godot/modules/godot_physics_2d/godot_body_pair_2d.cpp

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/*  godot_body_pair_2d.cpp                                                */
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#include "godot_body_pair_2d.h"

#include "godot_collision_solver_2d.h"
#include "godot_space_2d.h"

#define ACCUMULATE_IMPULSES

#define MIN_VELOCITY
#define MAX_BIAS_ROTATION

void GodotBodyPair2D::_add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self) {}

void GodotBodyPair2D::_contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B) {}

void GodotBodyPair2D::_validate_contacts() {}

// `_test_ccd` prevents tunneling by slowing down a high velocity body that is about to collide so
// that next frame it will be at an appropriate location to collide (i.e. slight overlap).
// WARNING: The way velocity is adjusted down to cause a collision means the momentum will be
// weaker than it should for a bounce!
// Process: Only proceed if body A's motion is high relative to its size.
// Cast forward along motion vector to see if A is going to enter/pass B's collider next frame, only proceed if it does.
// Adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it.
bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B) {}

real_t combine_bounce(GodotBody2D *A, GodotBody2D *B) {}

real_t combine_friction(GodotBody2D *A, GodotBody2D *B) {}

bool GodotBodyPair2D::setup(real_t p_step) {}

bool GodotBodyPair2D::pre_solve(real_t p_step) {}

void GodotBodyPair2D::solve(real_t p_step) {}

GodotBodyPair2D::GodotBodyPair2D(GodotBody2D *p_A, int p_shape_A, GodotBody2D *p_B, int p_shape_B) :{}

GodotBodyPair2D::~GodotBodyPair2D() {}