/* 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; }