NazaraEngine/src/Nazara/Physics2D/Arbiter2D.cpp

103 lines
2.6 KiB
C++

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