Box2D
2.3.0
A 2D Physics Engine for Games
Box2D
Dynamics
Contacts
b2ContactSolver.h
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B2_CONTACT_SOLVER_H
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#define B2_CONTACT_SOLVER_H
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#include <Box2D/Common/b2Math.h>
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#include <
Box2D/Collision/b2Collision.h
>
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#include <Box2D/Dynamics/b2TimeStep.h>
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class
b2Contact
;
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class
b2Body
;
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class
b2StackAllocator
;
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struct
b2ContactPositionConstraint
;
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struct
b2VelocityConstraintPoint
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{
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b2Vec2
rA;
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b2Vec2
rB;
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float32 normalImpulse;
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float32 tangentImpulse;
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float32 normalMass;
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float32 tangentMass;
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float32 velocityBias;
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};
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struct
b2ContactVelocityConstraint
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{
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b2VelocityConstraintPoint
points[
b2_maxManifoldPoints
];
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b2Vec2
normal;
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b2Mat22
normalMass;
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b2Mat22
K;
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int32 indexA;
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int32 indexB;
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float32 invMassA, invMassB;
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float32 invIA, invIB;
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float32 friction;
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float32 restitution;
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float32 tangentSpeed;
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int32 pointCount;
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int32 contactIndex;
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};
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struct
b2ContactSolverDef
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{
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b2TimeStep
step;
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b2Contact
** contacts;
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int32 count;
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b2Position
* positions;
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b2Velocity
* velocities;
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b2StackAllocator
* allocator;
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};
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class
b2ContactSolver
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{
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public
:
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b2ContactSolver
(
b2ContactSolverDef
* def);
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~
b2ContactSolver
();
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void
InitializeVelocityConstraints();
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void
WarmStart();
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void
SolveVelocityConstraints();
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void
StoreImpulses();
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bool
SolvePositionConstraints();
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bool
SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB);
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b2TimeStep
m_step;
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b2Position
* m_positions;
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b2Velocity
* m_velocities;
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b2StackAllocator
* m_allocator;
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b2ContactPositionConstraint
* m_positionConstraints;
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b2ContactVelocityConstraint
* m_velocityConstraints;
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b2Contact
** m_contacts;
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int
m_count;
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};
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#endif
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b2ContactPositionConstraint
Definition:
b2ContactSolver.cpp:29
b2ContactSolverDef
Definition:
b2ContactSolver.h:59
b2StackAllocator
Definition:
b2StackAllocator.h:37
b2VelocityConstraintPoint
Definition:
b2ContactSolver.h:31
b2Collision.h
b2Position
This is an internal structure.
Definition:
b2TimeStep.h:49
b2TimeStep
This is an internal structure.
Definition:
b2TimeStep.h:38
b2Mat22
A 2-by-2 matrix. Stored in column-major order.
Definition:
b2Math.h:183
b2Body
A rigid body. These are created via b2World::CreateBody.
Definition:
b2Body.h:126
b2ContactVelocityConstraint
Definition:
b2ContactSolver.h:42
b2Velocity
This is an internal structure.
Definition:
b2TimeStep.h:56
b2Vec2
A 2D column vector.
Definition:
b2Math.h:53
b2Contact
Definition:
b2Contact.h:77
b2ContactSolver
Definition:
b2ContactSolver.h:69
b2_maxManifoldPoints
#define b2_maxManifoldPoints
Definition:
b2Settings.h:50
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