shooter/engine/physics/RigidBody.h

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//
// Created by Иван Ильин on 05.02.2021.
//
#ifndef ENGINE_RIGIDBODY_H
#define ENGINE_RIGIDBODY_H
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#include <utility>
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#include <vector>
#include <memory>
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#include <functional>
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#include "../Triangle.h"
#include "Simplex.h"
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#include "../Mesh.h"
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struct CollisionPoint final {
const Vec3D normal;
const double depth;
};
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struct FaceNormal final {
const Vec3D normal;
const double distance;
};
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struct NextSimplex final {
const Simplex newSimplex;
const Vec3D newDirection;
const bool finishSearching;
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};
class RigidBody : public Mesh {
private:
Vec3D _findFurthestPoint(const Vec3D& direction);
Vec3D _support(std::shared_ptr<RigidBody> obj, const Vec3D& direction);
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std::function<void(const ObjectNameTag&, std::shared_ptr<RigidBody>)> _collisionCallBack;
static NextSimplex _nextSimplex(const Simplex& points);
static NextSimplex _lineCase(const Simplex& points);
static NextSimplex _triangleCase(const Simplex& points);
static NextSimplex _tetrahedronCase(const Simplex& points);
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static std::pair<std::vector<FaceNormal>, size_t> _getFaceNormals(const std::vector<Vec3D>& polytope, const std::vector<size_t>& faces);
static std::vector<std::pair<size_t, size_t>> _addIfUniqueEdge(const std::vector<std::pair<size_t, size_t>>& edges, const std::vector<size_t>& faces, size_t a, size_t b);
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protected:
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Vec3D _velocity{0, 0, 0};
Vec3D _acceleration{0, 0, 0};
bool _collision = false;
bool _isCollider = true;
bool _inCollision = false;
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Vec3D _collisionNormal{0, 0, 0};
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public:
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explicit RigidBody(ObjectNameTag nameTag) : Mesh(std::move(nameTag)) {};
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explicit RigidBody(const RigidBody& rigidBody) = default;
explicit RigidBody(const Mesh& mesh);
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RigidBody(ObjectNameTag nameTag, const std::string& filename, const Vec3D& scale = Vec3D{1, 1, 1});
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[[nodiscard]] std::pair<bool, Simplex> checkGJKCollision(std::shared_ptr<RigidBody> obj);
[[nodiscard]] CollisionPoint EPA(const Simplex& simplex, std::shared_ptr<RigidBody> obj);
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void solveCollision(const CollisionPoint& collision);
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[[nodiscard]] Vec3D collisionNormal() const { return _collisionNormal; }
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[[nodiscard]] bool isCollision() const { return _collision; }
[[nodiscard]] bool inCollision() const {return _inCollision; }
[[nodiscard]] bool isCollider() const {return _isCollider; }
void setInCollision(bool c) { _inCollision = c; }
void setCollision(bool c) { _collision= c; }
void setCollider(bool c) { _isCollider = c; }
void updatePhysicsState();
void setVelocity(const Vec3D& velocity);
void addVelocity(const Vec3D& velocity);
void setAcceleration(const Vec3D& acceleration);
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[[nodiscard]] Vec3D velocity() const { return _velocity; }
[[nodiscard]] Vec3D acceleration() const { return _acceleration; }
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[[nodiscard]] const std::function<void(const ObjectNameTag&, std::shared_ptr<RigidBody>)>& collisionCallBack() const { return _collisionCallBack; }
void setCollisionCallBack(const std::function<void(const ObjectNameTag& tag, std::shared_ptr<RigidBody>)>& f) { _collisionCallBack = f; }
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~RigidBody() override = default;
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};
#endif //INC_3DZAVR_RIGIDBODY_H