// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2024 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include #include JPH_NAMESPACE_BEGIN /// Class that constructs an EmptyShape class JPH_EXPORT EmptyShapeSettings final : public ShapeSettings { JPH_DECLARE_SERIALIZABLE_VIRTUAL(JPH_EXPORT, EmptyShapeSettings) public: EmptyShapeSettings() = default; explicit EmptyShapeSettings(Vec3Arg inCenterOfMass) : mCenterOfMass(inCenterOfMass) { } ShapeResult Create() const override; Vec3 mCenterOfMass = Vec3::sZero(); ///< Determines the center of mass for this shape }; /// An empty shape that has no volume and collides with nothing. /// /// Possible use cases: /// - As a placeholder for a shape that will be created later. E.g. if you first need to create a body and only then know what shape it will have. /// - If you need a kinematic body to attach a constraint to, but you don't want the body to collide with anything. /// /// Note that, if possible, you should also put your body in an ObjectLayer that doesn't collide with anything. /// This ensures that collisions will be filtered out at broad phase level instead of at narrow phase level, this is more efficient. class JPH_EXPORT EmptyShape final : public Shape { public: // Constructor EmptyShape() : Shape(EShapeType::Empty, EShapeSubType::Empty) { } explicit EmptyShape(Vec3Arg inCenterOfMass) : Shape(EShapeType::Empty, EShapeSubType::Empty), mCenterOfMass(inCenterOfMass) { } EmptyShape(const EmptyShapeSettings &inSettings, ShapeResult &outResult) : Shape(EShapeType::Empty, EShapeSubType::Empty, inSettings, outResult), mCenterOfMass(inSettings.mCenterOfMass) { outResult.Set(this); } // See: Shape Vec3 GetCenterOfMass() const override { return mCenterOfMass; } AABox GetLocalBounds() const override { return { Vec3::sZero(), Vec3::sZero() }; } uint GetSubShapeIDBitsRecursive() const override { return 0; } float GetInnerRadius() const override { return 0.0f; } MassProperties GetMassProperties() const override; const PhysicsMaterial * GetMaterial([[maybe_unused]] const SubShapeID &inSubShapeID) const override { return PhysicsMaterial::sDefault; } virtual Vec3 GetSurfaceNormal(const SubShapeID &inSubShapeID, Vec3Arg inLocalSurfacePosition) const override { return Vec3::sZero(); } virtual void GetSubmergedVolume(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const Plane &inSurface, float &outTotalVolume, float &outSubmergedVolume, Vec3 &outCenterOfBuoyancy #ifdef JPH_DEBUG_RENDERER // Not using JPH_IF_DEBUG_RENDERER for Doxygen , RVec3Arg inBaseOffset #endif ) const override { outTotalVolume = 0.0f; outSubmergedVolume = 0.0f; outCenterOfBuoyancy = Vec3::sZero(); } #ifdef JPH_DEBUG_RENDERER virtual void Draw([[maybe_unused]] DebugRenderer *inRenderer, [[maybe_unused]] RMat44Arg inCenterOfMassTransform, [[maybe_unused]] Vec3Arg inScale, [[maybe_unused]] ColorArg inColor, [[maybe_unused]] bool inUseMaterialColors, [[maybe_unused]] bool inDrawWireframe) const override; #endif // JPH_DEBUG_RENDERER virtual bool CastRay([[maybe_unused]] const RayCast &inRay, [[maybe_unused]] const SubShapeIDCreator &inSubShapeIDCreator, [[maybe_unused]] RayCastResult &ioHit) const override { return false; } virtual void CastRay([[maybe_unused]] const RayCast &inRay, [[maybe_unused]] const RayCastSettings &inRayCastSettings, [[maybe_unused]] const SubShapeIDCreator &inSubShapeIDCreator, [[maybe_unused]] CastRayCollector &ioCollector, [[maybe_unused]] const ShapeFilter &inShapeFilter = { }) const override { /* Do nothing */ } virtual void CollidePoint([[maybe_unused]] Vec3Arg inPoint, [[maybe_unused]] const SubShapeIDCreator &inSubShapeIDCreator, [[maybe_unused]] CollidePointCollector &ioCollector, [[maybe_unused]] const ShapeFilter &inShapeFilter = { }) const override { /* Do nothing */ } virtual void CollideSoftBodyVertices([[maybe_unused]] Mat44Arg inCenterOfMassTransform, [[maybe_unused]] Vec3Arg inScale, [[maybe_unused]] const CollideSoftBodyVertexIterator &inVertices, [[maybe_unused]] uint inNumVertices, [[maybe_unused]] int inCollidingShapeIndex) const override { /* Do nothing */ } virtual void GetTrianglesStart([[maybe_unused]] GetTrianglesContext &ioContext, [[maybe_unused]] const AABox &inBox, [[maybe_unused]] Vec3Arg inPositionCOM, [[maybe_unused]] QuatArg inRotation, [[maybe_unused]] Vec3Arg inScale) const override { /* Do nothing */ } virtual int GetTrianglesNext([[maybe_unused]] GetTrianglesContext &ioContext, [[maybe_unused]] int inMaxTrianglesRequested, [[maybe_unused]] Float3 *outTriangleVertices, [[maybe_unused]] const PhysicsMaterial **outMaterials = nullptr) const override { return 0; } Stats GetStats() const override { return { sizeof(*this), 0 }; } float GetVolume() const override { return 0.0f; } bool IsValidScale([[maybe_unused]] Vec3Arg inScale) const override { return true; } // Register shape functions with the registry static void sRegister(); private: Vec3 mCenterOfMass = Vec3::sZero(); }; JPH_NAMESPACE_END