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

47 lines
2.4 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/Shape/ConvexShape.h>
#include <Jolt/Physics/Collision/ShapeCast.h>
JPH_NAMESPACE_BEGIN
/// Collision detection helper that casts a convex object vs one or more triangles
class JPH_EXPORT CastConvexVsTriangles
{
public:
/// Constructor
/// @param inShapeCast The shape to cast against the triangles and its start and direction
/// @param inShapeCastSettings Settings for performing the cast
/// @param inScale Local space scale for the shape to cast against (scales relative to its center of mass).
/// @param inCenterOfMassTransform2 Is the center of mass transform of shape 2 (excluding scale), this is used to provide a transform to the shape cast result so that local quantities can be transformed into world space.
/// @param inSubShapeIDCreator1 Class that tracks the current sub shape ID for the casting shape
/// @param ioCollector The collector that receives the results.
CastConvexVsTriangles(const ShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, Vec3Arg inScale, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, CastShapeCollector &ioCollector);
/// Cast convex object 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 Cast(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2);
protected:
const ShapeCast & mShapeCast;
const ShapeCastSettings & mShapeCastSettings;
const Mat44 & mCenterOfMassTransform2;
Vec3 mScale;
SubShapeIDCreator mSubShapeIDCreator1;
CastShapeCollector & mCollector;
private:
ConvexShape::SupportBuffer mSupportBuffer; ///< Buffer that holds the support function of the cast shape
const ConvexShape::Support * mSupport = nullptr; ///< Support function of the cast shape
float mScaleSign; ///< Sign of the scale, -1 if object is inside out, 1 if not
};
JPH_NAMESPACE_END