// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2024 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include #include JPH_NAMESPACE_BEGIN /// Helper class to forward ShapeFilter calls to a SimShapeFilter /// INTERNAL CLASS DO NOT USE! class SimShapeFilterWrapper : private ShapeFilter { public: /// Constructor SimShapeFilterWrapper(const SimShapeFilter *inFilter, const Body *inBody1) : mFilter(inFilter), mBody1(inBody1) { // Fall back to an empty filter if no simulation shape filter is set, this reduces the virtual call to 'return true' mFinalFilter = inFilter != nullptr? this : &mDefault; } /// Forward to the simulation shape filter virtual bool ShouldCollide(const Shape *inShape1, const SubShapeID &inSubShapeIDOfShape1, const Shape *inShape2, const SubShapeID &inSubShapeIDOfShape2) const override { return mFilter->ShouldCollide(*mBody1, inShape1, inSubShapeIDOfShape1, *mBody2, inShape2, inSubShapeIDOfShape2); } /// Forward to the simulation shape filter virtual bool ShouldCollide(const Shape *inShape2, const SubShapeID &inSubShapeIDOfShape2) const override { return mFilter->ShouldCollide(*mBody1, mBody1->GetShape(), SubShapeID(), *mBody2, inShape2, inSubShapeIDOfShape2); } /// Set the body we're colliding against void SetBody2(const Body *inBody2) { mBody2 = inBody2; } /// Returns the actual filter to use for collision detection const ShapeFilter & GetFilter() const { return *mFinalFilter; } private: const ShapeFilter * mFinalFilter; const SimShapeFilter * mFilter; const Body * mBody1; const Body * mBody2 = nullptr; const ShapeFilter mDefault; }; JPH_NAMESPACE_END