1 | /**************************************************************************/ |
2 | /* godot_body_pair_2d.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #ifndef GODOT_BODY_PAIR_2D_H |
32 | #define GODOT_BODY_PAIR_2D_H |
33 | |
34 | #include "godot_body_2d.h" |
35 | #include "godot_constraint_2d.h" |
36 | |
37 | class GodotBodyPair2D : public GodotConstraint2D { |
38 | enum { |
39 | MAX_CONTACTS = 2 |
40 | }; |
41 | union { |
42 | struct { |
43 | GodotBody2D *A; |
44 | GodotBody2D *B; |
45 | }; |
46 | |
47 | GodotBody2D *_arr[2] = { nullptr, nullptr }; |
48 | }; |
49 | |
50 | int shape_A = 0; |
51 | int shape_B = 0; |
52 | |
53 | bool collide_A = false; |
54 | bool collide_B = false; |
55 | |
56 | GodotSpace2D *space = nullptr; |
57 | |
58 | struct Contact { |
59 | Vector2 position; |
60 | Vector2 normal; |
61 | Vector2 local_A, local_B; |
62 | Vector2 acc_impulse; // accumulated impulse |
63 | real_t acc_normal_impulse = 0.0; // accumulated normal impulse (Pn) |
64 | real_t acc_tangent_impulse = 0.0; // accumulated tangent impulse (Pt) |
65 | real_t acc_bias_impulse = 0.0; // accumulated normal impulse for position bias (Pnb) |
66 | real_t acc_bias_impulse_center_of_mass = 0.0; // accumulated normal impulse for position bias applied to com |
67 | real_t mass_normal, mass_tangent = 0.0; |
68 | real_t bias = 0.0; |
69 | |
70 | real_t depth = 0.0; |
71 | bool active = false; |
72 | bool used = false; |
73 | Vector2 rA, rB; |
74 | real_t bounce = 0.0; |
75 | }; |
76 | |
77 | Vector2 offset_B; //use local A coordinates to avoid numerical issues on collision detection |
78 | |
79 | Vector2 sep_axis; |
80 | Contact contacts[MAX_CONTACTS]; |
81 | int contact_count = 0; |
82 | bool collided = false; |
83 | bool check_ccd = false; |
84 | bool oneway_disabled = false; |
85 | bool report_contacts_only = false; |
86 | |
87 | bool _test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B); |
88 | void _validate_contacts(); |
89 | static void _add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self); |
90 | _FORCE_INLINE_ void _contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B); |
91 | |
92 | public: |
93 | virtual bool setup(real_t p_step) override; |
94 | virtual bool pre_solve(real_t p_step) override; |
95 | virtual void solve(real_t p_step) override; |
96 | |
97 | GodotBodyPair2D(GodotBody2D *p_A, int p_shape_A, GodotBody2D *p_B, int p_shape_B); |
98 | ~GodotBodyPair2D(); |
99 | }; |
100 | |
101 | #endif // GODOT_BODY_PAIR_2D_H |
102 | |