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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 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_CONCAVE_SHAPE_H
#define REACTPHYSICS3D_CONCAVE_SHAPE_H
// Libraries
#include <ephysics/collision/shapes/CollisionShape.h>
#include <ephysics/collision/shapes/TriangleShape.h>
// ReactPhysics3D namespace
namespace reactphysics3d {
// Class TriangleCallback
/**
* This class is used to encapsulate a callback method for
* a single triangle of a ConcaveMesh.
*/
class TriangleCallback {
public:
virtual ~TriangleCallback() = default;
/// Report a triangle
virtual void testTriangle(const Vector3* trianglePoints)=0;
};
// Class ConcaveShape
/**
* This abstract class represents a concave collision shape associated with a
* body that is used during the narrow-phase collision detection.
*/
class ConcaveShape : public CollisionShape {
protected :
// -------------------- Attributes -------------------- //
/// True if the smooth mesh collision algorithm is enabled
bool m_isSmoothMeshCollisionEnabled;
// Margin use for collision detection for each triangle
decimal m_triangleMargin;
/// Raycast test type for the triangle (front, back, front-back)
TriangleRaycastSide m_raycastTestType;
// -------------------- Methods -------------------- //
/// Private copy-constructor
ConcaveShape(const ConcaveShape& shape);
/// Private assignment operator
ConcaveShape& operator=(const ConcaveShape& shape);
/// Return true if a point is inside the collision shape
virtual bool testPointInside(const Vector3& localPoint, ProxyShape* proxyShape) const;
public :
// -------------------- Methods -------------------- //
/// Constructor
ConcaveShape(CollisionShapeType type);
/// Destructor
virtual ~ConcaveShape();
/// Return the triangle margin
decimal getTriangleMargin() const;
/// Return the raycast test type (front, back, front-back)
TriangleRaycastSide getRaycastTestType() const;
// Set the raycast test type (front, back, front-back)
void setRaycastTestType(TriangleRaycastSide testType);
/// Return true if the collision shape is convex, false if it is concave
virtual bool isConvex() const;
/// Use a callback method on all triangles of the concave shape inside a given AABB
virtual void testAllTriangles(TriangleCallback& callback, const AABB& localAABB) const=0;
/// Return true if the smooth mesh collision is enabled
bool getIsSmoothMeshCollisionEnabled() const;
/// Enable/disable the smooth mesh collision algorithm
void setIsSmoothMeshCollisionEnabled(bool isEnabled);
};
// Return the triangle margin
inline decimal ConcaveShape::getTriangleMargin() const {
return m_triangleMargin;
}
/// Return true if the collision shape is convex, false if it is concave
inline bool ConcaveShape::isConvex() const {
return false;
}
// Return true if a point is inside the collision shape
inline bool ConcaveShape::testPointInside(const Vector3& localPoint, ProxyShape* proxyShape) const {
return false;
}
// Return true if the smooth mesh collision is enabled
inline bool ConcaveShape::getIsSmoothMeshCollisionEnabled() const {
return m_isSmoothMeshCollisionEnabled;
}
// Enable/disable the smooth mesh collision algorithm
/// Smooth mesh collision is used to avoid collisions against some internal edges
/// of the triangle mesh. If it is enabled, collsions with the mesh will be smoother
/// but collisions computation is a bit more expensive.
inline void ConcaveShape::setIsSmoothMeshCollisionEnabled(bool isEnabled) {
m_isSmoothMeshCollisionEnabled = isEnabled;
}
// Return the raycast test type (front, back, front-back)
inline TriangleRaycastSide ConcaveShape::getRaycastTestType() const {
return m_raycastTestType;
}
// Set the raycast test type (front, back, front-back)
/**
* @param testType Raycast test type for the triangle (front, back, front-back)
*/
inline void ConcaveShape::setRaycastTestType(TriangleRaycastSide testType) {
m_raycastTestType = testType;
}
}
#endif