axmol/Box2D/Dynamics/Contacts/b2ContactSolver.h

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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_CONTACT_SOLVER_H
#define B2_CONTACT_SOLVER_H
#include <Box2D/Common/b2Math.h>
#include <Box2D/Collision/b2Collision.h>
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#include <Box2D/Dynamics/b2TimeStep.h>
class b2Contact;
class b2Body;
class b2StackAllocator;
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struct b2ContactPositionConstraint;
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struct b2VelocityConstraintPoint
{
b2Vec2 rA;
b2Vec2 rB;
float32 normalImpulse;
float32 tangentImpulse;
float32 normalMass;
float32 tangentMass;
float32 velocityBias;
};
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struct b2ContactVelocityConstraint
{
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b2VelocityConstraintPoint points[b2_maxManifoldPoints];
b2Vec2 normal;
b2Mat22 normalMass;
b2Mat22 K;
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int32 indexA;
int32 indexB;
float32 invMassA, invMassB;
float32 invIA, invIB;
float32 friction;
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float32 restitution;
int32 pointCount;
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int32 contactIndex;
};
struct b2ContactSolverDef
{
b2TimeStep step;
b2Contact** contacts;
int32 count;
b2Position* positions;
b2Velocity* velocities;
b2StackAllocator* allocator;
};
class b2ContactSolver
{
public:
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b2ContactSolver(b2ContactSolverDef* def);
~b2ContactSolver();
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void InitializeVelocityConstraints();
void WarmStart();
void SolveVelocityConstraints();
void StoreImpulses();
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bool SolvePositionConstraints();
bool SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB);
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b2TimeStep m_step;
b2Position* m_positions;
b2Velocity* m_velocities;
b2StackAllocator* m_allocator;
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b2ContactPositionConstraint* m_positionConstraints;
b2ContactVelocityConstraint* m_velocityConstraints;
b2Contact** m_contacts;
int m_count;
};
#endif
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