godot/servers/physics/body_pair_sw.h
2017-04-08 00:11:42 +02:00

97 lines
3.6 KiB
C++

/*************************************************************************/
/* body_pair_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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 BODY_PAIR_SW_H
#define BODY_PAIR_SW_H
#include "body_sw.h"
#include "constraint_sw.h"
class BodyPairSW : public ConstraintSW {
enum {
MAX_CONTACTS = 4
};
union {
struct {
BodySW *A;
BodySW *B;
};
BodySW *_arr[2];
};
int shape_A;
int shape_B;
struct Contact {
Vector3 position;
Vector3 normal;
Vector3 local_A, local_B;
real_t acc_normal_impulse; // accumulated normal impulse (Pn)
Vector3 acc_tangent_impulse; // accumulated tangent impulse (Pt)
real_t acc_bias_impulse; // accumulated normal impulse for position bias (Pnb)
real_t mass_normal;
real_t bias;
real_t bounce;
real_t depth;
bool active;
Vector3 rA, rB; // Offset in world orientation with respect to center of mass
};
Vector3 offset_B; //use local A coordinates to avoid numerical issues on collision detection
Vector3 sep_axis;
Contact contacts[MAX_CONTACTS];
int contact_count;
bool collided;
int cc;
static void _contact_added_callback(const Vector3 &p_point_A, const Vector3 &p_point_B, void *p_userdata);
void contact_added_callback(const Vector3 &p_point_A, const Vector3 &p_point_B);
void validate_contacts();
bool _test_ccd(real_t p_step, BodySW *p_A, int p_shape_A, const Transform &p_xform_A, BodySW *p_B, int p_shape_B, const Transform &p_xform_B);
SpaceSW *space;
public:
bool setup(real_t p_step);
void solve(real_t p_step);
BodyPairSW(BodySW *p_A, int p_shape_A, BodySW *p_B, int p_shape_B);
~BodyPairSW();
};
#endif // BODY_PAIR__SW_H