146 lines
8.6 KiB
C
Executable file
146 lines
8.6 KiB
C
Executable file
/* Copyright (c) 2013 Scott Lembcke and Howling Moon Software
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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/// @defgroup cpArbiter cpArbiter
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/// The cpArbiter struct tracks pairs of colliding shapes.
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/// They are also used in conjuction with collision handler callbacks
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/// allowing you to retrieve information on the collision or change it.
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/// A unique arbiter value is used for each pair of colliding objects. It persists until the shapes separate.
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/// @{
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#define CP_MAX_CONTACTS_PER_ARBITER 2
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/// Get the restitution (elasticity) that will be applied to the pair of colliding objects.
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CP_EXPORT cpFloat cpArbiterGetRestitution(const cpArbiter *arb);
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/// Override the restitution (elasticity) that will be applied to the pair of colliding objects.
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CP_EXPORT void cpArbiterSetRestitution(cpArbiter *arb, cpFloat restitution);
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/// Get the friction coefficient that will be applied to the pair of colliding objects.
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CP_EXPORT cpFloat cpArbiterGetFriction(const cpArbiter *arb);
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/// Override the friction coefficient that will be applied to the pair of colliding objects.
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CP_EXPORT void cpArbiterSetFriction(cpArbiter *arb, cpFloat friction);
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// Get the relative surface velocity of the two shapes in contact.
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CP_EXPORT cpVect cpArbiterGetSurfaceVelocity(cpArbiter *arb);
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// Override the relative surface velocity of the two shapes in contact.
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// By default this is calculated to be the difference of the two surface velocities clamped to the tangent plane.
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CP_EXPORT void cpArbiterSetSurfaceVelocity(cpArbiter *arb, cpVect vr);
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/// Get the user data pointer associated with this pair of colliding objects.
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CP_EXPORT cpDataPointer cpArbiterGetUserData(const cpArbiter *arb);
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/// Set a user data point associated with this pair of colliding objects.
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/// If you need to perform any cleanup for this pointer, you must do it yourself, in the separate callback for instance.
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CP_EXPORT void cpArbiterSetUserData(cpArbiter *arb, cpDataPointer userData);
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/// Calculate the total impulse including the friction that was applied by this arbiter.
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/// This function should only be called from a post-solve, post-step or cpBodyEachArbiter callback.
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CP_EXPORT cpVect cpArbiterTotalImpulse(const cpArbiter *arb);
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/// Calculate the amount of energy lost in a collision including static, but not dynamic friction.
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/// This function should only be called from a post-solve, post-step or cpBodyEachArbiter callback.
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CP_EXPORT cpFloat cpArbiterTotalKE(const cpArbiter *arb);
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/// Mark a collision pair to be ignored until the two objects separate.
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/// Pre-solve and post-solve callbacks will not be called, but the separate callback will be called.
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CP_EXPORT cpBool cpArbiterIgnore(cpArbiter *arb);
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/// Return the colliding shapes involved for this arbiter.
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/// The order of their cpSpace.collision_type values will match
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/// the order set when the collision handler was registered.
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CP_EXPORT void cpArbiterGetShapes(const cpArbiter *arb, cpShape **a, cpShape **b);
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/// A macro shortcut for defining and retrieving the shapes from an arbiter.
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#define CP_ARBITER_GET_SHAPES(__arb__, __a__, __b__) cpShape *__a__, *__b__; cpArbiterGetShapes(__arb__, &__a__, &__b__);
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/// Return the colliding bodies involved for this arbiter.
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/// The order of the cpSpace.collision_type the bodies are associated with values will match
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/// the order set when the collision handler was registered.
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CP_EXPORT void cpArbiterGetBodies(const cpArbiter *arb, cpBody **a, cpBody **b);
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/// A macro shortcut for defining and retrieving the bodies from an arbiter.
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#define CP_ARBITER_GET_BODIES(__arb__, __a__, __b__) cpBody *__a__, *__b__; cpArbiterGetBodies(__arb__, &__a__, &__b__);
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/// A struct that wraps up the important collision data for an arbiter.
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struct cpContactPointSet {
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/// The number of contact points in the set.
