// // Created by Иван Ильин on 05.02.2021. // #ifndef ENGINE_RIGIDBODY_H #define ENGINE_RIGIDBODY_H #include #include #include "../utils/Point4D.h" #include "../Triangle.h" #include "Simplex.h" #include "Mesh.h" struct CollisionPoint { Point4D a; // Furthest point of a into b Point4D b; // Furthest point of b into a Point4D normal; // b – a normalized double depth; // Length of b – a bool hasCollision; }; class RigidBody : public Mesh { private: Point4D _findFurthestPoint(const Point4D& direction); Point4D _support(std::shared_ptr obj, const Point4D& direction); std::function)> _collisionCallBack; static bool _nextSimplex(Simplex& points, Point4D& direction); static bool _line(Simplex& points, Point4D& direction); static bool _triangle(Simplex& points, Point4D& direction); static bool _tetrahedron(Simplex& points, Point4D& direction); static std::pair, size_t> GetFaceNormals(const std::vector& polytope, const std::vector& faces); static void AddIfUniqueEdge(std::vector>& edges, const std::vector& faces, size_t a, size_t b); protected: Point4D _velocity; Point4D _acceleration; bool _collision = false; bool _isCollider = true; bool _inCollision = false; Point4D _collisionNormal; public: RigidBody() = default; explicit RigidBody(const Mesh& mesh); std::pair checkGJKCollision(std::shared_ptr obj); CollisionPoint EPA(const Simplex& simplex, std::shared_ptr obj); [[nodiscard]] Point4D collisionNormal() const { return _collisionNormal; } [[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 setCollisionNormal(const Point4D& c) { _collisionNormal = c; } void setCollision(bool c) { _collision= c; } void setCollider(bool c) { _isCollider = c; } void updatePhysicsState(); void setVelocity(const Point4D& velocity); void addVelocity(const Point4D& velocity); void setAcceleration(const Point4D& acceleration); [[nodiscard]] Point4D velocity() const { return _velocity; } [[nodiscard]] Point4D acceleration() const { return _acceleration; } [[nodiscard]] const std::function)>& collisionCallBack() const { return _collisionCallBack; } void setCollisionCallBack(const std::function)>& f) { _collisionCallBack = f; } }; #endif //INC_3DZAVR_RIGIDBODY_H