219 lines
6.5 KiB
C++
219 lines
6.5 KiB
C++
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - BulletPhysics3D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_BULLETPHYSICS3D_BULLETCOLLIDER3D_HPP
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#define NAZARA_BULLETPHYSICS3D_BULLETCOLLIDER3D_HPP
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#include <NazaraUtils/Prerequisites.hpp>
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#include <Nazara/BulletPhysics3D/Config.hpp>
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#include <Nazara/BulletPhysics3D/Enums.hpp>
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#include <Nazara/Core/ObjectLibrary.hpp>
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#include <Nazara/Math/Box.hpp>
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#include <Nazara/Math/Quaternion.hpp>
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#include <Nazara/Math/Vector3.hpp>
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#include <NazaraUtils/Signal.hpp>
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#include <NazaraUtils/SparsePtr.hpp>
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#include <memory>
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class btBoxShape;
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class btCapsuleShape;
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class btCompoundShape;
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class btCollisionShape;
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class btConeShape;
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class btConvexHullShape;
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class btCylinderShape;
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class btEmptyShape;
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class btSphereShape;
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namespace Nz
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{
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class PrimitiveList;
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class StaticMesh;
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struct Primitive;
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class NAZARA_BULLETPHYSICS3D_API BulletCollider3D
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{
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public:
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BulletCollider3D() = default;
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BulletCollider3D(const BulletCollider3D&) = delete;
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BulletCollider3D(BulletCollider3D&&) = delete;
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virtual ~BulletCollider3D();
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virtual void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix = Matrix4f::Identity()) const = 0;
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Boxf ComputeAABB(const Vector3f& translation, const Quaternionf& rotation, const Vector3f& scale) const;
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virtual Boxf ComputeAABB(const Matrix4f& offsetMatrix = Matrix4f::Identity(), const Vector3f& scale = Vector3f::Unit()) const;
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virtual void ComputeInertia(float mass, Vector3f* inertia) const;
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virtual std::shared_ptr<StaticMesh> GenerateDebugMesh() const;
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virtual btCollisionShape* GetShape() const = 0;
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virtual ColliderType3D GetType() const = 0;
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BulletCollider3D& operator=(const BulletCollider3D&) = delete;
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BulletCollider3D& operator=(BulletCollider3D&&) = delete;
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static std::shared_ptr<BulletCollider3D> Build(const PrimitiveList& list);
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private:
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static std::shared_ptr<BulletCollider3D> CreateGeomFromPrimitive(const Primitive& primitive);
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};
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class NAZARA_BULLETPHYSICS3D_API BoxCollider3D final : public BulletCollider3D
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{
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public:
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BoxCollider3D(const Vector3f& lengths);
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~BoxCollider3D();
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void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const override;
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Vector3f GetLengths() const;
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btCollisionShape* GetShape() const override;
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ColliderType3D GetType() const override;
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private:
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std::unique_ptr<btBoxShape> m_shape;
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Vector3f m_lengths;
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};
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class NAZARA_BULLETPHYSICS3D_API CapsuleCollider3D final : public BulletCollider3D
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{
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public:
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CapsuleCollider3D(float length, float radius);
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~CapsuleCollider3D();
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void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const override;
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float GetLength() const;
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float GetRadius() const;
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btCollisionShape* GetShape() const override;
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ColliderType3D GetType() const override;
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private:
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std::unique_ptr<btCapsuleShape> m_shape;
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float m_length;
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float m_radius;
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};
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class NAZARA_BULLETPHYSICS3D_API CompoundCollider3D final : public BulletCollider3D
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{
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public:
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struct ChildCollider;
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CompoundCollider3D(std::vector<ChildCollider> childs);
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~CompoundCollider3D();
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void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const override;
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const std::vector<ChildCollider>& GetGeoms() const;
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btCollisionShape* GetShape() const override;
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ColliderType3D GetType() const override;
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struct ChildCollider
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{
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std::shared_ptr<BulletCollider3D> collider;
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Matrix4f offsetMatrix;
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};
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private:
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std::unique_ptr<btCompoundShape> m_shape;
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std::vector<ChildCollider> m_childs;
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};
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class NAZARA_BULLETPHYSICS3D_API ConeCollider3D final : public BulletCollider3D
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{
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public:
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ConeCollider3D(float length, float radius);
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~ConeCollider3D();
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void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const override;
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float GetLength() const;
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float GetRadius() const;
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btCollisionShape* GetShape() const override;
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ColliderType3D GetType() const override;
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private:
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std::unique_ptr<btConeShape> m_shape;
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float m_length;
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float m_radius;
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};
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class NAZARA_BULLETPHYSICS3D_API ConvexCollider3D final : public BulletCollider3D
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{
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public:
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ConvexCollider3D(SparsePtr<const Vector3f> vertices, unsigned int vertexCount);
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~ConvexCollider3D();
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void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const override;
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btCollisionShape* GetShape() const override;
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ColliderType3D GetType() const override;
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private:
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std::unique_ptr<btConvexHullShape> m_shape;
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};
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class NAZARA_BULLETPHYSICS3D_API CylinderCollider3D final : public BulletCollider3D
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{
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public:
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CylinderCollider3D(float length, float radius);
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~CylinderCollider3D();
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void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const override;
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float GetLength() const;
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float GetRadius() const;
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btCollisionShape* GetShape() const override;
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ColliderType3D GetType() const override;
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private:
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std::unique_ptr<btCylinderShape> m_shape;
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Matrix4f m_matrix;
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float m_length;
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float m_radius;
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};
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class NAZARA_BULLETPHYSICS3D_API NullCollider3D final : public BulletCollider3D
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{
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public:
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NullCollider3D();
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~NullCollider3D();
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void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const override;
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void ComputeInertia(float mass, Vector3f* inertia) const override;
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btCollisionShape* GetShape() const override;
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ColliderType3D GetType() const override;
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private:
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std::unique_ptr<btEmptyShape> m_shape;
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};
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class NAZARA_BULLETPHYSICS3D_API SphereCollider3D final : public BulletCollider3D
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{
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public:
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SphereCollider3D(float radius);
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~SphereCollider3D();
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void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const override;
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float GetRadius() const;
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btCollisionShape* GetShape() const override;
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ColliderType3D GetType() const override;
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private:
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std::unique_ptr<btSphereShape> m_shape;
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Vector3f m_position;
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float m_radius;
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};
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}
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#include <Nazara/BulletPhysics3D/BulletCollider3D.inl>
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#endif // NAZARA_BULLETPHYSICS3D_BULLETCOLLIDER3D_HPP
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