/**************************************************************************/ /* godot_body_pair_2d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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 GODOT_BODY_PAIR_2D_H #define GODOT_BODY_PAIR_2D_H #include "godot_body_2d.h" #include "godot_constraint_2d.h" class GodotBodyPair2D : public GodotConstraint2D { enum { MAX_CONTACTS = 2 }; union { struct { GodotBody2D *A; GodotBody2D *B; }; GodotBody2D *_arr[2] = { nullptr, nullptr }; }; int shape_A = 0; int shape_B = 0; bool collide_A = false; bool collide_B = false; GodotSpace2D *space = nullptr; struct Contact { Vector2 position; Vector2 normal; Vector2 local_A, local_B; Vector2 acc_impulse; // accumulated impulse real_t acc_normal_impulse = 0.0; // accumulated normal impulse (Pn) real_t acc_tangent_impulse = 0.0; // accumulated tangent impulse (Pt) real_t acc_bias_impulse = 0.0; // accumulated normal impulse for position bias (Pnb) real_t acc_bias_impulse_center_of_mass = 0.0; // accumulated normal impulse for position bias applied to com real_t mass_normal, mass_tangent = 0.0; real_t bias = 0.0; real_t depth = 0.0; bool active = false; bool used = false; Vector2 rA, rB; real_t bounce = 0.0; }; Vector2 offset_B; //use local A coordinates to avoid numerical issues on collision detection Vector2 sep_axis; Contact contacts[MAX_CONTACTS]; int contact_count = 0; bool collided = false; bool check_ccd = false; bool oneway_disabled = false; bool report_contacts_only = false; 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); void _validate_contacts(); static void _add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self); _FORCE_INLINE_ void _contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B); public: virtual bool setup(real_t p_step) override; virtual bool pre_solve(real_t p_step) override; virtual void solve(real_t p_step) override; GodotBodyPair2D(GodotBody2D *p_A, int p_shape_A, GodotBody2D *p_B, int p_shape_B); ~GodotBodyPair2D(); }; #endif // GODOT_BODY_PAIR_2D_H