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

51 lines
2.8 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/Shape.h>
#include <Jolt/Physics/Collision/Shape/SubShapeID.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
JPH_NAMESPACE_BEGIN
class CollideShapeSettings;
/// Collision detection helper that collides a sphere vs one or more triangles
class JPH_EXPORT CollideSphereVsTriangles
{
public:
/// Constructor
/// @param inShape1 The sphere to collide against triangles
/// @param inScale1 Local space scale for the sphere (scales relative to its center of mass)
/// @param inScale2 Local space scale for the triangles
/// @param inCenterOfMassTransform1 Transform that takes the center of mass of 1 into world space
/// @param inCenterOfMassTransform2 Transform that takes the center of mass of 2 into world space
/// @param inSubShapeID1 Sub shape ID of the convex object
/// @param inCollideShapeSettings Settings for the collide shape query
/// @param ioCollector The collector that will receive the results
CollideSphereVsTriangles(const SphereShape *inShape1, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeID &inSubShapeID1, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector);
/// Collide sphere 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 Collide(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2);
protected:
const CollideShapeSettings & mCollideShapeSettings; ///< Settings for this collision operation
CollideShapeCollector & mCollector; ///< The collector that will receive the results
const SphereShape * mShape1; ///< The shape that we're colliding with
Vec3 mScale2; ///< The scale of the shape (in shape local space) of the shape we're colliding against
Mat44 mTransform2; ///< Transform of the shape we're colliding against
Vec3 mSphereCenterIn2; ///< The center of the sphere in the space of 2
SubShapeID mSubShapeID1; ///< Sub shape ID of colliding shape
float mScaleSign2; ///< Sign of the scale of object 2, -1 if object is inside out, 1 if not
float mRadius; ///< Radius of the sphere
float mRadiusPlusMaxSeparationSq; ///< (Radius + Max SeparationDistance)^2
};
JPH_NAMESPACE_END