reactphysics3d/include/reactphysics3d/collision/shapes/CollisionShape.h
2020-07-26 20:47:23 +02:00

215 lines
7.3 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_COLLISION_SHAPE_H
#define REACTPHYSICS3D_COLLISION_SHAPE_H
// Libraries
#include <cassert>
#include <reactphysics3d/configuration.h>
#include <reactphysics3d/utils/Profiler.h>
#include <reactphysics3d/containers/List.h>
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Declarations
class Profiler;
class DefaultPoolAllocator;
class AABB;
class Transform;
struct Ray;
struct RaycastInfo;
struct Vector3;
class Matrix3x3;
/// Type of collision shapes
enum class CollisionShapeType {SPHERE, CAPSULE, CONVEX_POLYHEDRON, CONCAVE_SHAPE};
const int NB_COLLISION_SHAPE_TYPES = 4;
/// Names of collision shapes
enum class CollisionShapeName { TRIANGLE, SPHERE, CAPSULE, BOX, CONVEX_MESH, TRIANGLE_MESH, HEIGHTFIELD };
// Declarations
class Collider;
class CollisionBody;
// Class CollisionShape
/**
* This abstract class represents the collision shape associated with a
* body that is used during the narrow-phase collision detection.
*/
class CollisionShape {
protected :
// -------------------- Attributes -------------------- //
/// Type of the collision shape
CollisionShapeType mType;
/// Name of the colision shape
CollisionShapeName mName;
/// Unique identifier of the shape inside an overlapping pair
uint32 mId;
/// List of the colliders associated with this shape
List<Collider*> mColliders;
#ifdef IS_RP3D_PROFILING_ENABLED
/// Pointer to the profiler
Profiler* mProfiler;
#endif
// -------------------- Methods -------------------- //
/// Return true if a point is inside the collision shape
virtual bool testPointInside(const Vector3& worldPoint, Collider* collider) const=0;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider* collider, MemoryAllocator& allocator) const=0;
/// Return the number of bytes used by the collision shape
virtual size_t getSizeInBytes() const = 0;
/// Assign a new collider to the collision shape
void addCollider(Collider* collider);
/// Remove an assigned collider from the collision shape
void removeCollider(Collider* collider);
/// Notify all the assign colliders that the size of the collision shape has changed
void notifyColliderAboutChangedSize();
public :
// -------------------- Methods -------------------- //
/// Constructor
CollisionShape(CollisionShapeName name, CollisionShapeType type, MemoryAllocator& allocator);
/// Destructor
virtual ~CollisionShape() = default;
/// Deleted copy-constructor
CollisionShape(const CollisionShape& shape) = delete;
/// Deleted assignment operator
CollisionShape& operator=(const CollisionShape& shape) = delete;
/// Return the name of the collision shape
CollisionShapeName getName() const;
/// Return the type of the collision shape
CollisionShapeType getType() const;
/// Return true if the collision shape is convex, false if it is concave
virtual bool isConvex() const=0;
/// Return true if the collision shape is a polyhedron
virtual bool isPolyhedron() const=0;
/// Return the local bounds of the shape in x, y and z directions
virtual void getLocalBounds(Vector3& min, Vector3& max) const=0;
/// Return the id of the shape
uint32 getId() const;
/// Return the local inertia tensor of the collision shapes
virtual Vector3 getLocalInertiaTensor(decimal mass) const=0;
/// Compute and return the volume of the collision shape
virtual decimal getVolume() const=0;
/// Compute the world-space AABB of the collision shape given a transform
virtual void computeAABB(AABB& aabb, const Transform& transform) const;
/// Return the string representation of the shape
virtual std::string to_string() const=0;
#ifdef IS_RP3D_PROFILING_ENABLED
/// Set the profiler
virtual void setProfiler(Profiler* profiler);
#endif
// -------------------- Friendship -------------------- //
friend class Collider;
friend class CollisionBody;
friend class RigidBody;
friend class PhysicsWorld;
friend class BroadPhaseSystem;
};
// Return the name of the collision shape
/**
* @return The name of the collision shape (box, sphere, triangle, ...)
*/
RP3D_FORCE_INLINE CollisionShapeName CollisionShape::getName() const {
return mName;
}
// Return the type of the collision shape
/**
* @return The type of the collision shape (sphere, capsule, convex polyhedron, concave mesh)
*/
RP3D_FORCE_INLINE CollisionShapeType CollisionShape::getType() const {
return mType;
}
// Return the id of the shape
RP3D_FORCE_INLINE uint32 CollisionShape::getId() const {
return mId;
}
// Assign a new collider to the collision shape
RP3D_FORCE_INLINE void CollisionShape::addCollider(Collider* collider) {
mColliders.add(collider);
}
// Remove an assigned collider from the collision shape
RP3D_FORCE_INLINE void CollisionShape::removeCollider(Collider* collider) {
mColliders.remove(collider);
}
#ifdef IS_RP3D_PROFILING_ENABLED
// Set the profiler
RP3D_FORCE_INLINE void CollisionShape::setProfiler(Profiler* profiler) {
mProfiler = profiler;
}
#endif
}
#endif