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- /*************************************************************************/
- /* body_pair_sw.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://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 acc_bias_impulse_center_of_mass; // accumulated normal impulse for position bias applied to com
- 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
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