// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include #include #include 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