#ifndef BODY_PAIR_2D_SW_H #define BODY_PAIR_2D_SW_H /*************************************************************************/ /* body_pair_2d_sw.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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. */ /*************************************************************************/ #include "body_2d_sw.h" #include "constraint_2d_sw.h" class BodyPair2DSW : public Constraint2DSW { enum { MAX_CONTACTS = 2 }; union { struct { Body2DSW *A; Body2DSW *B; }; Body2DSW *_arr[2]; }; int shape_A; int shape_B; Space2DSW *space; struct Contact { Vector2 position; Vector2 normal; Vector2 local_A, local_B; real_t acc_normal_impulse; // accumulated normal impulse (Pn) real_t acc_tangent_impulse; // accumulated tangent impulse (Pt) real_t acc_bias_impulse; // accumulated normal impulse for position bias (Pnb) real_t mass_normal, mass_tangent; real_t bias; real_t depth; bool active; Vector2 rA, rB; bool reused; real_t bounce; }; Vector2 offset_B; //use local A coordinates to avoid numerical issues on collision detection Vector2 sep_axis; Contact contacts[MAX_CONTACTS]; int contact_count; bool collided; bool oneway_disabled; int cc; bool _test_ccd(real_t p_step, Body2DSW *p_A, int p_shape_A, const Transform2D &p_xform_A, Body2DSW *p_B, int p_shape_B, const Transform2D &p_xform_B, bool p_swap_result = false); 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: bool setup(real_t p_step); void solve(real_t p_step); BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_shape_B); ~BodyPair2DSW(); }; #endif // BODY_PAIR_2D_SW_H