214 lines
8.4 KiB
C++
214 lines
8.4 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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#ifndef REACTPHYSICS3D_OVERLAP_CALLBACK_H
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#define REACTPHYSICS3D_OVERLAP_CALLBACK_H
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// Libraries
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#include <reactphysics3d/containers/Array.h>
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#include <reactphysics3d/collision/ContactPair.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 PhysicsWorld;
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class Collider;
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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 colliders of the physics world.
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*/
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class OverlapPair {
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public:
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/// Enumeration EventType that describes the type of overlapping event
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enum class EventType {
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/// This overlap is a new overlap between the two
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/// colliders (the colliders where not overlapping in the previous frame)
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OverlapStart,
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/// The two colliders were already overlapping in the previous frame and this is a new or updated overlap
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OverlapStay,
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/// The two colliders were overlapping in the previous frame and are not overlapping anymore
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OverlapExit
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};
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private:
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// -------------------- Attributes -------------------- //
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/// Contact pair
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ContactPair& mContactPair;
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/// Reference to the physics world
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PhysicsWorld& mWorld;
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/// True if the pair were overlapping in the previous frame but not in the current one
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bool mIsLostOverlapPair;
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// -------------------- Methods -------------------- //
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/// Constructor
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OverlapPair(ContactPair& contactPair, reactphysics3d::PhysicsWorld& world, bool isLostOverlappingPair);
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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 collider in contact
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Collider* getCollider1() const;
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/// Return a pointer to the second collider in contact
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Collider* getCollider2() const;
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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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/// Return the corresponding type of event for this overlapping pair
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EventType getEventType() 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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/// Reference to the array of contact pairs (contains contacts and triggers events)
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Array<ContactPair>& mContactPairs;
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/// Reference to the array of lost contact pairs (contains contacts and triggers events)
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Array<ContactPair>& mLostContactPairs;
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/// Array of indices of the mContactPairs array that are overlap/triggers events (not contact events)
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Array<uint> mContactPairsIndices;
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/// Array of indices of the mLostContactPairs array that are overlap/triggers events (not contact events)
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Array<uint> mLostContactPairsIndices;
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/// Reference to the physics world
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PhysicsWorld& mWorld;
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// -------------------- Methods -------------------- //
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/// Constructor
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CallbackData(Array<ContactPair>& contactPairs, Array<ContactPair>& lostContactPairs, bool onlyReportTriggers, PhysicsWorld& 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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uint32 getNbOverlappingPairs() const;
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/// Return a given overlapping pair of bodies
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OverlapPair getOverlappingPair(uint32 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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RP3D_FORCE_INLINE uint32 OverlapCallback::CallbackData::getNbOverlappingPairs() const {
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return mContactPairsIndices.size() + mLostContactPairsIndices.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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RP3D_FORCE_INLINE OverlapCallback::OverlapPair OverlapCallback::CallbackData::getOverlappingPair(uint32 index) const {
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assert(index < getNbOverlappingPairs());
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if (index < mContactPairsIndices.size()) {
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// Return a contact pair
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return OverlapCallback::OverlapPair((mContactPairs)[mContactPairsIndices[index]], 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 OverlapCallback::OverlapPair(mLostContactPairs[mLostContactPairsIndices[index - mContactPairsIndices.size()]], mWorld, true);
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}
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}
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}
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#endif
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