virtualx-engine/servers/physics_2d/area_pair_2d_sw.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

71 lines
2.8 KiB
C++

/*************************************************************************/
/* area_pair_2d_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#ifndef AREA_PAIR_2D_SW_H
#define AREA_PAIR_2D_SW_H
#include "constraint_2d_sw.h"
#include "body_2d_sw.h"
#include "area_2d_sw.h"
class AreaPair2DSW : public Constraint2DSW {
Body2DSW *body;
Area2DSW *area;
int body_shape;
int area_shape;
bool colliding;
public:
bool setup(float p_step);
void solve(float p_step);
AreaPair2DSW(Body2DSW *p_body,int p_body_shape, Area2DSW *p_area,int p_area_shape);
~AreaPair2DSW();
};
class Area2Pair2DSW : public Constraint2DSW {
Area2DSW *area_a;
Area2DSW *area_b;
int shape_a;
int shape_b;
bool colliding;
public:
bool setup(float p_step);
void solve(float p_step);
Area2Pair2DSW(Area2DSW *p_area_a,int p_shape_a, Area2DSW *p_area_b,int p_shape_b);
~Area2Pair2DSW();
};
#endif // AREA_PAIR_2D_SW_H