167 lines
6.2 KiB
C++
167 lines
6.2 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2019 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_OVERLAP_CALLBACK_H
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#define REACTPHYSICS3D_OVERLAP_CALLBACK_H
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// Libraries
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#include "containers/List.h"
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/// ReactPhysics3D namespace
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namespace reactphysics3d {
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// Declarations
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class CollisionBody;
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class CollisionWorld;
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class ProxyShape;
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struct Entity;
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// Class OverlapCallback
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/**
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* This class can be used to register a callback for collision overlap queries between bodies.
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* You should implement your own class inherited from this one and implement the onOverlap() method.
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*/
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class OverlapCallback {
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public:
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// Class OverlapPair
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/**
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* This class represents the contact between two proxy-shapes of the physics world.
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*/
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class OverlapPair {
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private:
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// -------------------- Attributes -------------------- //
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/// Pair of overlapping body entities
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Pair<Entity, Entity>& mOverlapPair;
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/// Reference to the physics world
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CollisionWorld& mWorld;
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// -------------------- Methods -------------------- //
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/// Constructor
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OverlapPair(Pair<Entity, Entity>& overlapPair, CollisionWorld& world);
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public:
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// -------------------- Methods -------------------- //
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/// Copy constructor
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OverlapPair(const OverlapPair& contactPair) = default;
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/// Assignment operator
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OverlapPair& operator=(const OverlapPair& contactPair) = default;
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/// Destructor
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~OverlapPair() = default;
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/// Return a pointer to the first body in contact
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CollisionBody* getBody1() const;
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/// Return a pointer to the second body in contact
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CollisionBody* getBody2() const;
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// -------------------- Friendship -------------------- //
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friend class OverlapCallback;
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};
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// Class CallbackData
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/**
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* This class contains data about overlap between bodies
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*/
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class CallbackData {
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private:
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// -------------------- Attributes -------------------- //
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List<Pair<Entity, Entity>>& mOverlapBodies;
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/// Reference to the physics world
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CollisionWorld& mWorld;
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// -------------------- Methods -------------------- //
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/// Constructor
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CallbackData(List<Pair<Entity, Entity>>& overlapProxyShapes, CollisionWorld& world);
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/// Deleted copy constructor
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CallbackData(const CallbackData& callbackData) = delete;
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/// Deleted assignment operator
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CallbackData& operator=(const CallbackData& callbackData) = delete;
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/// Destructor
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~CallbackData() = default;
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public:
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// -------------------- Methods -------------------- //
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/// Return the number of overlapping pairs of bodies
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uint getNbOverlappingPairs() const;
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/// Return a given overlapping pair of bodies
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OverlapPair getOverlappingPair(uint index) const;
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// -------------------- Friendship -------------------- //
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friend class CollisionDetectionSystem;
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};
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/// Destructor
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virtual ~OverlapCallback() {
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}
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/// This method will be called to report bodies that overlap
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virtual void onOverlap(CallbackData& callbackData)=0;
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};
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// Return the number of overlapping pairs of bodies
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inline uint OverlapCallback::CallbackData::getNbOverlappingPairs() const {
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return mOverlapBodies.size();
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}
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// Return a given overlapping pair of bodies
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/// Note that the returned OverlapPair object is only valid during the call of the CollisionCallback::onOverlap()
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/// method. Therefore, you need to get contact data from it and make a copy. Do not make a copy of the OverlapPair
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/// object itself because it won't be valid after the CollisionCallback::onOverlap() call.
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inline OverlapCallback::OverlapPair OverlapCallback::CallbackData::getOverlappingPair(uint index) const {
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assert(index < getNbOverlappingPairs());
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return OverlapPair(mOverlapBodies[index], mWorld);
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}
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}
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#endif
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