Physics2D: Add Arbiter2D
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include/Nazara/Physics2D/Arbiter2D.hpp
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include/Nazara/Physics2D/Arbiter2D.hpp
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// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Physics 2D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_ARBITER2D_HPP
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#define NAZARA_ARBITER2D_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Core/MovablePtr.hpp>
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#include <Nazara/Math/Vector2.hpp>
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#include <Nazara/Physics2D/Config.hpp>
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struct cpArbiter;
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namespace Nz
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{
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class NAZARA_PHYSICS2D_API Arbiter2D
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{
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public:
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inline Arbiter2D(cpArbiter* arbiter);
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Arbiter2D(const Arbiter2D&) = delete;
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Arbiter2D(Arbiter2D&&) = default;
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~Arbiter2D() = default;
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float ComputeTotalKinematicEnergy() const;
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Nz::Vector2f ComputeTotalImpulse() const;
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std::size_t GetContactCount() const;
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float GetContactDepth(std::size_t i) const;
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Nz::Vector2f GetContactPointA(std::size_t i) const;
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Nz::Vector2f GetContactPointB(std::size_t i) const;
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float GetElasticity() const;
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float GetFriction() const;
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Nz::Vector2f GetNormal() const;
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Nz::Vector2f GetSurfaceVelocity() const;
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bool IsFirstContact() const;
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bool IsRemoval() const;
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void SetElasticity(float elasticity);
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void SetFriction(float friction);
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void SetSurfaceVelocity(const Nz::Vector2f& surfaceVelocity);
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Arbiter2D& operator=(const Arbiter2D&) = delete;
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Arbiter2D& operator=(Arbiter2D&&) = default;
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private:
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MovablePtr<cpArbiter> m_arbiter;
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};
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}
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#include <Nazara/Physics2D/Arbiter2D.inl>
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#endif // NAZARA_ARBITER2D_HPP
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include/Nazara/Physics2D/Arbiter2D.inl
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include/Nazara/Physics2D/Arbiter2D.inl
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// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Physics 2D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Physics2D/Arbiter2D.hpp>
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#include <memory>
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#include <Nazara/Physics2D/Debug.hpp>
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namespace Nz
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{
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inline Arbiter2D::Arbiter2D(cpArbiter* arbiter) :
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m_arbiter(arbiter)
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{
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}
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}
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#include <Nazara/Physics2D/DebugOff.hpp>
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@@ -22,14 +22,16 @@ struct cpSpace;
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namespace Nz
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{
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class Arbiter2D;
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class NAZARA_PHYSICS2D_API PhysWorld2D
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{
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friend RigidBody2D;
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using ContactEndCallback = std::function<void(PhysWorld2D& world, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
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using ContactPreSolveCallback = std::function<bool(PhysWorld2D& world, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
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using ContactPostSolveCallback = std::function<void(PhysWorld2D& world, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
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using ContactStartCallback = std::function<bool(PhysWorld2D& world, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
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using ContactEndCallback = std::function<void(PhysWorld2D& world, Arbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
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using ContactPreSolveCallback = std::function<bool(PhysWorld2D& world, Arbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
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using ContactPostSolveCallback = std::function<void(PhysWorld2D& world, Arbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
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using ContactStartCallback = std::function<bool(PhysWorld2D& world, Arbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
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using DebugDrawCircleCallback = std::function<void(const Vector2f& origin, float rotation, float radius, Color outlineColor, Color fillColor, void* userdata)>;
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using DebugDrawDotCallback = std::function<void(const Vector2f& origin, float radius, Color color, void* userdata)>;
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