// SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include #include #include #include #include #include JPH_NAMESPACE_BEGIN class Shape; class CollideShapeSettings; class RayCastResult; /// Class that provides an interface for doing precise collision detection against the broad and then the narrow phase class NarrowPhaseQuery : public NonCopyable { public: /// Initialize the interface (should only be called by PhysicsSystem) void Init(BodyLockInterface &inBodyLockInterface, BroadPhase &inBroadPhase) { mBodyLockInterface = &inBodyLockInterface; mBroadPhase = &inBroadPhase; } /// Cast a ray and find the closest hit. Returns true if it finds a hit. Hits further than ioHit.mFraction will not be considered and in this case ioHit will remain unmodified (and the function will return false). /// Convex objects will be treated as solid (meaning if the ray starts inside, you'll get a hit fraction of 0) and back face hits against triangles are returned. /// If you want the surface normal of the hit use Body::GetWorldSpaceSurfaceNormal(ioHit.mSubShapeID2, inRay.GetPointOnRay(ioHit.mFraction)) on body with ID ioHit.mBodyID. bool CastRay(const RayCast &inRay, RayCastResult &ioHit, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }, const BodyFilter &inBodyFilter = { }) const; /// Cast a ray, allows collecting multiple hits. Note that this version is more flexible but also slightly slower than the CastRay function that returns only a single hit. /// If you want the surface normal of the hit use Body::GetWorldSpaceSurfaceNormal(collected sub shape ID, inRay.GetPointOnRay(collected fraction)) on body with collected body ID. void CastRay(const RayCast &inRay, const RayCastSettings &inRayCastSettings, CastRayCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }, const BodyFilter &inBodyFilter = { }, const ShapeFilter &inShapeFilter = { }) const; /// Check if inPoint is inside any shapes. For this tests all shapes are treated as if they were solid. /// For a mesh shape, this test will only provide sensible information if the mesh is a closed manifold. /// For each shape that collides, ioCollector will receive a hit void CollidePoint(Vec3Arg inPoint, CollidePointCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }, const BodyFilter &inBodyFilter = { }, const ShapeFilter &inShapeFilter = { }) const; /// Collide a shape with the system void CollideShape(const Shape *inShape, Vec3Arg inShapeScale, Mat44Arg inCenterOfMassTransform, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }, const BodyFilter &inBodyFilter = { }, const ShapeFilter &inShapeFilter = { }) const; /// Cast a shape and report any hits to ioCollector void CastShape(const ShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, CastShapeCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }, const BodyFilter &inBodyFilter = { }, const ShapeFilter &inShapeFilter = { }) const; /// Collect all leaf transformed shapes that fall inside world space box inBox void CollectTransformedShapes(const AABox &inBox, TransformedShapeCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }, const BodyFilter &inBodyFilter = { }, const ShapeFilter &inShapeFilter = { }) const; private: BodyLockInterface * mBodyLockInterface = nullptr; BroadPhase * mBroadPhase = nullptr; }; JPH_NAMESPACE_END