/* 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. */ /// @defgroup cpArbiter cpArbiter /// The cpArbiter struct controls pairs of colliding shapes. /// They are also used in conjuction with collision handler callbacks /// allowing you to retrieve information on the collision and control it. /// @{ /// Collision begin event function callback type. /// Returning false from a begin callback causes the collision to be ignored until /// the the separate callback is called when the objects stop colliding. typedef cpBool (*cpCollisionBeginFunc)(cpArbiter *arb, cpSpace *space, void *data); /// Collision pre-solve event function callback type. /// Returning false from a pre-step callback causes the collision to be ignored until the next step. typedef cpBool (*cpCollisionPreSolveFunc)(cpArbiter *arb, cpSpace *space, void *data); /// Collision post-solve event function callback type. typedef void (*cpCollisionPostSolveFunc)(cpArbiter *arb, cpSpace *space, void *data); /// Collision separate event function callback type. typedef void (*cpCollisionSeparateFunc)(cpArbiter *arb, cpSpace *space, void *data); /// @private struct cpCollisionHandler { cpCollisionType a; cpCollisionType b; cpCollisionBeginFunc begin; cpCollisionPreSolveFunc preSolve; cpCollisionPostSolveFunc postSolve; cpCollisionSeparateFunc separate; void *data; }; typedef struct cpContact cpContact; #define CP_MAX_CONTACTS_PER_ARBITER 2 /// @private typedef enum cpArbiterState { // Arbiter is active and its the first collision. cpArbiterStateFirstColl, // Arbiter is active and its not the first collision. cpArbiterStateNormal, // Collision has been explicitly ignored. // Either by returning false from a begin collision handler or calling cpArbiterIgnore(). cpArbiterStateIgnore, // Collison is no longer active. A space will cache an arbiter for up to cpSpace.collisionPersistence more steps. cpArbiterStateCached, } cpArbiterState; /// @private struct cpArbiterThread { // Links to next and previous arbiters in the contact graph. struct cpArbiter *next, *prev; }; /// A colliding pair of shapes. struct cpArbiter { /// Calculated value to use for the elasticity coefficient. /// Override in a pre-solve collision handler for custom behavior. cpFloat e; /// Calculated value to use for the friction coefficient. /// Override in a pre-solve collision handler for custom behavior. cpFloat u; /// Calculated value to use for applying surface velocities. /// Override in a pre-solve collision handler for custom behavior. cpVect surface_vr; /// User definable data pointer. /// The value will persist for the pair of shapes until the separate() callback is called. /// NOTE: If you need to clean up this pointer, you should implement the separate() callback to do it. cpDataPointer data; CP_PRIVATE(cpShape *a); CP_PRIVATE(cpShape *b); CP_PRIVATE(cpBody *body_a); CP_PRIVATE(cpBody *body_b); CP_PRIVATE(struct cpArbiterThread thread_a); CP_PRIVATE(struct cpArbiterThread thread_b); CP_PRIVATE(int numContacts); CP_PRIVATE(cpContact *contacts); CP_PRIVATE(cpTimestamp stamp); CP_PRIVATE(cpCollisionHandler *handler); CP_PRIVATE(cpBool swappedColl); CP_PRIVATE(cpArbiterState state); }; #define CP_DefineArbiterStructGetter(type, member, name) \ static inline type cpArbiterGet##name(const cpArbiter *arb){return arb->member;} #define CP_DefineArbiterStructSetter(type, member, name) \ static inline void cpArbiterSet##name(cpArbiter *arb, type value){arb->member = value;} #define CP_DefineArbiterStructProperty(type, member, name) \ CP_DefineArbiterStructGetter(type, member, name) \ CP_DefineArbiterStructSetter(type, member, name) CP_DefineArbiterStructProperty(cpFloat, e, Elasticity) CP_DefineArbiterStructProperty(cpFloat, u, Friction) // Get the relative surface velocity of the two shapes in contact. cpVect cpArbiterGetSurfaceVelocity(cpArbiter *arb); // Override the relative surface velocity of the two shapes in contact. // By default this is calculated to be the difference of the two // surface velocities clamped to the tangent plane. void cpArbiterSetSurfaceVelocity(cpArbiter *arb, cpVect vr); CP_DefineArbiterStructProperty(cpDataPointer, data, UserData) /// Calculate the total impulse that was applied by this arbiter. /// This function should only be called from a post-solve, post-step or cpBodyEachArbiter callback. cpVect cpArbiterTotalImpulse(const cpArbiter *arb); /// Calculate the total impulse including the friction that was applied by this arbiter. /// This function should only be called from a post-solve, post-step or cpBodyEachArbiter callback. cpVect cpArbiterTotalImpulseWithFriction(const cpArbiter *arb); /// Calculate the amount of energy lost in a collision including static, but not dynamic friction. /// This function should only be called from a post-solve, post-step or cpBodyEachArbiter callback. cpFloat cpArbiterTotalKE(const cpArbiter *arb); /// Causes a collision pair to be ignored as if you returned false from a begin callback. /// If called from a pre-step callback, you will still need to return false /// if you want it to be ignored in the current step. void cpArbiterIgnore(cpArbiter *arb); /// Return the colliding shapes involved for this arbiter. /// The order of their cpSpace.collision_type values will match /// the order set when the collision handler was registered. 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); } } /// A macro shortcut for defining and retrieving the shapes from an arbiter. #define CP_ARBITER_GET_SHAPES(__arb__, __a__, __b__) cpShape *__a__, *__b__; cpArbiterGetShapes(__arb__, &__a__, &__b__); /// Return the colliding bodies involved for this arbiter. /// The order of the cpSpace.collision_type the bodies are associated with values will match /// the order set when the collision handler was registered. 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; } /// A macro shortcut for defining and retrieving the bodies from an arbiter. #define CP_ARBITER_GET_BODIES(__arb__, __a__, __b__) cpBody *__a__, *__b__; cpArbiterGetBodies(__arb__, &__a__, &__b__); /// A struct that wraps up the important collision data for an arbiter. typedef struct cpContactPointSet { /// The number of contact points in the set. int count; /// The array of contact points. struct { /// The position of the contact point. cpVect point; /// The normal of the contact point. cpVect normal; /// The depth of the contact point. cpFloat dist; } points[CP_MAX_CONTACTS_PER_ARBITER]; } cpContactPointSet; /// Return a contact set from an arbiter. cpContactPointSet cpArbiterGetContactPointSet(const cpArbiter *arb); /// Replace the contact point set for an arbiter. /// This can be a very powerful feature, but use it with caution! void cpArbiterSetContactPointSet(cpArbiter *arb, cpContactPointSet *set); /// Returns true if this is the first step a pair of objects started colliding. cpBool cpArbiterIsFirstContact(const cpArbiter *arb); /// Get the number of contact points for this arbiter. int cpArbiterGetCount(const cpArbiter *arb); /// Get the normal of the @c ith contact point. cpVect cpArbiterGetNormal(const cpArbiter *arb, int i); /// Get the position of the @c ith contact point. cpVect cpArbiterGetPoint(const cpArbiter *arb, int i); /// Get the depth of the @c ith contact point. cpFloat cpArbiterGetDepth(const cpArbiter *arb, int i); /// @}