136 lines
4.9 KiB
C++

/** @file
* Original ReactPhysics3D C++ library by Daniel Chappuis <http://www.reactphysics3d.com/> This code is re-licensed with permission from ReactPhysics3D author.
* @author Daniel CHAPPUIS
* @author Edouard DUPIN
* @copyright 2010-2016, Daniel Chappuis
* @copyright 2017, Edouard DUPIN
* @license MPL v2.0 (see license file)
*/
#pragma once
#include <ephysics/body/CollisionBody.hpp>
#include <ephysics/collision/shapes/CollisionShape.hpp>
namespace ephysics {
/**
* @breif The CollisionShape instances are supposed to be unique for memory optimization. For instance,
* consider two rigid bodies with the same sphere collision shape. In this situation, we will have
* a unique instance of SphereShape but we need to differentiate between the two instances during
* the collision detection. They do not have the same position in the world and they do not
* belong to the same rigid body. The ProxyShape class is used for that purpose by attaching a
* rigid body with one of its collision shape. A body can have multiple proxy shapes (one for
* each collision shape attached to the body).
*/
class ProxyShape {
protected:
CollisionBody* this.body; //!< Pointer to the parent body
CollisionShape* this.collisionShape; //!< Internal collision shape
etk::Transform3D this.localToBodyTransform; //!< Local-space to parent body-space transform (does not change over time)
float this.mass; //!< Mass (in kilogramms) of the corresponding collision shape
ProxyShape* this.next; //!< Pointer to the next proxy shape of the body (linked list)
int this.broadPhaseID; //!< Broad-phase ID (node ID in the dynamic AABB tree)
void* this.cachedCollisionData; //!< Cached collision data
void* this.userData; //!< Pointer to user data
/**
* @brief Bits used to define the collision category of this shape.
* You can set a single bit to one to define a category value for this
* shape. This value is one (0x0001) by default. This variable can be used
* together with the this.collideWithMaskBits variable so that given
* categories of shapes collide with each other and do not collide with
* other categories.
*/
unsigned short this.collisionCategoryBits;
/**
* @brief Bits mask used to state which collision categories this shape can
* collide with. This value is 0xFFFF by default. It means that this
* proxy shape will collide with every collision categories by default.
*/
unsigned short this.collideWithMaskBits;
/// Private copy-ructor
ProxyShape( ProxyShape) = delete;
/// Private assignment operator
ProxyShape operator=( ProxyShape) = delete;
public:
/// Constructor
ProxyShape(CollisionBody* body,
CollisionShape* shape,
etk::Transform3D transform,
float mass);
/// Destructor
virtual ~ProxyShape();
/// Return the collision shape
CollisionShape* getCollisionShape() ;
/// Return the parent body
CollisionBody* getBody() ;
/// Return the mass of the collision shape
float getMass() ;
/// Return a pointer to the user data attached to this body
void* getUserData() ;
/// Attach user data to this body
void setUserData(void* userData);
/// Return the local to parent body transform
etk::Transform3D getLocalToBodyTransform() ;
/// Set the local to parent body transform
void setLocalToBodyTransform( etk::Transform3D transform);
/// Return the local to world transform
etk::Transform3D getLocalToWorldTransform() ;
/// Return true if a point is inside the collision shape
boolean testPointInside( vec3 worldPoint);
/// Raycast method with feedback information
boolean raycast( Ray ray, RaycastInfo raycastInfo);
/// Return the collision bits mask
unsigned short getCollideWithMaskBits() ;
/// Set the collision bits mask
void setCollideWithMaskBits(unsigned short collideWithMaskBits);
/// Return the collision category bits
unsigned short getCollisionCategoryBits() ;
/// Set the collision category bits
void setCollisionCategoryBits(unsigned short collisionCategoryBits);
/// Return the next proxy shape in the linked list of proxy shapes
ProxyShape* getNext();
/// Return the next proxy shape in the linked list of proxy shapes
ProxyShape* getNext() ;
/// Return the pointer to the cached collision data
void** getCachedCollisionData();
/// Return the local scaling vector of the collision shape
vec3 getLocalScaling() ;
/// Set the local scaling vector of the collision shape
virtual void setLocalScaling( vec3 scaling);
friend class OverlappingPair;
friend class CollisionBody;
friend class RigidBody;
friend class BroadPhaseAlgorithm;
friend class DynamicAABBTree;
friend class CollisionDetection;
friend class CollisionWorld;
friend class DynamicsWorld;
friend class EPAAlgorithm;
friend class GJKAlgorithm;
friend class ConvexMeshShape;
};
}