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Arbiter.h
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/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies.
* Erin Catto makes no representations about the suitability
* of this software for any purpose.
* It is provided "as is" without express or implied warranty.
*/
#ifndef ARBITER_H
#define ARBITER_H
#include <QtGlobal>
#include "MathUtils.h"
#include <QtOpenGL>
// #include <GL/gl.h>
// #include <GL/glu.h>
// #include <GL/glext.h>
#include <GL/glut.h>
struct Body;
union FeaturePair
{
struct Edges
{
char inEdge1;
char outEdge1;
char inEdge2;
char outEdge2;
} e;
int value;
};
struct Contact
{
Contact() : Pn(0.0f), Pt(0.0f), Pnb(0.0f) {}
Vec2 position;
Vec2 normal;
Vec2 r1, r2;
float separation;
float Pn; // accumulated normal impulse
float Pt; // accumulated tangent impulse
float Pnb; // accumulated normal impulse for position bias
float massNormal, massTangent;
float bias;
FeaturePair feature;
};
struct ArbiterKey
{
ArbiterKey(Body* b1, Body* b2)
{
if (b1 < b2)
{
body1 = b1; body2 = b2;
}
else
{
body1 = b2; body2 = b1;
}
}
Body* body1;
Body* body2;
};
struct Arbiter
{
enum {MAX_POINTS = 2};
Arbiter(Body* b1, Body* b2);
void Update(Contact* contacts, int numContacts);
void PreStep(float inv_dt);
void ApplyImpulse();
Contact contacts[MAX_POINTS];
int numContacts;
Body* body1;
Body* body2;
// Combined friction
float friction;
};
// This is used by std::set
inline bool operator < (const ArbiterKey& a1, const ArbiterKey& a2)
{
if (a1.body1 < a2.body1)
return true;
if (a1.body1 == a2.body1 && a1.body2 < a2.body2)
return true;
return false;
}
int Collide(Contact* contacts, Body* body1, Body* body2);
#endif