godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Collision/BroadPhase/BroadPhaseQuery.h

54 lines
2.9 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Physics/Collision/BroadPhase/BroadPhaseLayer.h>
#include <Jolt/Physics/Collision/ObjectLayer.h>
#include <Jolt/Physics/Collision/CollisionCollector.h>
#include <Jolt/Physics/Body/BodyID.h>
#include <Jolt/Core/NonCopyable.h>
JPH_NAMESPACE_BEGIN
struct RayCast;
class BroadPhaseCastResult;
class AABox;
class OrientedBox;
struct AABoxCast;
// Various collector configurations
using RayCastBodyCollector = CollisionCollector<BroadPhaseCastResult, CollisionCollectorTraitsCastRay>;
using CastShapeBodyCollector = CollisionCollector<BroadPhaseCastResult, CollisionCollectorTraitsCastShape>;
using CollideShapeBodyCollector = CollisionCollector<BodyID, CollisionCollectorTraitsCollideShape>;
/// Interface to the broadphase that can perform collision queries. These queries will only test the bounding box of the body to quickly determine a potential set of colliding bodies.
/// The shapes of the bodies are not tested, if you want this then you should use the NarrowPhaseQuery interface.
class JPH_EXPORT BroadPhaseQuery : public NonCopyable
{
public:
/// Virtual destructor
virtual ~BroadPhaseQuery() = default;
/// Cast a ray and add any hits to ioCollector
virtual void CastRay(const RayCast &inRay, RayCastBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }) const = 0;
/// Get bodies intersecting with inBox and any hits to ioCollector
virtual void CollideAABox(const AABox &inBox, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }) const = 0;
/// Get bodies intersecting with a sphere and any hits to ioCollector
virtual void CollideSphere(Vec3Arg inCenter, float inRadius, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }) const = 0;
/// Get bodies intersecting with a point and any hits to ioCollector
virtual void CollidePoint(Vec3Arg inPoint, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }) const = 0;
/// Get bodies intersecting with an oriented box and any hits to ioCollector
virtual void CollideOrientedBox(const OrientedBox &inBox, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }) const = 0;
/// Cast a box and add any hits to ioCollector
virtual void CastAABox(const AABoxCast &inBox, CastShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }) const = 0;
};
JPH_NAMESPACE_END