ncollide3d/pipeline/narrow_phase/events.rs
1//! Structures for describing and storing collision-related events.
2
3use crate::query::Proximity;
4use std::iter::IntoIterator;
5use std::slice::Iter;
6
7// FIXME: we want a structure where we can add elements, iterate on them, but not remove them
8// without clearing the whole structure.
9/// A set of events.
10pub struct EventPool<E> {
11 events: Vec<E>,
12}
13
14/// A set of contact events.
15pub type ContactEvents<Handle> = EventPool<ContactEvent<Handle>>;
16/// A set of proximity events.
17pub type ProximityEvents<Handle> = EventPool<ProximityEvent<Handle>>;
18
19impl<E> EventPool<E> {
20 /// Creates a new empty set of events.
21 pub fn new() -> EventPool<E> {
22 EventPool { events: Vec::new() }
23 }
24
25 /// Empties this set of events.
26 pub fn clear(&mut self) {
27 self.events.clear();
28 }
29
30 /// Adds the given event at the end of this set.
31 pub fn push(&mut self, event: E) {
32 self.events.push(event);
33 }
34
35 /// Iterates through all events contained on this set in a FIFO manner.
36 pub fn iter(&self) -> Iter<E> {
37 self.events.iter()
38 }
39
40 /// Removes from this set all events for which `filter` returns `false`.
41 pub fn retain<F>(&mut self, filter: F)
42 where
43 F: FnMut(&E) -> bool,
44 {
45 self.events.retain(filter)
46 }
47
48 /// The number of events on this pool.
49 #[inline]
50 pub fn len(&self) -> usize {
51 self.events.len()
52 }
53}
54
55impl<'a, E> IntoIterator for &'a EventPool<E> {
56 type Item = &'a E;
57 type IntoIter = Iter<'a, E>;
58
59 fn into_iter(self) -> Iter<'a, E> {
60 (&self.events).into_iter()
61 }
62}
63
64#[derive(Copy, Clone, Hash, Debug)]
65/// Events occuring when two collision objects start or stop being in contact (or penetration).
66pub enum ContactEvent<Handle> {
67 /// Event occuring when two collision objects start being in contact.
68 ///
69 /// This event is generated whenever the narrow-phase finds a contact between two collision objects that did not have any contact at the last update.
70 Started(Handle, Handle),
71 /// Event occuring when two collision objects stop being in contact.
72 ///
73 /// This event is generated whenever the narrow-phase fails to find any contact between two collision objects that did have at least one contact at the last update.
74 Stopped(Handle, Handle),
75}
76
77#[derive(Copy, Clone, Debug)]
78/// Events occuring when two collision objects start or stop being in close proximity, contact, or disjoint.
79pub struct ProximityEvent<Handle> {
80 /// The first collider to which the proximity event applies.
81 pub collider1: Handle,
82 /// The second collider to which the proximity event applies.
83 pub collider2: Handle,
84 /// The previous state of proximity between the two collision objects.
85 pub prev_status: Proximity,
86 /// The new state of proximity between the two collision objects.
87 pub new_status: Proximity,
88}
89
90impl<Handle> ProximityEvent<Handle> {
91 /// Instantiates a new proximity event.
92 ///
93 /// Panics if `prev_status` is equal to `new_status`.
94 pub fn new(
95 collider1: Handle,
96 collider2: Handle,
97 prev_status: Proximity,
98 new_status: Proximity,
99 ) -> Self {
100 assert_ne!(
101 prev_status, new_status,
102 "The previous and new status of a proximity event must not be the same."
103 );
104 Self {
105 collider1,
106 collider2,
107 prev_status,
108 new_status,
109 }
110 }
111}