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int count;
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/// The normal of the collision.
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cpVect normal;
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/// The array of contact points.
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struct {
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/// The position of the contact on the surface of each shape.
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cpVect pointA, pointB;
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/// Penetration distance of the two shapes. Overlapping means it will be negative.
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/// This value is calculated as cpvdot(cpvsub(point2, point1), normal) and is ignored by cpArbiterSetContactPointSet().
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cpFloat distance;
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} points[CP_MAX_CONTACTS_PER_ARBITER];
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};
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/// Return a contact set from an arbiter.
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CP_EXPORT cpContactPointSet cpArbiterGetContactPointSet(const cpArbiter *arb);
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/// Replace the contact point set for an arbiter.
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/// This can be a very powerful feature, but use it with caution!
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CP_EXPORT void cpArbiterSetContactPointSet(cpArbiter *arb, cpContactPointSet *set);
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/// Returns true if this is the first step a pair of objects started colliding.
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CP_EXPORT cpBool cpArbiterIsFirstContact(const cpArbiter *arb);
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/// Returns true if the separate callback is due to a shape being removed from the space.
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CP_EXPORT cpBool cpArbiterIsRemoval(const cpArbiter *arb);
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/// Get the number of contact points for this arbiter.
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CP_EXPORT int cpArbiterGetCount(const cpArbiter *arb);
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/// Get the normal of the collision.
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CP_EXPORT cpVect cpArbiterGetNormal(const cpArbiter *arb);
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/// Get the position of the @c ith contact point on the surface of the first shape.
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CP_EXPORT cpVect cpArbiterGetPointA(const cpArbiter *arb, int i);
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/// Get the position of the @c ith contact point on the surface of the second shape.
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CP_EXPORT cpVect cpArbiterGetPointB(const cpArbiter *arb, int i);
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/// Get the depth of the @c ith contact point.
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CP_EXPORT cpFloat cpArbiterGetDepth(const cpArbiter *arb, int i);
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/// If you want a custom callback to invoke the wildcard callback for the first collision type, you must call this function explicitly.
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/// You must decide how to handle the wildcard's return value since it may disagree with the other wildcard handler's return value or your own.
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CP_EXPORT cpBool cpArbiterCallWildcardBeginA(cpArbiter *arb, cpSpace *space);
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/// If you want a custom callback to invoke the wildcard callback for the second collision type, you must call this function explicitly.
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/// You must decide how to handle the wildcard's return value since it may disagree with the other wildcard handler's return value or your own.
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CP_EXPORT cpBool cpArbiterCallWildcardBeginB(cpArbiter *arb, cpSpace *space);
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/// If you want a custom callback to invoke the wildcard callback for the first collision type, you must call this function explicitly.
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/// You must decide how to handle the wildcard's return value since it may disagree with the other wildcard handler's return value or your own.
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CP_EXPORT cpBool cpArbiterCallWildcardPreSolveA(cpArbiter *arb, cpSpace *space);
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/// If you want a custom callback to invoke the wildcard callback for the second collision type, you must call this function explicitly.
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/// You must decide how to handle the wildcard's return value since it may disagree with the other wildcard handler's return value or your own.
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CP_EXPORT cpBool cpArbiterCallWildcardPreSolveB(cpArbiter *arb, cpSpace *space);
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/// If you want a custom callback to invoke the wildcard callback for the first collision type, you must call this function explicitly.
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CP_EXPORT void cpArbiterCallWildcardPostSolveA(cpArbiter *arb, cpSpace *space);
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/// If you want a custom callback to invoke the wildcard callback for the second collision type, you must call this function explicitly.
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CP_EXPORT void cpArbiterCallWildcardPostSolveB(cpArbiter *arb, cpSpace *space);
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/// If you want a custom callback to invoke the wildcard callback for the first collision type, you must call this function explicitly.
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CP_EXPORT void cpArbiterCallWildcardSeparateA(cpArbiter *arb, cpSpace *space);
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/// If you want a custom callback to invoke the wildcard callback for the second collision type, you must call this function explicitly.
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CP_EXPORT void cpArbiterCallWildcardSeparateB(cpArbiter *arb, cpSpace *space);
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/// @}
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