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📄 cpspace.h

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/* Copyright (c) 2007 Scott Lembcke *  * 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. */ // Number of frames that contact information should persist.extern int cp_contact_persistence;// User collision pair function.typedef int (*cpCollFunc)(cpShape *a, cpShape *b, cpContact *contacts, int numContacts, cpFloat normal_coef, void *data);// Structure for holding collision pair function information.// Used internally.typedef struct cpCollPairFunc {	unsigned int a;	unsigned int b;	cpCollFunc func;	void *data;} cpCollPairFunc;typedef struct cpSpace{	// *** User definable fields		// Number of iterations to use in the impulse solver to solve contacts.	int iterations;		// Number of iterations to use in the impulse solver to solve elastic collisions.	int elasticIterations;		// Default gravity to supply when integrating rigid body motions.	cpVect gravity;		// Default damping to supply when integrating rigid body motions.	cpFloat damping;		// *** Internally Used Fields		// Time stamp. Is incremented on every call to cpSpaceStep().	int stamp;	// The static and active shape spatial hashes.	cpSpaceHash *staticShapes;	cpSpaceHash *activeShapes;		// List of bodies in the system.	cpArray *bodies;	// List of active arbiters for the impulse solver.	cpArray *arbiters;	// Persistant contact set.	cpHashSet *contactSet;		// List of joints in the system.	cpArray *joints;		// Set of collisionpair functions.	cpHashSet *collFuncSet;	// Default collision pair function.	cpCollPairFunc defaultPairFunc;} cpSpace;// Basic allocation/destruction functions.cpSpace* cpSpaceAlloc(void);cpSpace* cpSpaceInit(cpSpace *space);cpSpace* cpSpaceNew(void);void cpSpaceDestroy(cpSpace *space);void cpSpaceFree(cpSpace *space);// Convenience function. Frees all referenced entities. (bodies, shapes and joints)void cpSpaceFreeChildren(cpSpace *space);// Collision pair function management functions.void cpSpaceAddCollisionPairFunc(cpSpace *space, unsigned int a, unsigned int b,                                 cpCollFunc func, void *data);void cpSpaceRemoveCollisionPairFunc(cpSpace *space, unsigned int a, unsigned int b);void cpSpaceSetDefaultCollisionPairFunc(cpSpace *space, cpCollFunc func, void *data);// Add and remove entities from the system.void cpSpaceAddShape(cpSpace *space, cpShape *shape);void cpSpaceAddStaticShape(cpSpace *space, cpShape *shape);void cpSpaceAddBody(cpSpace *space, cpBody *body);void cpSpaceAddJoint(cpSpace *space, cpJoint *joint);void cpSpaceRemoveShape(cpSpace *space, cpShape *shape);void cpSpaceRemoveStaticShape(cpSpace *space, cpShape *shape);void cpSpaceRemoveBody(cpSpace *space, cpBody *body);void cpSpaceRemoveJoint(cpSpace *space, cpJoint *joint);// Point query callback functiontypedef void (*cpSpacePointQueryFunc)(cpShape *shape, void *data);void cpSpaceShapePointQuery(cpSpace *space, cpVect point, cpSpacePointQueryFunc func, void *data);void cpSpaceStaticShapePointQuery(cpSpace *space, cpVect point, cpSpacePointQueryFunc func, void *data);// Iterator function for iterating the bodies in a space.typedef void (*cpSpaceBodyIterator)(cpBody *body, void *data);void cpSpaceEachBody(cpSpace *space, cpSpaceBodyIterator func, void *data);// Spatial hash management functions.void cpSpaceResizeStaticHash(cpSpace *space, cpFloat dim, int count);void cpSpaceResizeActiveHash(cpSpace *space, cpFloat dim, int count);void cpSpaceRehashStatic(cpSpace *space);// Update the space.void cpSpaceStep(cpSpace *space, cpFloat dt);

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