// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include #include #include #include JPH_NAMESPACE_BEGIN class CollideShapeSettings; /// Class that constructs a ConvexShape (abstract) class JPH_EXPORT ConvexShapeSettings : public ShapeSettings { JPH_DECLARE_SERIALIZABLE_ABSTRACT(JPH_EXPORT, ConvexShapeSettings) public: /// Constructor ConvexShapeSettings() = default; explicit ConvexShapeSettings(const PhysicsMaterial *inMaterial) : mMaterial(inMaterial) { } /// Set the density of the object in kg / m^3 void SetDensity(float inDensity) { mDensity = inDensity; } // Properties RefConst mMaterial; ///< Material assigned to this shape float mDensity = 1000.0f; ///< Uniform density of the interior of the convex object (kg / m^3) }; /// Base class for all convex shapes. Defines a virtual interface. class JPH_EXPORT ConvexShape : public Shape { public: JPH_OVERRIDE_NEW_DELETE /// Constructor explicit ConvexShape(EShapeSubType inSubType) : Shape(EShapeType::Convex, inSubType) { } ConvexShape(EShapeSubType inSubType, const ConvexShapeSettings &inSettings, ShapeResult &outResult) : Shape(EShapeType::Convex, inSubType, inSettings, outResult), mMaterial(inSettings.mMaterial), mDensity(inSettings.mDensity) { } ConvexShape(EShapeSubType inSubType, const PhysicsMaterial *inMaterial) : Shape(EShapeType::Convex, inSubType), mMaterial(inMaterial) { } // See Shape::GetSubShapeIDBitsRecursive virtual uint GetSubShapeIDBitsRecursive() const override { return 0; } // Convex shapes don't have sub shapes // See Shape::GetMaterial virtual const PhysicsMaterial * GetMaterial([[maybe_unused]] const SubShapeID &inSubShapeID) const override { JPH_ASSERT(inSubShapeID.IsEmpty(), "Invalid subshape ID"); return GetMaterial(); } // See Shape::CastRay virtual bool CastRay(const RayCast &inRay, const SubShapeIDCreator &inSubShapeIDCreator, RayCastResult &ioHit) const override; virtual void CastRay(const RayCast &inRay, const RayCastSettings &inRayCastSettings, const SubShapeIDCreator &inSubShapeIDCreator, CastRayCollector &ioCollector, const ShapeFilter &inShapeFilter = { }) const override; // See: Shape::CollidePoint virtual void CollidePoint(Vec3Arg inPoint, const SubShapeIDCreator &inSubShapeIDCreator, CollidePointCollector &ioCollector, const ShapeFilter &inShapeFilter = { }) const override; // See Shape::GetTrianglesStart virtual void GetTrianglesStart(GetTrianglesContext &ioContext, const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale) const override; // See Shape::GetTrianglesNext virtual int GetTrianglesNext(GetTrianglesContext &ioContext, int inMaxTrianglesRequested, Float3 *outTriangleVertices, const PhysicsMaterial **outMaterials = nullptr) const override; // See Shape::GetSubmergedVolume virtual void GetSubmergedVolume(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const Plane &inSurface, float &outTotalVolume, float &outSubmergedVolume, Vec3 &outCenterOfBuoyancy JPH_IF_DEBUG_RENDERER(, RVec3Arg inBaseOffset)) const override; /// Function that provides an interface for GJK class Support { public: /// Warning: Virtual destructor will not be called on this object! virtual ~Support() = default; /// Calculate the support vector for this convex shape (includes / excludes the convex radius depending on how this was obtained). /// Support vector is relative to the center of mass of the shape. virtual Vec3 GetSupport(Vec3Arg inDirection) const = 0; /// Convex radius of shape. Collision detection on penetrating shapes is much more expensive, /// so you can add a radius around objects to increase the shape. This makes it far less likely that they will actually penetrate. virtual float GetConvexRadius() const = 0; }; /// Buffer to hold a Support object, used to avoid dynamic memory allocations class alignas(16) SupportBuffer { public: uint8 mData[4160]; }; /// How the GetSupport function should behave enum class ESupportMode { ExcludeConvexRadius, ///< Return the shape excluding the convex radius, Support::GetConvexRadius will return the convex radius if there is one, but adding this radius may not result in the most accurate/efficient representation of shapes with sharp edges IncludeConvexRadius, ///< Return the shape including the convex radius, Support::GetSupport includes the convex radius if there is one, Support::GetConvexRadius will return 0 Default, ///< Use both Support::GetSupport add Support::GetConvexRadius to get a support point that matches the original shape as accurately/efficiently as possible }; /// Returns an object that provides the GetSupport function for this shape. /// inMode determines if this support function includes or excludes the convex radius. /// of the values returned by the GetSupport function. This improves numerical accuracy of the results. /// inScale scales this shape in local space. virtual const Support * GetSupportFunction(ESupportMode inMode, SupportBuffer &inBuffer, Vec3Arg inScale) const = 0; /// Material of the shape void SetMaterial(const PhysicsMaterial *inMaterial) { mMaterial = inMaterial; } const PhysicsMaterial * GetMaterial() const { return mMaterial != nullptr? mMaterial : PhysicsMaterial::sDefault; } /// Set density of the shape (kg / m^3) void SetDensity(float inDensity) { mDensity = inDensity; } /// Get density of the shape (kg / m^3) float GetDensity() const { return mDensity; } #ifdef JPH_DEBUG_RENDERER // See Shape::DrawGetSupportFunction virtual void DrawGetSupportFunction(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, Vec3Arg inScale, ColorArg inColor, bool inDrawSupportDirection) const override; // See Shape::DrawGetSupportingFace virtual void DrawGetSupportingFace(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, Vec3Arg inScale) const override; #endif // JPH_DEBUG_RENDERER // See Shape virtual void SaveBinaryState(StreamOut &inStream) const override; virtual void SaveMaterialState(PhysicsMaterialList &outMaterials) const override; virtual void RestoreMaterialState(const PhysicsMaterialRefC *inMaterials, uint inNumMaterials) override; // Register shape functions with the registry static void sRegister(); protected: // See: Shape::RestoreBinaryState virtual void RestoreBinaryState(StreamIn &inStream) override; /// Vertex list that forms a unit sphere static const StaticArray sUnitSphereTriangles; private: // Class for GetTrianglesStart/Next class CSGetTrianglesContext; // Helper functions called by CollisionDispatch static void sCollideConvexVsConvex(const Shape *inShape1, const Shape *inShape2, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector, const ShapeFilter &inShapeFilter); static void sCastConvexVsConvex(const ShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, const Shape *inShape, Vec3Arg inScale, const ShapeFilter &inShapeFilter, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, CastShapeCollector &ioCollector); // Properties RefConst mMaterial; ///< Material assigned to this shape float mDensity = 1000.0f; ///< Uniform density of the interior of the convex object (kg / m^3) }; JPH_NAMESPACE_END