85 lines
2.1 KiB
C++
85 lines
2.1 KiB
C++
/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B3_MESH_CONTACT_H
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#define B3_MESH_CONTACT_H
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#include <bounce\collision\shapes\aabb3.h>
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#include <bounce\dynamics\contacts\contact.h>
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#include <bounce\dynamics\contacts\manifold.h>
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#include <bounce\dynamics\contacts\collide\collide.h>
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struct b3TriangleCache
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{
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u32 index;
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b3ConvexCache cache;
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};
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class b3MeshContact;
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struct b3MeshContactLink
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{
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b3MeshContact* m_c;
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b3MeshContactLink* m_prev;
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b3MeshContactLink* m_next;
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};
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class b3MeshContact : public b3Contact
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{
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public:
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private:
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friend class b3ContactManager;
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friend class b3List2<b3MeshContact>;
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friend class b3StaticTree;
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b3MeshContact(b3Shape* shapeA, b3Shape* shapeB);
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~b3MeshContact();
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bool TestOverlap();
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void Collide();
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void SynchronizeShapes();
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bool MoveAABB(const b3AABB3& aabb, const b3Vec3& displacement);
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void FindNewPairs();
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bool Report(u32 proxyId);
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// Did the AABB move significantly?
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bool m_aabbMoved;
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// The first shape AABB in the frame of the other shape.
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b3AABB3 m_aabbA;
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// Child shapes potentially overlapping with
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// the first shape.
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u32 m_triangleCapacity;
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b3TriangleCache* m_triangles;
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u32 m_triangleCount;
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// Contact manifolds.
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b3Manifold m_stackManifolds[B3_MAX_MANIFOLDS];
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// Links to the world mesh contact list.
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b3MeshContactLink m_link;
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};
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#endif
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