/* Copyright (c) 2013 Scott Lembcke and Howling Moon Software * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ /// @defgroup cpArbiter cpArbiter /// The cpArbiter struct tracks pairs of colliding shapes. /// They are also used in conjuction with collision handler callbacks /// allowing you to retrieve information on the collision or change it. /// A unique arbiter value is used for each pair of colliding objects. It persists until the shapes separate. /// @{ #define CP_MAX_CONTACTS_PER_ARBITER 2 /// Get the restitution (elasticity) that will be applied to the pair of colliding objects. CP_EXPORT cpFloat cpArbiterGetRestitution(const cpArbiter *arb); /// Override the restitution (elasticity) that will be applied to the pair of colliding objects. CP_EXPORT void cpArbiterSetRestitution(cpArbiter *arb, cpFloat restitution); /// Get the friction coefficient that will be applied to the pair of colliding objects. CP_EXPORT cpFloat cpArbiterGetFriction(const cpArbiter *arb); /// Override the friction coefficient that will be applied to the pair of colliding objects. CP_EXPORT void cpArbiterSetFriction(cpArbiter *arb, cpFloat friction); // Get the relative surface velocity of the two shapes in contact. CP_EXPORT cpVect cpArbiterGetSurfaceVelocity(cpArbiter *arb); // Override the relative surface velocity of the two shapes in contact. // By default this is calculated to be the difference of the two surface velocities clamped to the tangent plane. CP_EXPORT void cpArbiterSetSurfaceVelocity(cpArbiter *arb, cpVect vr); /// Get the user data pointer associated with this pair of colliding objects. CP_EXPORT cpDataPointer cpArbiterGetUserData(const cpArbiter *arb); /// Set a user data point associated with this pair of colliding objects. /// If you need to perform any cleanup for this pointer, you must do it yourself, in the separate callback for instance. CP_EXPORT void cpArbiterSetUserData(cpArbiter *arb, cpDataPointer userData); /// Calculate the total impulse including the friction that was applied by this arbiter. /// This function should only be called from a post-solve, post-step or cpBodyEachArbiter callback. CP_EXPORT cpVect cpArbiterTotalImpulse(const cpArbiter *arb); /// Calculate the amount of energy lost in a collision including static, but not dynamic friction. /// This function should only be called from a post-solve, post-step or cpBodyEachArbiter callback. CP_EXPORT cpFloat cpArbiterTotalKE(const cpArbiter *arb); /// Mark a collision pair to be ignored until the two objects separate. /// Pre-solve and post-solve callbacks will not be called, but the separate callback will be called. CP_EXPORT cpBool cpArbiterIgnore(cpArbiter *arb); /// Return the colliding shapes involved for this arbiter. /// The order of their cpSpace.collision_type values will match /// the order set when the collision handler was registered. CP_EXPORT void cpArbiterGetShapes(const cpArbiter *arb, cpShape **a, cpShape **b); /// A macro shortcut for defining and retrieving the shapes from an arbiter. #define CP_ARBITER_GET_SHAPES(__arb__, __a__, __b__) cpShape *__a__, *__b__; cpArbiterGetShapes(__arb__, &__a__, &__b__); /// Return the colliding bodies involved for this arbiter. /// The order of the cpSpace.collision_type the bodies are associated with values will match /// the order set when the collision handler was registered. CP_EXPORT void cpArbiterGetBodies(const cpArbiter *arb, cpBody **a, cpBody **b); /// A macro shortcut for defining and retrieving the bodies from an arbiter. #define CP_ARBITER_GET_BODIES(__arb__, __a__, __b__) cpBody *__a__, *__b__; cpArbiterGetBodies(__arb__, &__a__, &__b__); /// A struct that wraps up the important collision data for an arbiter. struct cpContactPointSet { /// The number of contact points in the set. int count; /// The normal of the collision. cpVect normal; /// The array of contact points. struct { /// The position of the contact on the surface of each shape. cpVect pointA, pointB; /// Penetration distance of the two shapes. Overlapping means it will be negative. /// This value is calculated as cpvdot(cpvsub(point2, point1), normal) and is ignored by cpArbiterSetContactPointSet(). cpFloat distance; } points[CP_MAX_CONTACTS_PER_ARBITER]; }; /// Return a contact set from an arbiter. CP_EXPORT cpContactPointSet cpArbiterGetContactPointSet(const cpArbiter *arb); /// Replace the contact point set for an arbiter. /// This can be a very powerful feature, but use it with caution! CP_EXPORT void cpArbiterSetContactPointSet(cpArbiter *arb, cpContactPointSet *set); /// Returns true if this is the first step a pair of objects started colliding. CP_EXPORT cpBool cpArbiterIsFirstContact(const cpArbiter *arb); /// Returns true if the separate callback is due to a shape being removed from the space. CP_EXPORT cpBool cpArbiterIsRemoval(const cpArbiter *arb); /// Get the number of contact points for this arbiter. CP_EXPORT int cpArbiterGetCount(const cpArbiter *arb); /// Get the normal of the collision. CP_EXPORT cpVect cpArbiterGetNormal(const cpArbiter *arb); /// Get the position of the @c ith contact point on the surface of the first shape. CP_EXPORT cpVect cpArbiterGetPointA(const cpArbiter *arb, int i); /// Get the position of the @c ith contact point on the surface of the second shape. CP_EXPORT cpVect cpArbiterGetPointB(const cpArbiter *arb, int i); /// Get the depth of the @c ith contact point. CP_EXPORT cpFloat cpArbiterGetDepth(const cpArbiter *arb, int i); /// If you want a custom callback to invoke the wildcard callback for the first collision type, you must call this function explicitly. /// You must decide how to handle the wildcard's return value since it may disagree with the other wildcard handler's return value or your own. CP_EXPORT cpBool cpArbiterCallWildcardBeginA(cpArbiter *arb, cpSpace *space); /// If you want a custom callback to invoke the wildcard callback for the second collision type, you must call this function explicitly. /// You must decide how to handle the wildcard's return value since it may disagree with the other wildcard handler's return value or your own. CP_EXPORT cpBool cpArbiterCallWildcardBeginB(cpArbiter *arb, cpSpace *space); /// If you want a custom callback to invoke the wildcard callback for the first collision type, you must call this function explicitly. /// You must decide how to handle the wildcard's return value since it may disagree with the other wildcard handler's return value or your own. CP_EXPORT cpBool cpArbiterCallWildcardPreSolveA(cpArbiter *arb, cpSpace *space); /// If you want a custom callback to invoke the wildcard callback for the second collision type, you must call this function explicitly. /// You must decide how to handle the wildcard's return value since it may disagree with the other wildcard handler's return value or your own. CP_EXPORT cpBool cpArbiterCallWildcardPreSolveB(cpArbiter *arb, cpSpace *space); /// If you want a custom callback to invoke the wildcard callback for the first collision type, you must call this function explicitly. CP_EXPORT void cpArbiterCallWildcardPostSolveA(cpArbiter *arb, cpSpace *space); /// If you want a custom callback to invoke the wildcard callback for the second collision type, you must call this function explicitly. CP_EXPORT void cpArbiterCallWildcardPostSolveB(cpArbiter *arb, cpSpace *space); /// If you want a custom callback to invoke the wildcard callback for the first collision type, you must call this function explicitly. CP_EXPORT void cpArbiterCallWildcardSeparateA(cpArbiter *arb, cpSpace *space); /// If you want a custom callback to invoke the wildcard callback for the second collision type, you must call this function explicitly. CP_EXPORT void cpArbiterCallWildcardSeparateB(cpArbiter *arb, cpSpace *space); /// @}