c7bc44d5ad
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!
98 lines
3.6 KiB
C++
98 lines
3.6 KiB
C++
/*************************************************************************/
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/* body_pair_2d_sw.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef BODY_PAIR_2D_SW_H
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#define 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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float 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(float p_step,Body2DSW *p_A, int p_shape_A,const Matrix32& p_xform_A,Body2DSW *p_B, int p_shape_B,const Matrix32& 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(float p_step);
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void solve(float 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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