/* * Copyright (c) 2005 Erwin Coumans http://www.erwincoumans.com * * Permission to use, copy, modify, distribute and sell this software * and its documentation for any purpose is hereby granted without fee, * provided that the above copyright notice appear in all copies. * Erwin Coumans makes no representations about the suitability * of this software for any purpose. * It is provided "as is" without express or implied warranty. */ #ifndef DISCRETE_COLLISION_DETECTOR_INTERFACE_H #define DISCRETE_COLLISION_DETECTOR_INTERFACE_H #include "SimdTransform.h" #include "SimdVector3.h" /// This interface is made to be used by an iterative approach to do TimeOfImpact calculations /// This interface allows to query for closest points and penetration depth between two (convex) objects /// the closest point is on the second object (B), and the normal points from the surface on B towards A. /// distance is between closest points on B and closest point on A. So you can calculate closest point on A /// by taking closestPointInA = closestPointInB + m_distance * m_normalOnSurfaceB struct DiscreteCollisionDetectorInterface { void operator delete(void* ptr) {}; struct Result { void operator delete(void* ptr) {}; virtual void AddContactPoint(const SimdVector3& normalOnBInWorld,const SimdVector3& pointInWorld,float depth)=0; }; struct ClosestPointInput { ClosestPointInput() :m_maximumDistanceSquared(1e30f) { } SimdTransform m_transformA; SimdTransform m_transformB; SimdScalar m_maximumDistanceSquared; }; virtual ~DiscreteCollisionDetectorInterface() {}; // // give either closest points (distance > 0) or penetration (distance) // the normal always points from B towards A // virtual void GetClosestPoints(const ClosestPointInput& input,Result& output) = 0; SimdScalar getCollisionMargin() { return 0.2f;} }; struct StorageResult : public DiscreteCollisionDetectorInterface::Result { SimdVector3 m_normalOnSurfaceB; SimdVector3 m_closestPointInB; SimdScalar m_distance; //negative means penetration ! StorageResult() : m_distance(1e30f) { } virtual void AddContactPoint(const SimdVector3& normalOnBInWorld,const SimdVector3& pointInWorld,float depth) { if (depth < m_distance) { m_normalOnSurfaceB = normalOnBInWorld; m_closestPointInB = pointInWorld; m_distance = depth; } } }; #endif //DISCRETE_COLLISION_DETECTOR_INTERFACE_H