Jolt Physics
A multi core friendly Game Physics Engine
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#include <MeshShape.h>
Classes | |
struct | MSGetTrianglesContext |
Public Member Functions | |
JPH_OVERRIDE_NEW_DELETE | MeshShape () |
Constructor. | |
MeshShape (const MeshShapeSettings &inSettings, ShapeResult &outResult) | |
virtual bool | MustBeStatic () const override |
Check if this shape can only be used to create a static body or if it can also be dynamic/kinematic. | |
virtual AABox | GetLocalBounds () const override |
Get local bounding box including convex radius, this box is centered around the center of mass rather than the world transform. | |
virtual uint | GetSubShapeIDBitsRecursive () const override |
Get the max number of sub shape ID bits that are needed to be able to address any leaf shape in this shape. Used mainly for checking that it is smaller or equal than SubShapeID::MaxBits. | |
virtual float | GetInnerRadius () const override |
virtual MassProperties | GetMassProperties () const override |
Calculate the mass and inertia of this shape. | |
virtual const PhysicsMaterial * | GetMaterial (const SubShapeID &inSubShapeID) const override |
Get the material assigned to a particular sub shape ID. | |
const PhysicsMaterialList & | GetMaterialList () const |
Get the list of all materials. | |
uint | GetMaterialIndex (const SubShapeID &inSubShapeID) const |
virtual Vec3 | GetSurfaceNormal (const SubShapeID &inSubShapeID, Vec3Arg inLocalSurfacePosition) const override |
virtual void | GetSupportingFace (const SubShapeID &inSubShapeID, Vec3Arg inDirection, Vec3Arg inScale, Mat44Arg inCenterOfMassTransform, SupportingFace &outVertices) const override |
virtual void | Draw (DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, Vec3Arg inScale, ColorArg inColor, bool inUseMaterialColors, bool inDrawWireframe) const override |
Draw the shape at a particular location with a particular color (debugging purposes) | |
virtual bool | CastRay (const RayCast &inRay, const SubShapeIDCreator &inSubShapeIDCreator, RayCastResult &ioHit) const override |
virtual void | CastRay (const RayCast &inRay, const RayCastSettings &inRayCastSettings, const SubShapeIDCreator &inSubShapeIDCreator, CastRayCollector &ioCollector, const ShapeFilter &inShapeFilter={ }) const override |
virtual void | CollidePoint (Vec3Arg inPoint, const SubShapeIDCreator &inSubShapeIDCreator, CollidePointCollector &ioCollector, const ShapeFilter &inShapeFilter={ }) const override |
virtual void | CollideSoftBodyVertices (Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const CollideSoftBodyVertexIterator &inVertices, uint inNumVertices, int inCollidingShapeIndex) const override |
virtual void | GetTrianglesStart (GetTrianglesContext &ioContext, const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale) const override |
virtual int | GetTrianglesNext (GetTrianglesContext &ioContext, int inMaxTrianglesRequested, Float3 *outTriangleVertices, const PhysicsMaterial **outMaterials=nullptr) const override |
virtual void | GetSubmergedVolume (Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const Plane &inSurface, float &outTotalVolume, float &outSubmergedVolume, Vec3 &outCenterOfBuoyancy JPH_IF_DEBUG_RENDERER(, RVec3Arg inBaseOffset)) const override |
virtual void | SaveBinaryState (StreamOut &inStream) const override |
Saves the contents of the shape in binary form to inStream. | |
virtual void | SaveMaterialState (PhysicsMaterialList &outMaterials) const override |
virtual void | RestoreMaterialState (const PhysicsMaterialRefC *inMaterials, uint inNumMaterials) override |
Restore the material references after calling sRestoreFromBinaryState. Note that the exact same materials need to be provided in the same order as returned by SaveMaterialState. | |
virtual Stats | GetStats () const override |
Get stats of this shape. Use for logging / data collection purposes only. Does not add values from child shapes, use GetStatsRecursive for this. | |
virtual float | GetVolume () const override |
uint32 | GetTriangleUserData (const SubShapeID &inSubShapeID) const |
template<class Visitor > | |
JPH_INLINE void | WalkTree (Visitor &ioVisitor) const |
template<class Visitor > | |
JPH_INLINE void | WalkTreePerTriangle (const SubShapeIDCreator &inSubShapeIDCreator2, Visitor &ioVisitor) const |
Public Member Functions inherited from Shape | |
Shape (EShapeType inType, EShapeSubType inSubType) | |
Constructor. | |
Shape (EShapeType inType, EShapeSubType inSubType, const ShapeSettings &inSettings, ShapeResult &outResult) | |
virtual | ~Shape ()=default |
Destructor. | |
