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- /**************************************************************************/
- /* godot_body_pair_2d.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef GODOT_BODY_PAIR_2D_H
- #define GODOT_BODY_PAIR_2D_H
- #include "godot_body_2d.h"
- #include "godot_constraint_2d.h"
- class GodotBodyPair2D : public GodotConstraint2D {
- enum {
- MAX_CONTACTS = 2
- };
- union {
- struct {
- GodotBody2D *A;
- GodotBody2D *B;
- };
- GodotBody2D *_arr[2] = { nullptr, nullptr };
- };
- int shape_A = 0;
- int shape_B = 0;
- bool collide_A = false;
- bool collide_B = false;
- GodotSpace2D *space = nullptr;
- struct Contact {
- Vector2 position;
- Vector2 normal;
- Vector2 local_A, local_B;
- Vector2 acc_impulse; // accumulated impulse
- real_t acc_normal_impulse = 0.0; // accumulated normal impulse (Pn)
- real_t acc_tangent_impulse = 0.0; // accumulated tangent impulse (Pt)
- real_t acc_bias_impulse = 0.0; // accumulated normal impulse for position bias (Pnb)
- real_t acc_bias_impulse_center_of_mass = 0.0; // accumulated normal impulse for position bias applied to com
- real_t mass_normal, mass_tangent = 0.0;
- real_t bias = 0.0;
- real_t depth = 0.0;
- bool active = false;
- bool used = false;
- Vector2 rA, rB;
- real_t bounce = 0.0;
- };
- Vector2 offset_B; //use local A coordinates to avoid numerical issues on collision detection
- Vector2 sep_axis;
- Contact contacts[MAX_CONTACTS];
- int contact_count = 0;
- bool collided = false;
- bool check_ccd = false;
- bool oneway_disabled = false;
- bool report_contacts_only = false;
- bool _test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B);
- void _validate_contacts();
- static void _add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self);
- _FORCE_INLINE_ void _contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B);
- public:
- virtual bool setup(real_t p_step) override;
- virtual bool pre_solve(real_t p_step) override;
- virtual void solve(real_t p_step) override;
- GodotBodyPair2D(GodotBody2D *p_A, int p_shape_A, GodotBody2D *p_B, int p_shape_B);
- ~GodotBodyPair2D();
- };
- #endif // GODOT_BODY_PAIR_2D_H
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