103 lines
2.6 KiB
C++
103 lines
2.6 KiB
C++
// Copyright (C) 2021 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Physics2D 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 <chipmunk/chipmunk.h>
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#include <Nazara/Physics2D/Debug.hpp>
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namespace Nz
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{
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float Nz::Arbiter2D::ComputeTotalKinematicEnergy() const
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{
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return float(cpArbiterTotalKE(m_arbiter));
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}
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Nz::Vector2f Arbiter2D::ComputeTotalImpulse() const
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{
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cpVect impulse = cpArbiterTotalImpulse(m_arbiter);
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return Nz::Vector2f(Nz::Vector2<cpFloat>(impulse.x, impulse.y));
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}
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std::pair<RigidBody2D*, RigidBody2D*> Arbiter2D::GetBodies() const
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{
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std::pair<RigidBody2D*, RigidBody2D*> bodies;
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cpBody* firstBody;
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cpBody* secondBody;
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cpArbiterGetBodies(m_arbiter, &firstBody, &secondBody);
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bodies.first = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
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bodies.second = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
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return bodies;
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}
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std::size_t Arbiter2D::GetContactCount() const
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{
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return cpArbiterGetCount(m_arbiter);
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}
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float Arbiter2D::GetContactDepth(std::size_t i) const
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{
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return float(cpArbiterGetDepth(m_arbiter, int(i)));
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}
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Nz::Vector2f Arbiter2D::GetContactPointA(std::size_t i) const
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{
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cpVect point = cpArbiterGetPointA(m_arbiter, int(i));
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return Nz::Vector2f(Nz::Vector2<cpFloat>(point.x, point.y));
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}
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Nz::Vector2f Arbiter2D::GetContactPointB(std::size_t i) const
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{
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cpVect point = cpArbiterGetPointB(m_arbiter, int(i));
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return Nz::Vector2f(Nz::Vector2<cpFloat>(point.x, point.y));
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}
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float Arbiter2D::GetElasticity() const
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{
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return float(cpArbiterGetRestitution(m_arbiter));
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}
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float Arbiter2D::GetFriction() const
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{
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return float(cpArbiterGetFriction(m_arbiter));
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}
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Nz::Vector2f Arbiter2D::GetNormal() const
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{
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cpVect normal = cpArbiterGetNormal(m_arbiter);
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return Nz::Vector2f(Nz::Vector2<cpFloat>(normal.x, normal.y));
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}
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Nz::Vector2f Arbiter2D::GetSurfaceVelocity() const
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{
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cpVect velocity = cpArbiterGetNormal(m_arbiter);
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return Nz::Vector2f(Nz::Vector2<cpFloat>(velocity.x, velocity.y));
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}
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bool Arbiter2D::IsFirstContact() const
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{
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return cpArbiterIsFirstContact(m_arbiter) == cpTrue;
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}
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bool Arbiter2D::IsRemoval() const
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{
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return cpArbiterIsRemoval(m_arbiter) == cpTrue;
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}
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void Arbiter2D::SetElasticity(float elasticity)
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{
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cpArbiterSetRestitution(m_arbiter, elasticity);
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}
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void Arbiter2D::SetFriction(float friction)
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{
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cpArbiterSetFriction(m_arbiter, friction);
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}
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void Arbiter2D::SetSurfaceVelocity(const Nz::Vector2f& surfaceVelocity)
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{
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cpArbiterSetSurfaceVelocity(m_arbiter, cpv(surfaceVelocity.x, surfaceVelocity.y));
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}
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}
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