#ifndef BODY_PAIR_2D_SW_H #define BODY_PAIR_2D_SW_H /* body_pair_2d_sw.h */ #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