/* 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 CP_PRIVATE(p), CP_PRIVATE(n); // Penetration distance. CP_PRIVATE(cpFloat dist); // Calculated by cpArbiterPreStep(). cpVect CP_PRIVATE(r1), CP_PRIVATE(r2); cpFloat CP_PRIVATE(nMass), CP_PRIVATE(tMass), CP_PRIVATE(bounce); // Persistant contact information. cpFloat CP_PRIVATE(jnAcc), CP_PRIVATE(jtAcc), CP_PRIVATE(jBias); CP_PRIVATE(cpFloat bias); // Hash value used to (mostly) uniquely identify a contact. CP_PRIVATE(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 CP_PRIVATE(cpContactsSumImpulses)(cpContact *contacts, int numContacts); cpVect CP_PRIVATE(cpContactsSumImpulsesWithFriction)(cpContact *contacts, int numContacts); #define CP_MAX_CONTACTS_PER_ARBITER 6 typedef enum cpArbiterState { cpArbiterStateNormal, cpArbiterStateFirstColl, cpArbiterStateIgnore, cpArbiterStateSleep, cpArbiterStateCached, } cpArbiterState; // Data structure for tracking collisions between shapes. typedef struct cpArbiter { // Information on the contact points between the objects. CP_PRIVATE(int numContacts); CP_PRIVATE(cpContact *contacts); // The two shapes and bodies involved in the collision. // These variables are NOT in the order defined by the collision handler. // Using CP_ARBITER_GET_SHAPES and CP_ARBITER_GET_BODIES will save you from // many headaches cpShape CP_PRIVATE(*a), CP_PRIVATE(*b); // Calculated before calling the pre-solve collision handler // Override them with custom values if you want specialized behavior CP_PRIVATE(cpFloat e); CP_PRIVATE(cpFloat u); // Used for surface_v calculations, implementation may change CP_PRIVATE(cpVect surface_vr); // Time stamp of the arbiter. (from cpSpace) CP_PRIVATE(cpTimestamp stamp); CP_PRIVATE(struct cpCollisionHandler *handler); // Are the shapes swapped in relation to the collision handler? CP_PRIVATE(cpBool swappedColl); CP_PRIVATE(cpArbiterState state); } cpArbiter; // Arbiters are allocated in large buffers by the space and don't require a destroy function cpArbiter* CP_PRIVATE(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 CP_PRIVATE(cpArbiterUpdate)(cpArbiter *arb, cpContact *contacts, int numContacts, struct cpCollisionHandler *handler, cpShape *a, cpShape *b); // Precalculate values used by the solver. void CP_PRIVATE(cpArbiterPreStep)(cpArbiter *arb, cpFloat dt_inv); void CP_PRIVATE(cpArbiterApplyCachedImpulse)(cpArbiter *arb); // Run an iteration of the solver on the arbiter. void CP_PRIVATE(cpArbiterApplyImpulse)(cpArbiter *arb, cpFloat eCoef); // Arbiter Helper Functions cpVect cpArbiterTotalImpulse(cpArbiter *arb); cpVect cpArbiterTotalImpulseWithFriction(cpArbiter *arb); void cpArbiterIgnore(cpArbiter *arb); static inline void cpArbiterGetShapes(const cpArbiter *arb, cpShape **a, cpShape **b) { if(arb->CP_PRIVATE(swappedColl)){ (*a) = arb->CP_PRIVATE(b), (*b) = arb->CP_PRIVATE(a); } else { (*a) = arb->CP_PRIVATE(a), (*b) = arb->CP_PRIVATE(b); } } #define CP_ARBITER_GET_SHAPES(arb, a, b) cpShape *a, *b; cpArbiterGetShapes(arb, &a, &b); static inline void cpArbiterGetBodies(const cpArbiter *arb, cpBody **a, cpBody **b) { CP_ARBITER_GET_SHAPES(arb, shape_a, shape_b); (*a) = shape_a->body; (*b) = shape_b->body; } #define CP_ARBITER_GET_BODIES(arb, a, b) cpBody *a, *b; cpArbiterGetBodies(arb, &a, &b); static inline cpBool cpArbiterIsFirstContact(const cpArbiter *arb) { return arb->CP_PRIVATE(state) == cpArbiterStateFirstColl; } static inline int cpArbiterGetCount(const cpArbiter *arb) { return arb->CP_PRIVATE(numContacts); } static inline cpVect cpArbiterGetNormal(const cpArbiter *arb, int i) { cpVect n = arb->CP_PRIVATE(contacts)[i].CP_PRIVATE(n); return arb->CP_PRIVATE(swappedColl) ? cpvneg(n) : n; } static inline cpVect cpArbiterGetPoint(const cpArbiter *arb, int i) { return arb->CP_PRIVATE(contacts)[i].CP_PRIVATE(p); } static inline cpFloat cpArbiterGetDepth(const cpArbiter *arb, int i) { return arb->CP_PRIVATE(contacts)[i].CP_PRIVATE(dist); } typedef struct cpContactPointSet { int count; struct { cpVect point, normal; cpFloat dist; } points[CP_MAX_CONTACTS_PER_ARBITER]; } cpContactPointSet; static inline cpContactPointSet cpArbiterGetContactPointSet(const cpArbiter *arb) { cpContactPointSet set; set.count = cpArbiterGetCount(arb); int i; for(i=0; iCP_PRIVATE(contacts)[i].CP_PRIVATE(p); set.points[i].normal = arb->CP_PRIVATE(contacts)[i].CP_PRIVATE(n); set.points[i].dist = arb->CP_PRIVATE(contacts)[i].CP_PRIVATE(dist); } return set; }