use na::RealField;
use ncollide::query::{ContactManifold, TrackedContact};
use ncollide::shape::FeatureId;
use crate::object::{BodyHandle, BodyPartHandle, Collider, ColliderAnchor, ColliderHandle};
#[derive(Clone)]
pub struct ColliderContactManifold<'a, N: RealField + Copy, Handle: BodyHandle, CollHandle: ColliderHandle>
{
pub handle1: CollHandle,
pub collider1: &'a Collider<N, Handle>,
pub handle2: CollHandle,
pub collider2: &'a Collider<N, Handle>,
pub manifold: &'a ContactManifold<N>,
}
impl<'a, N: RealField + Copy, Handle: BodyHandle, CollHandle: ColliderHandle>
ColliderContactManifold<'a, N, Handle, CollHandle>
{
pub fn new(
handle1: CollHandle,
collider1: &'a Collider<N, Handle>,
handle2: CollHandle,
collider2: &'a Collider<N, Handle>,
manifold: &'a ContactManifold<N>,
) -> Self {
ColliderContactManifold {
handle1,
collider1,
handle2,
collider2,
manifold,
}
}
pub fn len(&self) -> usize {
self.manifold.len()
}
pub fn contacts(&self) -> impl Iterator<Item = &TrackedContact<N>> {
self.manifold.contacts()
}
pub fn deepest_contact(&self) -> Option<&TrackedContact<N>> {
self.manifold.deepest_contact()
}
pub fn body1(&self) -> Handle {
self.collider1.body()
}
pub fn body2(&self) -> Handle {
self.collider2.body()
}
pub fn body_part1(&self, feature1: FeatureId) -> BodyPartHandle<Handle> {
match self.collider1.anchor() {
ColliderAnchor::OnBodyPart { body_part, .. } => *body_part,
ColliderAnchor::OnDeformableBody {
body, body_parts, ..
} => {
let subshape_id = self.collider1.shape().subshape_containing_feature(feature1);
if let Some(body_parts) = body_parts {
BodyPartHandle(*body, body_parts[subshape_id])
} else {
BodyPartHandle(*body, subshape_id)
}
}
}
}
pub fn body_part2(&self, feature2: FeatureId) -> BodyPartHandle<Handle> {
match self.collider2.anchor() {
ColliderAnchor::OnBodyPart { body_part, .. } => *body_part,
ColliderAnchor::OnDeformableBody {
body, body_parts, ..
} => {
let subshape_id = self.collider2.shape().subshape_containing_feature(feature2);
if let Some(body_parts) = body_parts {
BodyPartHandle(*body, body_parts[subshape_id])
} else {
BodyPartHandle(*body, subshape_id)
}
}
}
}
pub fn anchor1(&self) -> &ColliderAnchor<N, Handle> {
self.collider1.anchor()
}
pub fn anchor2(&self) -> &ColliderAnchor<N, Handle> {
self.collider2.anchor()
}
}