reactphysics3d/include/reactphysics3d/collision/OverlapCallback.h
2020-09-05 15:06:51 +02:00

214 lines
8.4 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_OVERLAP_CALLBACK_H
#define REACTPHYSICS3D_OVERLAP_CALLBACK_H
// Libraries
#include <reactphysics3d/containers/Array.h>
#include <reactphysics3d/collision/ContactPair.h>
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Declarations
class CollisionBody;
class PhysicsWorld;
class Collider;
struct Entity;
// Class OverlapCallback
/**
* This class can be used to register a callback for collision overlap queries between bodies.
* You should implement your own class inherited from this one and implement the onOverlap() method.
*/
class OverlapCallback {
public:
// Class OverlapPair
/**
* This class represents the contact between two colliders of the physics world.
*/
class OverlapPair {
public:
/// Enumeration EventType that describes the type of overlapping event
enum class EventType {
/// This overlap is a new overlap between the two
/// colliders (the colliders where not overlapping in the previous frame)
OverlapStart,
/// The two colliders were already overlapping in the previous frame and this is a new or updated overlap
OverlapStay,
/// The two colliders were overlapping in the previous frame and are not overlapping anymore
OverlapExit
};
private:
// -------------------- Attributes -------------------- //
/// Contact pair
ContactPair& mContactPair;
/// Reference to the physics world
PhysicsWorld& mWorld;
/// True if the pair were overlapping in the previous frame but not in the current one
bool mIsLostOverlapPair;
// -------------------- Methods -------------------- //
/// Constructor
OverlapPair(ContactPair& contactPair, reactphysics3d::PhysicsWorld& world, bool isLostOverlappingPair);
public:
// -------------------- Methods -------------------- //
/// Copy constructor
OverlapPair(const OverlapPair& contactPair) = default;
/// Assignment operator
OverlapPair& operator=(const OverlapPair& contactPair) = default;
/// Destructor
~OverlapPair() = default;
/// Return a pointer to the first collider in contact
Collider* getCollider1() const;
/// Return a pointer to the second collider in contact
Collider* getCollider2() const;
/// Return a pointer to the first body in contact
CollisionBody* getBody1() const;
/// Return a pointer to the second body in contact
CollisionBody* getBody2() const;
/// Return the corresponding type of event for this overlapping pair
EventType getEventType() const;
// -------------------- Friendship -------------------- //
friend class OverlapCallback;
};
// Class CallbackData
/**
* This class contains data about overlap between bodies
*/
class CallbackData {
private:
// -------------------- Attributes -------------------- //
/// Reference to the array of contact pairs (contains contacts and triggers events)
Array<ContactPair>& mContactPairs;
/// Reference to the array of lost contact pairs (contains contacts and triggers events)
Array<ContactPair>& mLostContactPairs;
/// Array of indices of the mContactPairs array that are overlap/triggers events (not contact events)
Array<uint> mContactPairsIndices;
/// Array of indices of the mLostContactPairs array that are overlap/triggers events (not contact events)
Array<uint> mLostContactPairsIndices;
/// Reference to the physics world
PhysicsWorld& mWorld;
// -------------------- Methods -------------------- //
/// Constructor
CallbackData(Array<ContactPair>& contactPairs, Array<ContactPair>& lostContactPairs, bool onlyReportTriggers, PhysicsWorld& world);
/// Deleted copy constructor
CallbackData(const CallbackData& callbackData) = delete;
/// Deleted assignment operator
CallbackData& operator=(const CallbackData& callbackData) = delete;
/// Destructor
~CallbackData() = default;
public:
// -------------------- Methods -------------------- //
/// Return the number of overlapping pairs of bodies
uint32 getNbOverlappingPairs() const;
/// Return a given overlapping pair of bodies
OverlapPair getOverlappingPair(uint32 index) const;
// -------------------- Friendship -------------------- //
friend class CollisionDetectionSystem;
};
/// Destructor
virtual ~OverlapCallback() {
}
/// This method will be called to report bodies that overlap
virtual void onOverlap(CallbackData& callbackData)=0;
};
// Return the number of overlapping pairs of bodies
RP3D_FORCE_INLINE uint32 OverlapCallback::CallbackData::getNbOverlappingPairs() const {
return mContactPairsIndices.size() + mLostContactPairsIndices.size();
}
// Return a given overlapping pair of bodies
/// Note that the returned OverlapPair object is only valid during the call of the CollisionCallback::onOverlap()
/// method. Therefore, you need to get contact data from it and make a copy. Do not make a copy of the OverlapPair
/// object itself because it won't be valid after the CollisionCallback::onOverlap() call.
RP3D_FORCE_INLINE OverlapCallback::OverlapPair OverlapCallback::CallbackData::getOverlappingPair(uint32 index) const {
assert(index < getNbOverlappingPairs());
if (index < mContactPairsIndices.size()) {
// Return a contact pair
return OverlapCallback::OverlapPair((mContactPairs)[mContactPairsIndices[index]], mWorld, false);
}
else {
// Return a lost contact pair
return OverlapCallback::OverlapPair(mLostContactPairs[mLostContactPairsIndices[index - mContactPairsIndices.size()]], mWorld, true);
}
}
}
#endif