godot/servers/physics_2d/collision_solver_2d_sw.h
Juan Linietsky bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00

53 lines
3.5 KiB
C++

/*************************************************************************/
/* collision_solver_2d_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
#ifndef COLLISION_SOLVER_2D_SW_H
#define COLLISION_SOLVER_2D_SW_H
#include "shape_2d_sw.h"
class CollisionSolver2DSW {
public:
typedef void (*CallbackResult)(const Vector2& p_point_A,const Vector2& p_point_B,void *p_userdata);
private:
static bool solve_static_line(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result);
static void concave_callback(void *p_userdata, Shape2DSW *p_convex);
static bool solve_concave(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis=NULL,float p_margin_A=0,float p_margin_B=0);
static bool solve_raycast(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis=NULL);
public:
static bool solve(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,Vector2 *sep_axis=NULL,float p_margin_A=0,float p_margin_B=0);
};
#endif // COLLISION_SOLVER_2D_SW_H