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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/Body/Body.h>
- #include <Jolt/Core/NonCopyable.h>
- JPH_NAMESPACE_BEGIN
- class PhysicsSystem;
- class VehicleConstraint;
- class BroadPhaseLayerFilter;
- class ObjectLayerFilter;
- class BodyFilter;
- /// Class that does collision detection between wheels and ground
- class JPH_EXPORT VehicleCollisionTester : public RefTarget<VehicleCollisionTester>, public NonCopyable
- {
- public:
- JPH_OVERRIDE_NEW_DELETE
- /// Constructors
- VehicleCollisionTester() = default;
- explicit VehicleCollisionTester(ObjectLayer inObjectLayer) : mObjectLayer(inObjectLayer) { }
- /// Virtual destructor
- virtual ~VehicleCollisionTester() = default;
- /// Object layer to use for collision detection, this is used when the filters are not overridden
- ObjectLayer GetObjectLayer() const { return mObjectLayer; }
- void SetObjectLayer(ObjectLayer inObjectLayer) { mObjectLayer = inObjectLayer; }
- /// Access to the broad phase layer filter, when set this overrides the object layer supplied in the constructor
- void SetBroadPhaseLayerFilter(const BroadPhaseLayerFilter *inFilter) { mBroadPhaseLayerFilter = inFilter; }
- const BroadPhaseLayerFilter * GetBroadPhaseLayerFilter() const { return mBroadPhaseLayerFilter; }
- /// Access to the object layer filter, when set this overrides the object layer supplied in the constructor
- void SetObjectLayerFilter(const ObjectLayerFilter *inFilter) { mObjectLayerFilter = inFilter; }
- const ObjectLayerFilter * GetObjectLayerFilter() const { return mObjectLayerFilter; }
- /// Access to the body filter, when set this overrides the default filter that filters out the vehicle body
- void SetBodyFilter(const BodyFilter *inFilter) { mBodyFilter = inFilter; }
- const BodyFilter * GetBodyFilter() const { return mBodyFilter; }
- /// Do a collision test with the world
- /// @param inPhysicsSystem The physics system that should be tested against
- /// @param inVehicleConstraint The vehicle constraint
- /// @param inWheelIndex Index of the wheel that we're testing collision for
- /// @param inOrigin Origin for the test, corresponds to the world space position for the suspension attachment point
- /// @param inDirection Direction for the test (unit vector, world space)
- /// @param inVehicleBodyID This body should be filtered out during collision detection to avoid self collisions
- /// @param outBody Body that the wheel collided with
- /// @param outSubShapeID Sub shape ID that the wheel collided with
- /// @param outContactPosition Contact point between wheel and floor, in world space
- /// @param outContactNormal Contact normal between wheel and floor, pointing away from the floor
- /// @param outSuspensionLength New length of the suspension [0, inSuspensionMaxLength]
- /// @return True when collision found, false if not
- virtual bool Collide(PhysicsSystem &inPhysicsSystem, const VehicleConstraint &inVehicleConstraint, uint inWheelIndex, RVec3Arg inOrigin, Vec3Arg inDirection, const BodyID &inVehicleBodyID, Body *&outBody, SubShapeID &outSubShapeID, RVec3 &outContactPosition, Vec3 &outContactNormal, float &outSuspensionLength) const = 0;
- /// Do a cheap contact properties prediction based on the contact properties from the last collision test (provided as input parameters)
- /// @param inPhysicsSystem The physics system that should be tested against
- /// @param inVehicleConstraint The vehicle constraint
- /// @param inWheelIndex Index of the wheel that we're testing collision for
- /// @param inOrigin Origin for the test, corresponds to the world space position for the suspension attachment point
- /// @param inDirection Direction for the test (unit vector, world space)
- /// @param inVehicleBodyID The body ID for the vehicle itself
- /// @param ioBody Body that the wheel previously collided with
- /// @param ioSubShapeID Sub shape ID that the wheel collided with during the last check
- /// @param ioContactPosition Contact point between wheel and floor during the last check, in world space
- /// @param ioContactNormal Contact normal between wheel and floor during the last check, pointing away from the floor
- /// @param ioSuspensionLength New length of the suspension [0, inSuspensionMaxLength]
- virtual void PredictContactProperties(PhysicsSystem &inPhysicsSystem, const VehicleConstraint &inVehicleConstraint, uint inWheelIndex, RVec3Arg inOrigin, Vec3Arg inDirection, const BodyID &inVehicleBodyID, Body *&ioBody, SubShapeID &ioSubShapeID, RVec3 &ioContactPosition, Vec3 &ioContactNormal, float &ioSuspensionLength) const = 0;
- protected:
- const BroadPhaseLayerFilter * mBroadPhaseLayerFilter = nullptr;
- const ObjectLayerFilter * mObjectLayerFilter = nullptr;
- const BodyFilter * mBodyFilter = nullptr;
- ObjectLayer mObjectLayer = cObjectLayerInvalid;
- };
- /// Collision tester that tests collision using a raycast
- class JPH_EXPORT VehicleCollisionTesterRay : public VehicleCollisionTester
- {
- public:
- JPH_OVERRIDE_NEW_DELETE
- /// Constructor
- /// @param inObjectLayer Object layer to test collision with
- /// @param inUp World space up vector, used to avoid colliding with vertical walls.
