134 lines
7.0 KiB
C++
134 lines
7.0 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2020 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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// Libraries
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#include <reactphysics3d/collision/CollisionCallback.h>
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#include <reactphysics3d/collision/ContactPair.h>
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#include <reactphysics3d/constraint/ContactPoint.h>
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#include <reactphysics3d/engine/PhysicsWorld.h>
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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CollisionCallback::ContactPoint::ContactPoint(const reactphysics3d::ContactPoint& contactPoint) : mContactPoint(contactPoint) {
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}
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// Contact Pair Constructor
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CollisionCallback::ContactPair::ContactPair(const reactphysics3d::ContactPair& contactPair,
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Array<reactphysics3d::ContactPoint>* contactPoints, PhysicsWorld& world, bool isLostContactPair)
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:mContactPair(contactPair), mContactPoints(contactPoints),
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mWorld(world), mIsLostContactPair(isLostContactPair) {
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}
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// Return a pointer to the first body in contact
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CollisionBody* CollisionCallback::ContactPair::getBody1() const {
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return static_cast<CollisionBody*>(mWorld.mCollisionBodyComponents.getBody(mContactPair.body1Entity));
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}
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// Return a pointer to the second body in contact
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CollisionBody* CollisionCallback::ContactPair::getBody2() const {
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return static_cast<CollisionBody*>(mWorld.mCollisionBodyComponents.getBody(mContactPair.body2Entity));
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}
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// Return a pointer to the first collider in contact (in body 1)
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Collider* CollisionCallback::ContactPair::getCollider1() const {
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return mWorld.mCollidersComponents.getCollider(mContactPair.collider1Entity);
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}
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// Return a pointer to the second collider in contact (in body 1)
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Collider* CollisionCallback::ContactPair::getCollider2() const {
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return mWorld.mCollidersComponents.getCollider(mContactPair.collider2Entity);
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}
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// Return the corresponding type of event for this contact pair
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CollisionCallback::ContactPair::EventType CollisionCallback::ContactPair::getEventType() const {
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if (mIsLostContactPair) return EventType::ContactExit;
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if (mContactPair.collidingInPreviousFrame) return EventType::ContactStay;
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return EventType::ContactStart;
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}
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// Constructor
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CollisionCallback::CallbackData::CallbackData(Array<reactphysics3d::ContactPair>* contactPairs, Array<ContactManifold>* manifolds,
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Array<reactphysics3d::ContactPoint>* contactPoints, Array<reactphysics3d::ContactPair>& lostContactPairs, PhysicsWorld& world)
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:mContactPairs(contactPairs), mContactManifolds(manifolds), mContactPoints(contactPoints), mLostContactPairs(lostContactPairs),
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mContactPairsIndices(world.mMemoryManager.getHeapAllocator(), contactPairs->size()), mLostContactPairsIndices(world.mMemoryManager.getHeapAllocator(), lostContactPairs.size()),
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mWorld(world) {
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// Filter the contact pairs to only keep the contact events (not the overlap/trigger events)
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const uint64 nbContactPairs = mContactPairs->size();
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for (uint64 i=0; i < nbContactPairs; i++) {
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// If the contact pair contains contacts (and is therefore not an overlap/trigger event)
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if (!(*mContactPairs)[i].isTrigger) {
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mContactPairsIndices.add(i);
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}
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}
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// Filter the lost contact pairs to only keep the contact events (not the overlap/trigger events)
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const uint64 nbLostContactPairs = mLostContactPairs.size();
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for (uint64 i=0; i < nbLostContactPairs; i++) {
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// If the contact pair contains contacts (and is therefore not an overlap/trigger event)
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if (!mLostContactPairs[i].isTrigger) {
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mLostContactPairsIndices.add(i);
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}
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}
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}
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// Return a given contact point of the contact pair
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/// Note that the returned ContactPoint object is only valid during the call of the CollisionCallback::onContact()
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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 ContactPoint
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/// object itself because it won't be valid after the CollisionCallback::onContact() call.
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CollisionCallback::ContactPoint CollisionCallback::ContactPair::getContactPoint(uint32 index) const {
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assert(index < getNbContactPoints());
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return CollisionCallback::ContactPoint((*mContactPoints)[mContactPair.contactPointsIndex + index]);
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}
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// Return a given contact pair
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/// Note that the returned ContactPair object is only valid during the call of the CollisionCallback::onContact()
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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 ContactPair
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/// object itself because it won't be valid after the CollisionCallback::onContact() call.
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CollisionCallback::ContactPair CollisionCallback::CallbackData::getContactPair(uint64 index) const {
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assert(index < getNbContactPairs());
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if (index < mContactPairsIndices.size()) {
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// Return a contact pair
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return CollisionCallback::ContactPair((*mContactPairs)[mContactPairsIndices[index]], mContactPoints, mWorld, false);
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}
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else {
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// Return a lost contact pair
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return CollisionCallback::ContactPair(mLostContactPairs[mLostContactPairsIndices[index - mContactPairsIndices.size()]], mContactPoints, mWorld, true);
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}
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}
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