reactphysics3d/include/reactphysics3d/collision/Collider.h

228 lines
7.8 KiB
C++

/********************************************************************************
* 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. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_COLLIDER_H
#define REACTPHYSICS3D_COLLIDER_H
// Libraries
#include <reactphysics3d/body/CollisionBody.h>
#include <reactphysics3d/collision/shapes/CollisionShape.h>
#include <reactphysics3d/engine/Material.h>
#include <reactphysics3d/utils/Logger.h>
namespace reactphysics3d {
// Declarations
class MemoryManager;
// Class Collider
/**
* A collider has a collision shape (box, sphere, capsule, ...) and is attached to a CollisionBody or
* RigidBody. A body can have multiple colliders. The collider also have a mass value and a Material
* with many physics parameters like friction or bounciness. When you create a body, you need to attach
* at least one collider to it if you want that body to be able to collide in the physics world.
*/
class Collider {
protected:
// -------------------- Attributes -------------------- //
/// Reference to the memory manager
MemoryManager& mMemoryManager;
/// Identifier of the entity in the ECS
Entity mEntity;
/// Pointer to the parent body
CollisionBody* mBody;
/// Pointer to user data
void* mUserData;
#ifdef IS_RP3D_PROFILING_ENABLED
/// Pointer to the profiler
Profiler* mProfiler;
#endif
// -------------------- Methods -------------------- //
/// Notify the collider that the size of the collision shape has been
/// changed by the user
void setHasCollisionShapeChangedSize(bool hasCollisionShapeChangedSize);
public:
// -------------------- Methods -------------------- //
/// Constructor
Collider(Entity entity, CollisionBody* body, MemoryManager& memoryManager);
/// Destructor
virtual ~Collider();
/// Deleted copy-constructor
Collider(const Collider& collider) = delete;
/// Deleted assignment operator
Collider& operator=(const Collider& collider) = delete;
/// Return the corresponding entity of the collider
Entity getEntity() const;
/// Return a pointer to the collision shape
CollisionShape* getCollisionShape();
/// Return a const pointer to the collision shape
const CollisionShape* getCollisionShape() const;
/// Return the parent body
CollisionBody* getBody() 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);
/// Return the local to parent body transform
const Transform& getLocalToBodyTransform() const;
/// Set the local to parent body transform
void setLocalToBodyTransform(const Transform& transform);
/// Return the local to world transform
const Transform getLocalToWorldTransform() const;
/// Return the AABB of the collider in world-space
const AABB getWorldAABB() const;
/// Test if the collider overlaps with a given AABB
bool testAABBOverlap(const AABB& worldAABB) const;
/// Return true if a point is inside the collision shape
bool testPointInside(const Vector3& worldPoint);
/// Raycast method with feedback information
bool raycast(const Ray& ray, RaycastInfo& raycastInfo);
/// Return the collision bits mask
unsigned short getCollideWithMaskBits() const;
/// Set the collision bits mask
void setCollideWithMaskBits(unsigned short collideWithMaskBits);
/// Return the collision category bits
unsigned short getCollisionCategoryBits() const;
/// Set the collision category bits
void setCollisionCategoryBits(unsigned short collisionCategoryBits);
/// Return the broad-phase id
int getBroadPhaseId() const;
/// Return a reference to the material properties of the collider
Material& getMaterial();
/// Set a new material for this collider
void setMaterial(const Material& material);
/// Return true if the collider is a trigger
bool getIsTrigger() const;
/// Set whether the collider is a trigger
void setIsTrigger(bool isTrigger) const;
#ifdef IS_RP3D_PROFILING_ENABLED
/// Set the profiler
void setProfiler(Profiler* profiler);
#endif
// -------------------- Friendship -------------------- //
friend class OverlappingPair;
friend class CollisionBody;
friend class RigidBody;
friend class BroadPhaseAlgorithm;
friend class DynamicAABBTree;
friend class CollisionDetectionSystem;
friend class PhysicsWorld;
friend class GJKAlgorithm;
friend class ConvexMeshShape;
friend class CollisionShape;
friend class ContactManifoldSet;
friend class MiddlePhaseTriangleCallback;
};
// Return the corresponding entity of the collider
/**
* @return The entity of the collider
*/
RP3D_FORCE_INLINE Entity Collider::getEntity() const {
return mEntity;
}
// Return the parent body
/**
* @return Pointer to the parent body
*/
RP3D_FORCE_INLINE CollisionBody* Collider::getBody() const {
return mBody;
}
// Return a pointer to the user data attached to this body
/**
* @return A pointer to the user data stored into the collider
*/
RP3D_FORCE_INLINE void* Collider::getUserData() const {
return mUserData;
}
// Attach user data to this body
/**
* @param userData Pointer to the user data you want to store within the collider
*/
RP3D_FORCE_INLINE void Collider::setUserData(void* userData) {
mUserData = userData;
}
/// Test if the collider 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 Collider::testAABBOverlap(const AABB& worldAABB) const {
return worldAABB.testCollision(getWorldAABB());
}
}
#endif