- /// @param inMaxSlopeAngle Max angle (rad) that is considered for colliding wheels. This is to avoid colliding with vertical walls.
- VehicleCollisionTesterRay(ObjectLayer inObjectLayer, Vec3Arg inUp = Vec3::sAxisY(), float inMaxSlopeAngle = DegreesToRadians(80.0f)) : VehicleCollisionTester(inObjectLayer), mUp(inUp), mCosMaxSlopeAngle(Cos(inMaxSlopeAngle)) { }
- // See: VehicleCollisionTester
- virtual bool Collide(PhysicsSystem &inPhysicsSystem, const VehicleConstraint &inVehicleConstraint, uint inWheelIndex, RVec3Arg inOrigin, Vec3Arg inDirection, const BodyID &inVehicleBodyID, Body *&outBody, SubShapeID &outSubShapeID, RVec3 &outContactPosition, Vec3 &outContactNormal, float &outSuspensionLength) const override;
- virtual void PredictContactProperties(PhysicsSystem &inPhysicsSystem, const VehicleConstraint &inVehicleConstraint, uint inWheelIndex, RVec3Arg inOrigin, Vec3Arg inDirection, const BodyID &inVehicleBodyID, Body *&ioBody, SubShapeID &ioSubShapeID, RVec3 &ioContactPosition, Vec3 &ioContactNormal, float &ioSuspensionLength) const override;
- private:
- Vec3 mUp;
- float mCosMaxSlopeAngle;
- };
- /// Collision tester that tests collision using a sphere cast
- class JPH_EXPORT VehicleCollisionTesterCastSphere : public VehicleCollisionTester
- {
- public:
- JPH_OVERRIDE_NEW_DELETE
- /// Constructor
- /// @param inObjectLayer Object layer to test collision with
- /// @param inUp World space up vector, used to avoid colliding with vertical walls.
- /// @param inRadius Radius of sphere
- /// @param inMaxSlopeAngle Max angle (rad) that is considered for colliding wheels. This is to avoid colliding with vertical walls.
- VehicleCollisionTesterCastSphere(ObjectLayer inObjectLayer, float inRadius, Vec3Arg inUp = Vec3::sAxisY(), float inMaxSlopeAngle = DegreesToRadians(80.0f)) : VehicleCollisionTester(inObjectLayer), mRadius(inRadius), mUp(inUp), mCosMaxSlopeAngle(Cos(inMaxSlopeAngle)) { }
- // See: VehicleCollisionTester
- virtual bool Collide(PhysicsSystem &inPhysicsSystem, const VehicleConstraint &inVehicleConstraint, uint inWheelIndex, RVec3Arg inOrigin, Vec3Arg inDirection, const BodyID &inVehicleBodyID, Body *&outBody, SubShapeID &outSubShapeID, RVec3 &outContactPosition, Vec3 &outContactNormal, float &outSuspensionLength) const override;
- virtual void PredictContactProperties(PhysicsSystem &inPhysicsSystem, const VehicleConstraint &inVehicleConstraint, uint inWheelIndex, RVec3Arg inOrigin, Vec3Arg inDirection, const BodyID &inVehicleBodyID, Body *&ioBody, SubShapeID &ioSubShapeID, RVec3 &ioContactPosition, Vec3 &ioContactNormal, float &ioSuspensionLength) const override;
- private:
- float mRadius;
- Vec3 mUp;
- float mCosMaxSlopeAngle;
- };
- /// Collision tester that tests collision using a cylinder shape
- class JPH_EXPORT VehicleCollisionTesterCastCylinder : public VehicleCollisionTester
- {
- public:
- JPH_OVERRIDE_NEW_DELETE
- /// Constructor
- /// @param inObjectLayer Object layer to test collision with
- /// @param inConvexRadiusFraction Fraction of half the wheel width (or wheel radius if it is smaller) that is used as the convex radius
- VehicleCollisionTesterCastCylinder(ObjectLayer inObjectLayer, float inConvexRadiusFraction = 0.1f) : VehicleCollisionTester(inObjectLayer), mConvexRadiusFraction(inConvexRadiusFraction) { JPH_ASSERT(mConvexRadiusFraction >= 0.0f && mConvexRadiusFraction <= 1.0f); }
- // See: VehicleCollisionTester
- virtual bool Collide(PhysicsSystem &inPhysicsSystem, const VehicleConstraint &inVehicleConstraint, uint inWheelIndex, RVec3Arg inOrigin, Vec3Arg inDirection, const BodyID &inVehicleBodyID, Body *&outBody, SubShapeID &outSubShapeID, RVec3 &outContactPosition, Vec3 &outContactNormal, float &outSuspensionLength) const override;
- virtual void PredictContactProperties(PhysicsSystem &inPhysicsSystem, const VehicleConstraint &inVehicleConstraint, uint inWheelIndex, RVec3Arg inOrigin, Vec3Arg inDirection, const BodyID &inVehicleBodyID, Body *&ioBody, SubShapeID &ioSubShapeID, RVec3 &ioContactPosition, Vec3 &ioContactNormal, float &ioSuspensionLength) const override;
- private:
- float mConvexRadiusFraction;
- };
- JPH_NAMESPACE_END
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