reactphysics3d/include/reactphysics3d/body/CollisionBody.h
2022-04-05 00:09:05 -03:00

214 lines
7.5 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2022 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 <reactphysics3d/engine/Entity.h>
#include <reactphysics3d/collision/shapes/AABB.h>
#include <reactphysics3d/mathematics/Transform.h>
#include <reactphysics3d/configuration.h>
/// Namespace reactphysics3d
namespace reactphysics3d {
// Declarations
class Collider;
class CollisionShape;
class PhysicsWorld;
struct RaycastInfo;
class DefaultPoolAllocator;
class Profiler;
class Logger;
// Class CollisionBody
/**
* This class represents a body that is able to collide with others
* bodies.
*/
class CollisionBody {
protected :
// -------------------- Attributes -------------------- //
/// Identifier of the entity in the ECS
Entity mEntity;
/// Reference to the world the body belongs to
PhysicsWorld& mWorld;
/// Determines if debug information is computed for this body
bool mDebugEnabled;
#ifdef IS_RP3D_PROFILING_ENABLED
/// Pointer to the profiler
Profiler* mProfiler;
#endif
// -------------------- Methods -------------------- //
/// Remove all the collision shapes
void removeAllColliders();
/// 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;
public :
// -------------------- Methods -------------------- //
/// Constructor
CollisionBody(PhysicsWorld& world, Entity entity);
/// Destructor
virtual ~CollisionBody();
/// Deleted copy-constructor
CollisionBody(const CollisionBody& body) = delete;
/// Deleted assignment operator
CollisionBody& operator=(const CollisionBody& body) = delete;
/// Return the corresponding entity of the body
Entity getEntity() const;
/// Return true if the body is active
bool isActive() 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);
/// Set whether or not the body is active
virtual void setIsActive(bool isActive);
/// Return the current position and orientation
const Transform& getTransform() const;
/// Set the current position and orientation
virtual void setTransform(const Transform& transform);
/// Create a new collider and add it to the body.
virtual Collider* addCollider(CollisionShape* collisionShape, const Transform& transform);
/// Remove a collider from the body
virtual void removeCollider(Collider* collider);
/// 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 colliders AABBs
AABB getAABB() const;
/// Return a const pointer to a given collider of the body
const Collider* getCollider(uint32 colliderIndex) const;
/// Return a pointer to a given collider of the body
Collider* getCollider(uint32 colliderIndex);
/// Return the number of colliders associated with this body
uint32 getNbColliders() 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;
/// Set whether or not debug lines are computed for this body
void setDebugEnabled(bool enabled);
/// Return true if debug lines should be computed for this body
bool isDebugEnabled() const;
#ifdef IS_RP3D_PROFILING_ENABLED
/// Set the profiler
virtual void setProfiler(Profiler* profiler);
#endif
// -------------------- Friendship -------------------- //
friend class PhysicsWorld;
friend class CollisionDetectionSystem;
friend class BroadPhaseAlgorithm;
friend class ConvexMeshShape;
friend class Collider;
};
/// 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
*/
RP3D_FORCE_INLINE bool CollisionBody::testAABBOverlap(const AABB& worldAABB) const {
return worldAABB.testCollision(getAABB());
}
// Return the corresponding entity of the body
/**
* @return The entity of the body
*/
RP3D_FORCE_INLINE Entity CollisionBody::getEntity() const {
return mEntity;
}
#ifdef IS_RP3D_PROFILING_ENABLED
// Set the profiler
RP3D_FORCE_INLINE void CollisionBody::setProfiler(Profiler* profiler) {
mProfiler = profiler;
}
#endif
}
#endif