CollideSoftBodyVertexIterator.h 3.5 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2024 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #pragma once
  5. #include <Jolt/Physics/SoftBody/SoftBodyVertex.h>
  6. #include <Jolt/Core/StridedPtr.h>
  7. JPH_NAMESPACE_BEGIN
  8. /// Class that allows iterating over the vertices of a soft body.
  9. /// It tracks the largest penetration and allows storing the resulting collision in a different structure than the soft body vertex itself.
  10. class CollideSoftBodyVertexIterator
  11. {
  12. public:
  13. /// Default constructor
  14. CollideSoftBodyVertexIterator() = default;
  15. CollideSoftBodyVertexIterator(const CollideSoftBodyVertexIterator &) = default;
  16. /// Construct using (strided) pointers
  17. CollideSoftBodyVertexIterator(const StridedPtr<const Vec3> &inPosition, const StridedPtr<const float> &inInvMass, const StridedPtr<Plane> &inCollisionPlane, const StridedPtr<float> &inLargestPenetration, const StridedPtr<int> &inCollidingShapeIndex) :
  18. mPosition(inPosition),
  19. mInvMass(inInvMass),
  20. mCollisionPlane(inCollisionPlane),
  21. mLargestPenetration(inLargestPenetration),
  22. mCollidingShapeIndex(inCollidingShapeIndex)
  23. {
  24. }
  25. /// Construct using a soft body vertex
  26. explicit CollideSoftBodyVertexIterator(SoftBodyVertex *inVertices) :
  27. mPosition(&inVertices->mPosition, sizeof(SoftBodyVertex)),
  28. mInvMass(&inVertices->mInvMass, sizeof(SoftBodyVertex)),
  29. mCollisionPlane(&inVertices->mCollisionPlane, sizeof(SoftBodyVertex)),
  30. mLargestPenetration(&inVertices->mLargestPenetration, sizeof(SoftBodyVertex)),
  31. mCollidingShapeIndex(&inVertices->mCollidingShapeIndex, sizeof(SoftBodyVertex))
  32. {
  33. }
  34. /// Default assignment
  35. CollideSoftBodyVertexIterator & operator = (const CollideSoftBodyVertexIterator &) = default;
  36. /// Equality operator.
  37. /// Note: Only used to determine end iterator, so we only compare position.
  38. bool operator != (const CollideSoftBodyVertexIterator &inRHS) const
  39. {
  40. return mPosition != inRHS.mPosition;
  41. }
  42. /// Next vertex
  43. CollideSoftBodyVertexIterator & operator ++ ()
  44. {
  45. ++mPosition;
  46. ++mInvMass;
  47. ++mCollisionPlane;
  48. ++mLargestPenetration;
  49. ++mCollidingShapeIndex;
  50. return *this;
  51. }
  52. /// Add an offset
  53. /// Note: Only used to determine end iterator, so we only set position.
  54. CollideSoftBodyVertexIterator operator + (int inOffset) const
  55. {
  56. return CollideSoftBodyVertexIterator(mPosition + inOffset, StridedPtr<const float>(), StridedPtr<Plane>(), StridedPtr<float>(), StridedPtr<int>());
  57. }
  58. /// Get the position of the current vertex
  59. Vec3 GetPosition() const
  60. {
  61. return *mPosition;
  62. }
  63. /// Get the inverse mass of the current vertex
  64. float GetInvMass() const
  65. {
  66. return *mInvMass;
  67. }
  68. /// Update penetration of the current vertex
  69. /// @return Returns true if the vertex has the largest penetration so far, this means you need to follow up by calling SetCollision
  70. bool UpdatePenetration(float inLargestPenetration) const
  71. {
  72. float &penetration = *mLargestPenetration;
  73. if (penetration >= inLargestPenetration)
  74. return false;
  75. penetration = inLargestPenetration;
  76. return true;
  77. }
  78. /// Update the collision of the current vertex
  79. void SetCollision(const Plane &inCollisionPlane, int inCollidingShapeIndex) const
  80. {
  81. *mCollisionPlane = inCollisionPlane;
  82. *mCollidingShapeIndex = inCollidingShapeIndex;
  83. }
  84. private:
  85. /// Input data
  86. StridedPtr<const Vec3> mPosition;
  87. StridedPtr<const float> mInvMass;
  88. /// Output data
  89. StridedPtr<Plane> mCollisionPlane;
  90. StridedPtr<float> mLargestPenetration;
  91. StridedPtr<int> mCollidingShapeIndex;
  92. };
  93. JPH_NAMESPACE_END