EShapeType | GetType () const |
Get type. | |
EShapeSubType | GetSubType () const |
uint64 | GetUserData () const |
User data (to be used freely by the application) | |
void | SetUserData (uint64 inUserData) |
virtual Vec3 | GetCenterOfMass () const |
All shapes are centered around their center of mass. This function returns the center of mass position that needs to be applied to transform the shape to where it was created. | |
virtual AABox | GetWorldSpaceBounds (Mat44Arg inCenterOfMassTransform, Vec3Arg inScale) const |
AABox | GetWorldSpaceBounds (DMat44Arg inCenterOfMassTransform, Vec3Arg inScale) const |
Get world space bounds including convex radius. | |
virtual const Shape * | GetLeafShape (const SubShapeID &inSubShapeID, SubShapeID &outRemainder) const |
virtual uint64 | GetSubShapeUserData (const SubShapeID &inSubShapeID) const |
Get the user data of a particular sub shape ID. Corresponds with the value stored in Shape::GetUserData of the leaf shape pointed to by inSubShapeID. | |
virtual TransformedShape | GetSubShapeTransformedShape (const SubShapeID &inSubShapeID, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale, SubShapeID &outRemainder) const |
virtual void | GetSubmergedVolume (Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const Plane &inSurface, float &outTotalVolume, float &outSubmergedVolume, Vec3 &outCenterOfBuoyancy, RVec3Arg inBaseOffset) const =0 |
virtual void | DrawGetSupportFunction (DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, Vec3Arg inScale, ColorArg inColor, bool inDrawSupportDirection) const |
Draw the results of the GetSupportFunction with the convex radius added back on to show any errors introduced by this process (only relevant for convex shapes) | |
virtual void | DrawGetSupportingFace (DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, Vec3Arg inScale) const |
Draw the results of the GetSupportingFace function to show any errors introduced by this process (only relevant for convex shapes) | |
virtual void | CollectTransformedShapes (const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale, const SubShapeIDCreator &inSubShapeIDCreator, TransformedShapeCollector &ioCollector, const ShapeFilter &inShapeFilter) const |
virtual void | TransformShape (Mat44Arg inCenterOfMassTransform, TransformedShapeCollector &ioCollector) const |
ShapeResult | ScaleShape (Vec3Arg inScale) const |
virtual Stats | GetStatsRecursive (VisitedShapes &ioVisitedShapes) const |
Volume of this shape (m^3). Note that for compound shapes the volume may be incorrect since child shapes can overlap which is not accounted for. | |
virtual bool | IsValidScale (Vec3Arg inScale) const |
virtual Vec3 | MakeScaleValid (Vec3Arg inScale) const |
virtual void | SaveMaterialState (PhysicsMaterialList &outMaterials) const |
Outputs the material references that this shape has to outMaterials. | |
virtual void | SaveSubShapeState (ShapeList &outSubShapes) const |
Outputs the shape references that this shape has to outSubShapes. | |
virtual void | RestoreSubShapeState (const ShapeRefC *inSubShapes, uint inNumShapes) |
Restore the shape references after calling sRestoreFromBinaryState. Note that the exact same shapes need to be provided in the same order as returned by SaveSubShapeState. | |
void | SaveWithChildren (StreamOut &inStream, ShapeToIDMap &ioShapeMap, MaterialToIDMap &ioMaterialMap) const |
Save this shape, all its children and its materials. Pass in an empty map in ioShapeMap / ioMaterialMap or reuse the same map while saving multiple shapes to the same stream in order to avoid writing duplicates. | |
Public Member Functions inherited from RefTarget< Shape > | |
RefTarget ()=default | |
Constructor. | |
RefTarget (const RefTarget &) | |
~RefTarget () | |
assert no one is referencing us | |
void | SetEmbedded () const |
RefTarget & | operator= (const RefTarget &) |
Assignment operator. | |
uint32 | GetRefCount () const |
Get current refcount of this object. | |
void | AddRef () const |
Add or release a reference to this object. | |
void | Release () const |
Public Member Functions inherited from NonCopyable | |
NonCopyable ()=default | |
NonCopyable (const NonCopyable &)=delete | |
void | operator= (const NonCopyable &)=delete |
Static Public Member Functions | |
static void | sRegister () |
Static Public Member Functions inherited from Shape | |
static ShapeResult | sRestoreFromBinaryState (StreamIn &inStream) |
Creates a Shape of the correct type and restores its contents from the binary stream inStream. | |
static ShapeResult | sRestoreWithChildren (StreamIn &inStream, IDToShapeMap &ioShapeMap, IDToMaterialMap &ioMaterialMap) |
