {
return mType;
}
/// Test if the collision body overlaps with a given AABB
/**
* @param worldAABB The AABB (in world-space coordinates) that will be used to test overlap
* @return True if the given AABB overlaps with the AABB of the collision body
*/
inline bool CollisionBody::testAABBOverlap(const AABB& worldAABB) const {
return worldAABB.testCollision(getAABB());
}
#ifdef IS_PROFILING_ACTIVE
// Set the profiler
inline void CollisionBody::setProfiler(Profiler* profiler) {
mProfiler = profiler;
}
#endif
}
#endif