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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Collision/Shape/EmptyShape.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Jolt/Physics/Collision/Shape/Shape.h>
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#include <Jolt/Physics/Collision/PhysicsMaterial.h>
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JPH_NAMESPACE_BEGIN
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/// Class that constructs an EmptyShape
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class JPH_EXPORT EmptyShapeSettings final : public ShapeSettings
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{
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JPH_DECLARE_SERIALIZABLE_VIRTUAL(JPH_EXPORT, EmptyShapeSettings)
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public:
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EmptyShapeSettings() = default;
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explicit EmptyShapeSettings(Vec3Arg inCenterOfMass) : mCenterOfMass(inCenterOfMass) { }
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ShapeResult Create() const override;
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Vec3 mCenterOfMass = Vec3::sZero(); ///< Determines the center of mass for this shape
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};
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/// An empty shape that has no volume and collides with nothing.
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///
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/// Possible use cases:
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/// - As a placeholder for a shape that will be created later. E.g. if you first need to create a body and only then know what shape it will have.
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/// - If you need a kinematic body to attach a constraint to, but you don't want the body to collide with anything.
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///
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/// Note that, if possible, you should also put your body in an ObjectLayer that doesn't collide with anything.
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/// This ensures that collisions will be filtered out at broad phase level instead of at narrow phase level, this is more efficient.
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class JPH_EXPORT EmptyShape final : public Shape
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{
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public:
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// Constructor
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EmptyShape() : Shape(EShapeType::Empty, EShapeSubType::Empty) { }
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explicit EmptyShape(Vec3Arg inCenterOfMass) : Shape(EShapeType::Empty, EShapeSubType::Empty), mCenterOfMass(inCenterOfMass) { }
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EmptyShape(const EmptyShapeSettings &inSettings, ShapeResult &outResult) : Shape(EShapeType::Empty, EShapeSubType::Empty, inSettings, outResult), mCenterOfMass(inSettings.mCenterOfMass) { outResult.Set(this); }
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// See: Shape
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Vec3 GetCenterOfMass() const override { return mCenterOfMass; }
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AABox GetLocalBounds() const override { return { Vec3::sZero(), Vec3::sZero() }; }
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uint GetSubShapeIDBitsRecursive() const override { return 0; }
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float GetInnerRadius() const override { return 0.0f; }
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MassProperties GetMassProperties() const override;
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const PhysicsMaterial * GetMaterial([[maybe_unused]] const SubShapeID &inSubShapeID) const override { return PhysicsMaterial::sDefault; }
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virtual Vec3 GetSurfaceNormal(const SubShapeID &inSubShapeID, Vec3Arg inLocalSurfacePosition) const override { return Vec3::sZero(); }
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virtual void GetSubmergedVolume(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const Plane &inSurface, float &outTotalVolume, float &outSubmergedVolume, Vec3 &outCenterOfBuoyancy
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#ifdef JPH_DEBUG_RENDERER // Not using JPH_IF_DEBUG_RENDERER for Doxygen
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, RVec3Arg inBaseOffset
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#endif
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) const override { outTotalVolume = 0.0f; outSubmergedVolume = 0.0f; outCenterOfBuoyancy = Vec3::sZero(); }
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#ifdef JPH_DEBUG_RENDERER
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virtual void Draw([[maybe_unused]] DebugRenderer *inRenderer, [[maybe_unused]] RMat44Arg inCenterOfMassTransform, [[maybe_unused]] Vec3Arg inScale, [[maybe_unused]] ColorArg inColor, [[maybe_unused]] bool inUseMaterialColors, [[maybe_unused]] bool inDrawWireframe) const override;
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#endif // JPH_DEBUG_RENDERER
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virtual bool CastRay([[maybe_unused]] const RayCast &inRay, [[maybe_unused]] const SubShapeIDCreator &inSubShapeIDCreator, [[maybe_unused]] RayCastResult &ioHit) const override { return false; }
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virtual void CastRay([[maybe_unused]] const RayCast &inRay, [[maybe_unused]] const RayCastSettings &inRayCastSettings, [[maybe_unused]] const SubShapeIDCreator &inSubShapeIDCreator, [[maybe_unused]] CastRayCollector &ioCollector, [[maybe_unused]] const ShapeFilter &inShapeFilter = { }) const override { /* Do nothing */ }
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virtual void CollidePoint([[maybe_unused]] Vec3Arg inPoint, [[maybe_unused]] const SubShapeIDCreator &inSubShapeIDCreator, [[maybe_unused]] CollidePointCollector &ioCollector, [[maybe_unused]] const ShapeFilter &inShapeFilter = { }) const override { /* Do nothing */ }
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virtual void CollideSoftBodyVertices([[maybe_unused]] Mat44Arg inCenterOfMassTransform, [[maybe_unused]] Vec3Arg inScale, [[maybe_unused]] const CollideSoftBodyVertexIterator &inVertices, [[maybe_unused]] uint inNumVertices, [[maybe_unused]] int inCollidingShapeIndex) const override { /* Do nothing */ }
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virtual void GetTrianglesStart([[maybe_unused]] GetTrianglesContext &ioContext, [[maybe_unused]] const AABox &inBox, [[maybe_unused]] Vec3Arg inPositionCOM, [[maybe_unused]] QuatArg inRotation, [[maybe_unused]] Vec3Arg inScale) const override { /* Do nothing */ }
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virtual int GetTrianglesNext([[maybe_unused]] GetTrianglesContext &ioContext, [[maybe_unused]] int inMaxTrianglesRequested, [[maybe_unused]] Float3 *outTriangleVertices, [[maybe_unused]] const PhysicsMaterial **outMaterials = nullptr) const override { return 0; }
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Stats GetStats() const override { return { sizeof(*this), 0 }; }
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float GetVolume() const override { return 0.0f; }
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bool IsValidScale([[maybe_unused]] Vec3Arg inScale) const override { return true; }
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// Register shape functions with the registry
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static void sRegister();
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private:
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Vec3 mCenterOfMass = Vec3::sZero();
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};
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JPH_NAMESPACE_END
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