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https://github.com/Relintai/pandemonium_engine_minimal.git
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68 lines
1.6 KiB
C++
68 lines
1.6 KiB
C++
#ifndef BODY_PAIR_2D_SW_H
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#define BODY_PAIR_2D_SW_H
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/* body_pair_2d_sw.h */
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#include "body_2d_sw.h"
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#include "constraint_2d_sw.h"
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class BodyPair2DSW : public Constraint2DSW {
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enum {
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MAX_CONTACTS = 2
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};
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union {
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struct {
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Body2DSW *A;
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Body2DSW *B;
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};
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Body2DSW *_arr[2];
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};
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int shape_A;
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int shape_B;
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Space2DSW *space;
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struct Contact {
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Vector2 position;
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Vector2 normal;
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Vector2 local_A, local_B;
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real_t acc_normal_impulse; // accumulated normal impulse (Pn)
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real_t acc_tangent_impulse; // accumulated tangent impulse (Pt)
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real_t acc_bias_impulse; // accumulated normal impulse for position bias (Pnb)
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real_t mass_normal, mass_tangent;
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real_t bias;
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real_t depth;
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bool active;
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Vector2 rA, rB;
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bool reused;
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real_t bounce;
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};
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Vector2 offset_B; //use local A coordinates to avoid numerical issues on collision detection
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Vector2 sep_axis;
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Contact contacts[MAX_CONTACTS];
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int contact_count;
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bool collided;
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bool oneway_disabled;
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int cc;
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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);
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void _validate_contacts();
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static void _add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self);
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_FORCE_INLINE_ void _contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B);
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public:
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bool setup(real_t p_step);
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void solve(real_t p_step);
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BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_shape_B);
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~BodyPair2DSW();
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};
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#endif // BODY_PAIR_2D_SW_H
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