Restore a shape, all its children and materials. Pass in an empty map in ioShapeMap / ioMaterialMap or reuse the same map while reading multiple shapes from the same stream in order to restore duplicates. | |
Static Public Member Functions inherited from RefTarget< Shape > | |
static int | sInternalGetRefCountOffset () |
INTERNAL HELPER FUNCTION USED BY SERIALIZATION. | |
Static Public Attributes | |
static bool | sDrawTriangleGroups = false |
static bool | sDrawTriangleOutlines = false |
Static Public Attributes inherited from Shape | |
static constexpr int | cGetTrianglesMinTrianglesRequested = 32 |
This is the minimum amount of triangles that should be requested through GetTrianglesNext. | |
static bool | sDrawSubmergedVolumes = false |
Debug helper which draws the intersection between water and the shapes, the center of buoyancy and the submerged volume. | |
Protected Member Functions | |
virtual void | RestoreBinaryState (StreamIn &inStream) override |
This function should not be called directly, it is used by sRestoreFromBinaryState. | |
Additional Inherited Members | |
Public Types inherited from Shape | |
using | ShapeResult = ShapeSettings::ShapeResult |
using | SupportingFace = StaticArray< Vec3, 32 > |
Type definition for a supporting face. | |
using | VisitedShapes = UnorderedSet< const Shape * > |
using | ShapeToIDMap = StreamUtils::ObjectToIDMap< Shape > |
using | IDToShapeMap = StreamUtils::IDToObjectMap< Shape > |
using | MaterialToIDMap = StreamUtils::ObjectToIDMap< PhysicsMaterial > |
using | IDToMaterialMap = StreamUtils::IDToObjectMap< PhysicsMaterial > |
Static Protected Member Functions inherited from Shape | |
static void | sCollidePointUsingRayCast (const Shape &inShape, Vec3Arg inPoint, const SubShapeIDCreator &inSubShapeIDCreator, CollidePointCollector &ioCollector, const ShapeFilter &inShapeFilter) |
A fallback version of CollidePoint that uses a ray cast and counts the number of hits to determine if the point is inside the shape. Odd number of hits means inside, even number of hits means outside. | |
Protected Attributes inherited from RefTarget< Shape > | |
atomic< uint32 > | mRefCount |
Current reference count. | |
Static Protected Attributes inherited from RefTarget< Shape > | |
static constexpr uint32 | cEmbedded |
A large value that gets added to the refcount to mark the object as embedded. | |
A mesh shape, consisting of triangles. Mesh shapes are mostly used for static geometry. They can be used by dynamic or kinematic objects but only if they don't collide with other mesh or heightfield shapes as those collisions are currently not supported. Note that if you make a mesh shape a dynamic or kinematic object, you need to provide a mass yourself as mesh shapes don't need to form a closed hull so don't have a well defined volume from which the mass can be calculated.
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Constructor.
MeshShape::MeshShape | ( | const MeshShapeSettings & | inSettings, |
ShapeResult & | outResult | ||
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Cast a ray against this shape. Allows returning multiple hits through ioCollector. Note that this version is more flexible but also slightly slower than the CastRay function that returns only a single hit. If you want the surface normal of the hit use GetSurfaceNormal(collected sub shape ID, inRay.GetPointOnRay(collected faction)).
Implements Shape.
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Cast a ray against this shape, returns true if it finds a hit closer than ioHit.mFraction and updates that fraction. Otherwise ioHit is left untouched and the function returns false. Note that the ray should be relative to the center of mass of this shape (i.e. subtract Shape::GetCenterOfMass() from RayCast::mOrigin if you want to cast against the shape in the space it was created). Convex objects will be treated as solid (meaning if the ray starts inside, you'll get a hit fraction of 0) and back face hits against triangles are returned. If you want the surface normal of the hit use GetSurfaceNormal(ioHit.mSubShapeID2, inRay.GetPointOnRay(ioHit.mFraction)).
Implements Shape.
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See: Shape::CollidePoint Note that for CollidePoint to work for a mesh shape, the mesh needs to be closed (a manifold) or multiple non-intersecting manifolds. Triangles may be facing the interior of the manifold. Insideness is tested by counting the amount of triangles encountered when casting an infinite ray from inPoint. If the number of hits is odd we're inside, if it's even we're outside.
Implements Shape.
