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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Jolt/Physics/Collision/Shape/Shape.h>
- #include <Jolt/Physics/Collision/Shape/SubShapeID.h>
- #include <Jolt/Physics/Collision/Shape/SphereShape.h>
- JPH_NAMESPACE_BEGIN
- class CollideShapeSettings;
- /// Collision detection helper that collides a sphere vs one or more triangles
- class JPH_EXPORT CollideSphereVsTriangles
- {
- public:
- /// Constructor
- /// @param inShape1 The sphere to collide against triangles
- /// @param inScale1 Local space scale for the sphere
- /// @param inScale2 Local space scale for the triangles
- /// @param inCenterOfMassTransform1 Transform that takes the center of mass of 1 into world space
- /// @param inCenterOfMassTransform2 Transform that takes the center of mass of 2 into world space
- /// @param inSubShapeID1 Sub shape ID of the convex object
- /// @param inCollideShapeSettings Settings for the collide shape query
- /// @param ioCollector The collector that will receive the results
- CollideSphereVsTriangles(const SphereShape *inShape1, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeID &inSubShapeID1, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector);
- /// Collide sphere with a single triangle
- /// @param inV0 , inV1 , inV2: CCW triangle vertices
- /// @param inActiveEdges bit 0 = edge v0..v1 is active, bit 1 = edge v1..v2 is active, bit 2 = edge v2..v0 is active
- /// An active edge is an edge that is not connected to another triangle in such a way that it is impossible to collide with the edge
- /// @param inSubShapeID2 The sub shape ID for the triangle
- void Collide(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2);
- protected:
- const CollideShapeSettings & mCollideShapeSettings; ///< Settings for this collision operation
- CollideShapeCollector & mCollector; ///< The collector that will receive the results
- const SphereShape * mShape1; ///< The shape that we're colliding with
- Vec3 mScale2; ///< The scale of the shape (in shape local space) of the shape we're colliding against
- Mat44 mTransform2; ///< Transform of the shape we're colliding against
- Vec3 mSphereCenterIn2; ///< The center of the sphere in the space of 2
- SubShapeID mSubShapeID1; ///< Sub shape ID of colliding shape
- float mScaleSign2; ///< Sign of the scale of object 2, -1 if object is inside out, 1 if not
- float mRadius; ///< Radius of the sphere
- float mRadiusPlusMaxSeparationSq; ///< (Radius + Max SeparationDistance)^2
- };
- JPH_NAMESPACE_END
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