123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293 |
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Geometry/AABox.h>
- #include <Physics/Collision/CollideShape.h>
- #include <Physics/Collision/Shape/Shape.h>
- namespace JPH {
- /// Structure that holds a single shape cast (a shape moving along a linear path in 3d space with no rotation)
- struct ShapeCast
- {
- /// Constructor
- ShapeCast(const Shape *inShape, Vec3Arg inScale, Mat44Arg inCenterOfMassStart, Vec3Arg inDirection, const AABox &inWorldSpaceBounds) :
- mShape(inShape),
- mScale(inScale),
- mCenterOfMassStart(inCenterOfMassStart),
- mDirection(inDirection),
- mShapeWorldBounds(inWorldSpaceBounds)
- {
- }
- /// Constructor
- ShapeCast(const Shape *inShape, Vec3Arg inScale, Mat44Arg inCenterOfMassStart, Vec3Arg inDirection) :
- ShapeCast(inShape, inScale, inCenterOfMassStart, inDirection, inShape->GetWorldSpaceBounds(inCenterOfMassStart, inScale))
- {
- }
- /// Transform this shape cast using inTransform. Multiply transform on the left left hand side.
- ShapeCast PostTransformed(Mat44Arg inTransform) const
- {
- Mat44 start = inTransform * mCenterOfMassStart;
- Vec3 direction = inTransform.Multiply3x3(mDirection);
- return { mShape, mScale, start, direction };
- }
- const Shape * mShape; ///< Shape that's being cast (cannot be mesh shape). Note that this structure does not assume ownership over the shape for performance reasons.
- const Vec3 mScale; ///< Scale in local space of the shape being cast
- const Mat44 mCenterOfMassStart; ///< Start position and orientation of the center of mass of the shape (i.e. mCenterOfMassStart = Start * Mat44::sTranslation(mShape->GetCenterOfMass()) if you want to cast the shape in the space it was created)
- const Vec3 mDirection; ///< Direction and length of the cast (anything beyond this length will not be reported as a hit)
- const AABox mShapeWorldBounds; ///< Cached shape's world bounds, calculated in constructor
- };
- /// Settings to be passed with a shape cast
- class ShapeCastSettings : public CollideSettingsBase
- {
- public:
- /// How backfacing triangles should be treated (should we report moving out of a triangle?)
- EBackFaceMode mBackFaceModeTriangles = EBackFaceMode::IgnoreBackFaces;
- /// How backfacing convex objects should be treated (should we report starting inside an object and moving out?)
- EBackFaceMode mBackFaceModeConvex = EBackFaceMode::IgnoreBackFaces;
- /// Indicates if we want to shrink the shape by the convex radius and then expand it again. This speeds up collision detection and gives a more accurate normal at the cost of a more 'rounded' shape.
- bool mUseShrunkenShapeAndConvexRadius = false;
- /// When true, and the shape is intersecting at the beginning of the cast (fraction = 0) then this will calculate the deepest penetration point (costing additional CPU time)
- bool mReturnDeepestPoint = false;
- };
- /// Result of a shape cast test
- class ShapeCastResult : public CollideShapeResult
- {
- public:
- /// Default constructor
- ShapeCastResult() = default;
- /// Constructor
- /// @param inFraction Fraction at which the cast hit
- /// @param inContactPoint1 Contact point on shape 1
- /// @param inContactPoint2 Contact point on shape 2
- /// @param inContactNormalOrPenetrationDepth Contact normal pointing from shape 1 to 2 or penetration depth vector when the objects are penetrating (also from 1 to 2)
- /// @param inBackFaceHit If this hit was a back face hit
- /// @param inSubShapeID1 Sub shape id for shape 1
- /// @param inSubShapeID2 Sub shape id for shape 2
- /// @param inBodyID2 BodyID that was hit
- ShapeCastResult(float inFraction, Vec3Arg inContactPoint1, Vec3Arg inContactPoint2, Vec3Arg inContactNormalOrPenetrationDepth, bool inBackFaceHit, const SubShapeID &inSubShapeID1, const SubShapeID &inSubShapeID2, const BodyID &inBodyID2) :
- CollideShapeResult(inContactPoint1, inContactPoint2, inContactNormalOrPenetrationDepth, (inContactPoint2 - inContactPoint1).Length(), inSubShapeID1, inSubShapeID2, inBodyID2),
- mFraction(inFraction),
- mIsBackFaceHit(inBackFaceHit)
- {
- }
- /// Function required by the CollisionCollector. A smaller fraction is considered to be a 'better hit'. For rays/cast shapes we can just use the collision fraction. The fraction and penetration depth are combined in such a way that deeper hits at fraction 0 go first.
- inline float GetEarlyOutFraction() const { return mFraction > 0.0f? mFraction : -mPenetrationDepth; }
- float mFraction; ///< This is the fraction where the shape hit the other shape: CenterOfMassOnHit = Start + value * (End - Start)
- bool mIsBackFaceHit; ///< True if the shape was hit from the back side
- };
- } // JPH
|