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Collides all vertices of a soft body with this shape and updates SoftBodyVertex::mCollisionPlane, SoftBodyVertex::mCollidingShapeIndex and SoftBodyVertex::mLargestPenetration if a collision with more penetration was found.
inCenterOfMassTransform | Center of mass transform for this shape relative to the vertices. |
inScale | Scale in local space of the shape (scales relative to its center of mass) |
inVertices | The vertices of the soft body |
inNumVertices | The number of vertices in inVertices |
inCollidingShapeIndex | Value to store in CollideSoftBodyVertexIterator::mCollidingShapeIndex when a collision was found |
Implements Shape.
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Draw the shape at a particular location with a particular color (debugging purposes)
Implements Shape.
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Returns the radius of the biggest sphere that fits entirely in the shape. In case this shape consists of multiple sub shapes, it returns the smallest sphere of the parts. This can be used as a measure of how far the shape can be moved without risking going through geometry.
Implements Shape.
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Get local bounding box including convex radius, this box is centered around the center of mass rather than the world transform.
Implements Shape.
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Calculate the mass and inertia of this shape.
Implements Shape.
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Get the material assigned to a particular sub shape ID.
Implements Shape.
uint MeshShape::GetMaterialIndex | ( | const SubShapeID & | inSubShapeID | ) | const |
Determine which material index a particular sub shape uses (note that if there are no materials this function will return 0 so check the array size) Note: This could for example be used to create a decorator shape around a mesh shape that overrides the GetMaterial call to replace a material with another material.
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Get the list of all materials.
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Get stats of this shape. Use for logging / data collection purposes only. Does not add values from child shapes, use GetStatsRecursive for this.
Implements Shape.
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Get the max number of sub shape ID bits that are needed to be able to address any leaf shape in this shape. Used mainly for checking that it is smaller or equal than SubShapeID::MaxBits.
Implements Shape.
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Get the vertices of the face that faces inDirection the most (includes any convex radius). Note that this function can only return faces of convex shapes or triangles, which is why a sub shape ID to get to that leaf must be provided.
inSubShapeID | Sub shape ID of target shape |
inDirection | Direction that the face should be facing (in local space to this shape) |
inCenterOfMassTransform | Transform to transform outVertices with |
inScale | Scale in local space of the shape (scales relative to its center of mass) |
outVertices | Resulting face. The returned face can be empty if the shape doesn't have polygons to return (e.g. because it's a sphere). The face will be returned in world space. |
Reimplemented from Shape.
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Get the surface normal of a particular sub shape ID and point on surface (all vectors are relative to center of mass for this shape). Note: When you have a CollideShapeResult or ShapeCastResult you should use -mPenetrationAxis.Normalized() as contact normal as GetSurfaceNormal will only return face normals (and not vertex or edge normals).
Implements Shape.
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Call this repeatedly to get all triangles in the box. outTriangleVertices should be large enough to hold 3 * inMaxTriangleRequested entries. outMaterials (if it is not null) should contain inMaxTrianglesRequested entries. The function returns the amount of triangles that it found (which will be <= inMaxTrianglesRequested), or 0 if there are no more triangles. Note that the function can return a value < inMaxTrianglesRequested and still have more triangles to process (triangles can be returned in blocks). Note that the function may return triangles outside of the requested box, only coarse culling is performed on the returned triangles.
Implements Shape.
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To start iterating over triangles, call this function first. ioContext is a temporary buffer and should remain untouched until the last call to GetTrianglesNext. inBox is the world space bounding in which you want to get the triangles. inPositionCOM/inRotation/inScale describes the transform of this shape. To get the actual triangles call GetTrianglesNext.
Implements Shape.
uint32 MeshShape::GetTriangleUserData | ( | const SubShapeID & | inSubShapeID | ) | const |
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Implements Shape.
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Check if this shape can only be used to create a static body or if it can also be dynamic/kinematic.
Reimplemented from Shape.
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This function should not be called directly, it is used by sRestoreFromBinaryState.
Reimplemented from Shape.
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Restore the material references after calling sRestoreFromBinaryState. Note that the exact same materials need to be provided in the same order as returned by SaveMaterialState.
Reimplemented from Shape.
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Saves the contents of the shape in binary form to inStream.
Reimplemented from Shape.
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JPH_INLINE void MeshShape::WalkTree | ( | Visitor & | ioVisitor | ) | const |
JPH_INLINE void MeshShape::WalkTreePerTriangle | ( | const SubShapeIDCreator & | inSubShapeIDCreator2, |
Visitor & | ioVisitor | ||
) | const |
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