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NazaraEngine/src/Nazara/ChipmunkPhysics2D/ChipmunkArbiter2D.cpp
2023-04-10 17:12:23 +02:00

103 lines
2.8 KiB
C++

// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - ChipmunkPhysics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ChipmunkPhysics2D/ChipmunkArbiter2D.hpp>
#include <chipmunk/chipmunk.h>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
float ChipmunkArbiter2D::ComputeTotalKinematicEnergy() const
{
return float(cpArbiterTotalKE(m_arbiter));
}
Vector2f ChipmunkArbiter2D::ComputeTotalImpulse() const
{
cpVect impulse = cpArbiterTotalImpulse(m_arbiter);
return Vector2f(Vector2<cpFloat>(impulse.x, impulse.y));
}
std::pair<ChipmunkRigidBody2D*, ChipmunkRigidBody2D*> ChipmunkArbiter2D::GetBodies() const
{
std::pair<ChipmunkRigidBody2D*, ChipmunkRigidBody2D*> bodies;
cpBody* firstBody;
cpBody* secondBody;
cpArbiterGetBodies(m_arbiter, &firstBody, &secondBody);
bodies.first = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(firstBody));
bodies.second = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(secondBody));
return bodies;
}
std::size_t ChipmunkArbiter2D::GetContactCount() const
{
return cpArbiterGetCount(m_arbiter);
}
float ChipmunkArbiter2D::GetContactDepth(std::size_t i) const
{
return float(cpArbiterGetDepth(m_arbiter, int(i)));
}
Vector2f ChipmunkArbiter2D::GetContactPointA(std::size_t i) const
{
cpVect point = cpArbiterGetPointA(m_arbiter, int(i));
return Vector2f(Vector2<cpFloat>(point.x, point.y));
}
Vector2f ChipmunkArbiter2D::GetContactPointB(std::size_t i) const
{
cpVect point = cpArbiterGetPointB(m_arbiter, int(i));
return Vector2f(Vector2<cpFloat>(point.x, point.y));
}
float ChipmunkArbiter2D::GetElasticity() const
{
return float(cpArbiterGetRestitution(m_arbiter));
}
float ChipmunkArbiter2D::GetFriction() const
{
return float(cpArbiterGetFriction(m_arbiter));
}
Vector2f ChipmunkArbiter2D::GetNormal() const
{
cpVect normal = cpArbiterGetNormal(m_arbiter);
return Vector2f(Vector2<cpFloat>(normal.x, normal.y));
}
Vector2f ChipmunkArbiter2D::GetSurfaceVelocity() const
{
cpVect velocity = cpArbiterGetNormal(m_arbiter);
return Vector2f(Vector2<cpFloat>(velocity.x, velocity.y));
}
bool ChipmunkArbiter2D::IsFirstContact() const
{
return cpArbiterIsFirstContact(m_arbiter) == cpTrue;
}
bool ChipmunkArbiter2D::IsRemoval() const
{
return cpArbiterIsRemoval(m_arbiter) == cpTrue;
}
void ChipmunkArbiter2D::SetElasticity(float elasticity)
{
cpArbiterSetRestitution(m_arbiter, elasticity);
}
void ChipmunkArbiter2D::SetFriction(float friction)
{
cpArbiterSetFriction(m_arbiter, friction);
}
void ChipmunkArbiter2D::SetSurfaceVelocity(const Vector2f& surfaceVelocity)
{
cpArbiterSetSurfaceVelocity(m_arbiter, cpv(surfaceVelocity.x, surfaceVelocity.y));
}
}