Hipmunk-5.1.0: chipmunk-r402/include/chipmunk/cpArbiter.h
/* Copyright (c) 2007 Scott Lembcke
*
* 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.
*/
struct cpArbiter;
struct cpSpace;
struct cpCollisionHandler;
// Determines how fast penetrations resolve themselves.
extern cpFloat cp_bias_coef;
// Amount of allowed penetration. Used to reduce vibrating contacts.
extern cpFloat cp_collision_slop;
// Data structure for contact points.
typedef struct cpContact {
// Contact point and normal.
cpVect p, n;
// Penetration distance.
cpFloat dist;
// Calculated by cpArbiterPreStep().
cpVect r1, r2;
cpFloat nMass, tMass, bounce;
// Persistant contact information.
cpFloat jnAcc, jtAcc, jBias;
cpFloat bias;
// Hash value used to (mostly) uniquely identify a contact.
cpHashValue hash;
} cpContact;
// Contacts are always allocated in groups.
cpContact* cpContactInit(cpContact *con, cpVect p, cpVect n, cpFloat dist, cpHashValue hash);
// Sum the contact impulses. (Can be used after cpSpaceStep() returns)
cpVect cpContactsSumImpulses(cpContact *contacts, int numContacts);
cpVect cpContactsSumImpulsesWithFriction(cpContact *contacts, int numContacts);
typedef enum cpArbiterState {
cpArbiterStateNormal,
cpArbiterStateFirstColl,
cpArbiterStateIgnore,
} cpArbiterState;
// Data structure for tracking collisions between shapes.
typedef struct cpArbiter {
// Information on the contact points between the objects.
int numContacts;
cpContact *contacts;
// The two shapes involved in the collision.
// These variables are NOT in the order defined by the collision handler.
cpShape *private_a, *private_b;
// Calculated before calling the pre-solve collision handler
// Override them with custom values if you want specialized behavior
cpFloat e;
cpFloat u;
// Used for surface_v calculations, implementation may change
cpVect surface_vr;
// Time stamp of the arbiter. (from cpSpace)
int stamp;
struct cpCollisionHandler *handler;
// Are the shapes swapped in relation to the collision handler?
char swappedColl;
char state;
} cpArbiter;
// Arbiters are allocated in large buffers by the space and don't require a destroy function
cpArbiter* cpArbiterInit(cpArbiter *arb, cpShape *a, cpShape *b);
// These functions are all intended to be used internally.
// Inject new contact points into the arbiter while preserving contact history.
void cpArbiterUpdate(cpArbiter *arb, cpContact *contacts, int numContacts, struct cpCollisionHandler *handler, cpShape *a, cpShape *b);
// Precalculate values used by the solver.
void cpArbiterPreStep(cpArbiter *arb, cpFloat dt_inv);
void cpArbiterApplyCachedImpulse(cpArbiter *arb);
// Run an iteration of the solver on the arbiter.
void cpArbiterApplyImpulse(cpArbiter *arb, cpFloat eCoef);
// Arbiter Helper Functions
cpVect cpArbiterTotalImpulse(cpArbiter *arb);
cpVect cpArbiterTotalImpulseWithFriction(cpArbiter *arb);
void cpArbiterIgnore(cpArbiter *arb);
static inline void
cpArbiterGetShapes(cpArbiter *arb, cpShape **a, cpShape **b)
{
if(arb->swappedColl){
(*a) = arb->private_b, (*b) = arb->private_a;
} else {
(*a) = arb->private_a, (*b) = arb->private_b;
}
}
#define CP_ARBITER_GET_SHAPES(arb, a, b) cpShape *a, *b; cpArbiterGetShapes(arb, &a, &b);
static inline int
cpArbiterIsFirstContact(cpArbiter *arb)
{
return arb->state == cpArbiterStateFirstColl;
}
static inline cpVect
cpArbiterGetNormal(cpArbiter *arb, int i)
{
cpVect n = arb->contacts[i].n;
return arb->swappedColl ? cpvneg(n) : n;
}
static inline cpVect
cpArbiterGetPoint(cpArbiter *arb, int i)
{
return arb->contacts[i].p;
}