cocos-engine-external/android/arm64-v8a/include/chipmunk/constraints/cpConstraint.h

162 lines
6.0 KiB
C

/* 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 cpConstraint cpConstraint
/// @{
typedef struct cpConstraintClass cpConstraintClass;
typedef void (*cpConstraintPreStepImpl)(cpConstraint *constraint, cpFloat dt);
typedef void (*cpConstraintApplyCachedImpulseImpl)(cpConstraint *constraint, cpFloat dt_coef);
typedef void (*cpConstraintApplyImpulseImpl)(cpConstraint *constraint, cpFloat dt);
typedef cpFloat (*cpConstraintGetImpulseImpl)(cpConstraint *constraint);
/// @private
struct cpConstraintClass {
cpConstraintPreStepImpl preStep;
cpConstraintApplyCachedImpulseImpl applyCachedImpulse;
cpConstraintApplyImpulseImpl applyImpulse;
cpConstraintGetImpulseImpl getImpulse;
};
/// Callback function type that gets called before solving a joint.
typedef void (*cpConstraintPreSolveFunc)(cpConstraint *constraint, cpSpace *space);
/// Callback function type that gets called after solving a joint.
typedef void (*cpConstraintPostSolveFunc)(cpConstraint *constraint, cpSpace *space);
/// Opaque cpConstraint struct.
struct cpConstraint {
CP_PRIVATE(const cpConstraintClass *klass);
/// The first body connected to this constraint.
cpBody *a;
/// The second body connected to this constraint.
cpBody *b;
CP_PRIVATE(cpSpace *space);
CP_PRIVATE(cpConstraint *next_a);
CP_PRIVATE(cpConstraint *next_b);
/// The maximum force that this constraint is allowed to use.
/// Defaults to infinity.
cpFloat maxForce;
/// The rate at which joint error is corrected.
/// Defaults to pow(1.0 - 0.1, 60.0) meaning that it will
/// correct 10% of the error every 1/60th of a second.
cpFloat errorBias;
/// The maximum rate at which joint error is corrected.
/// Defaults to infinity.
cpFloat maxBias;
/// Function called before the solver runs.
/// Animate your joint anchors, update your motor torque, etc.
cpConstraintPreSolveFunc preSolve;
/// Function called after the solver runs.
/// Use the applied impulse to perform effects like breakable joints.
cpConstraintPostSolveFunc postSolve;
/// User definable data pointer.
/// Generally this points to your the game object class so you can access it
/// when given a cpConstraint reference in a callback.
cpDataPointer data;
};
/// Destroy a constraint.
void cpConstraintDestroy(cpConstraint *constraint);
/// Destroy and free a constraint.
void cpConstraintFree(cpConstraint *constraint);
/// @private
static inline void cpConstraintActivateBodies(cpConstraint *constraint)
{
cpBody *a = constraint->a; if(a) cpBodyActivate(a);
cpBody *b = constraint->b; if(b) cpBodyActivate(b);
}
/// @private
#define CP_DefineConstraintStructGetter(type, member, name) \
static inline type cpConstraint##Get##name(const cpConstraint *constraint){return constraint->member;}
/// @private
#define CP_DefineConstraintStructSetter(type, member, name) \
static inline void cpConstraint##Set##name(cpConstraint *constraint, type value){ \
cpConstraintActivateBodies(constraint); \
constraint->member = value; \
}
/// @private
#define CP_DefineConstraintStructProperty(type, member, name) \
CP_DefineConstraintStructGetter(type, member, name) \
CP_DefineConstraintStructSetter(type, member, name)
CP_DefineConstraintStructGetter(cpSpace*, CP_PRIVATE(space), Space)
CP_DefineConstraintStructGetter(cpBody*, a, A)
CP_DefineConstraintStructGetter(cpBody*, b, B)
CP_DefineConstraintStructProperty(cpFloat, maxForce, MaxForce)
CP_DefineConstraintStructProperty(cpFloat, errorBias, ErrorBias)
CP_DefineConstraintStructProperty(cpFloat, maxBias, MaxBias)
CP_DefineConstraintStructProperty(cpConstraintPreSolveFunc, preSolve, PreSolveFunc)
CP_DefineConstraintStructProperty(cpConstraintPostSolveFunc, postSolve, PostSolveFunc)
CP_DefineConstraintStructProperty(cpDataPointer, data, UserData)
// Get the last impulse applied by this constraint.
static inline cpFloat cpConstraintGetImpulse(cpConstraint *constraint)
{
return constraint->CP_PRIVATE(klass)->getImpulse(constraint);
}
/// @}
#define cpConstraintCheckCast(constraint, struct) \
cpAssertHard(constraint->CP_PRIVATE(klass) == struct##GetClass(), "Constraint is not a "#struct)
#define CP_DefineConstraintGetter(struct, type, member, name) \
static inline type struct##Get##name(const cpConstraint *constraint){ \
cpConstraintCheckCast(constraint, struct); \
return ((struct *)constraint)->member; \
}
#define CP_DefineConstraintSetter(struct, type, member, name) \
static inline void struct##Set##name(cpConstraint *constraint, type value){ \
cpConstraintCheckCast(constraint, struct); \
cpConstraintActivateBodies(constraint); \
((struct *)constraint)->member = value; \
}
#define CP_DefineConstraintProperty(struct, type, member, name) \
CP_DefineConstraintGetter(struct, type, member, name) \
CP_DefineConstraintSetter(struct, type, member, name)
#include "cpPinJoint.h"
#include "cpSlideJoint.h"
#include "cpPivotJoint.h"
#include "cpGrooveJoint.h"
#include "cpDampedSpring.h"
#include "cpDampedRotarySpring.h"
#include "cpRotaryLimitJoint.h"
#include "cpRatchetJoint.h"
#include "cpGearJoint.h"
#include "cpSimpleMotor.h"