ncollide3d/pipeline/narrow_phase/events.rs
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//! Structures for describing and storing collision-related events.
use crate::query::Proximity;
use std::iter::IntoIterator;
use std::slice::Iter;
// FIXME: we want a structure where we can add elements, iterate on them, but not remove them
// without clearing the whole structure.
/// A set of events.
pub struct EventPool<E> {
events: Vec<E>,
}
/// A set of contact events.
pub type ContactEvents<Handle> = EventPool<ContactEvent<Handle>>;
/// A set of proximity events.
pub type ProximityEvents<Handle> = EventPool<ProximityEvent<Handle>>;
impl<E> EventPool<E> {
/// Creates a new empty set of events.
pub fn new() -> EventPool<E> {
EventPool { events: Vec::new() }
}
/// Empties this set of events.
pub fn clear(&mut self) {
self.events.clear();
}
/// Adds the given event at the end of this set.
pub fn push(&mut self, event: E) {
self.events.push(event);
}
/// Iterates through all events contained on this set in a FIFO manner.
pub fn iter(&self) -> Iter<E> {
self.events.iter()
}
/// Removes from this set all events for which `filter` returns `false`.
pub fn retain<F>(&mut self, filter: F)
where
F: FnMut(&E) -> bool,
{
self.events.retain(filter)
}
/// The number of events on this pool.
#[inline]
pub fn len(&self) -> usize {
self.events.len()
}
}
impl<'a, E> IntoIterator for &'a EventPool<E> {
type Item = &'a E;
type IntoIter = Iter<'a, E>;
fn into_iter(self) -> Iter<'a, E> {
(&self.events).into_iter()
}
}
#[derive(Copy, Clone, Hash, Debug)]
/// Events occuring when two collision objects start or stop being in contact (or penetration).
pub enum ContactEvent<Handle> {
/// Event occuring when two collision objects start being in contact.
///
/// 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.
Started(Handle, Handle),
/// Event occuring when two collision objects stop being in contact.
///
/// 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.
Stopped(Handle, Handle),
}
#[derive(Copy, Clone, Debug)]
/// Events occuring when two collision objects start or stop being in close proximity, contact, or disjoint.
pub struct ProximityEvent<Handle> {
/// The first collider to which the proximity event applies.
pub collider1: Handle,
/// The second collider to which the proximity event applies.
pub collider2: Handle,
/// The previous state of proximity between the two collision objects.
pub prev_status: Proximity,
/// The new state of proximity between the two collision objects.
pub new_status: Proximity,
}
impl<Handle> ProximityEvent<Handle> {
/// Instantiates a new proximity event.
///
/// Panics if `prev_status` is equal to `new_status`.
pub fn new(
collider1: Handle,
collider2: Handle,
prev_status: Proximity,
new_status: Proximity,
) -> Self {
assert_ne!(
prev_status, new_status,
"The previous and new status of a proximity event must not be the same."
);
Self {
collider1,
collider2,
prev_status,
new_status,
}
}
}