Update PhysicsSystem2D (#179)

* Update

* Add: [Get/Set]AngularDaming for standardization

* Fix: Name error

* Add: [Get/Set][AngularDamping/MomentOfInertia] in PhysicsComponent2D

* Forgot in last commit

* Add: param coordSys in [PhysicsComponent2D/RigidBody2D]::SetMassCenter

* Add: Some forgotten inline

* Fix little error

* Fix: Indentation before case

* Move and Change GetCenterOfGravity

* Rename m_world into m_physWorld

* Rename GetWorld int GetPhysWorld

* Update: PhysicsSystem2D became an interface of PhysWorld2D

* Update Collison/PhysicsComponent because GetWorld was renamed

* Update tests

* Update: Make the interface usable with Entity instead of PhysicsComponent

* Update: Make GetPhysWorld private

* Update PhysicsSystem2D.hpp

* Update: indent

* Remove: useless blank line

* update order(?)

* Update PhysicsSystem2D.hpp
This commit is contained in:
Faymoon 2018-08-07 19:08:01 +02:00 committed by Jérôme Leclercq
parent 602992609f
commit 0a5e9e040d
6 changed files with 359 additions and 18 deletions

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@ -16,24 +16,112 @@ namespace Ndk
{
class NDK_API PhysicsSystem2D : public System<PhysicsSystem2D>
{
friend class CollisionComponent2D;
friend class PhysicsComponent2D;
using ContactEndCallback = std::function<void(PhysicsSystem2D& world, Nz::Arbiter2D& arbiter, const EntityHandle& bodyA, const EntityHandle& bodyB, void* userdata)>;
using ContactPreSolveCallback = std::function<bool(PhysicsSystem2D& world, Nz::Arbiter2D& arbiter, const EntityHandle& bodyA, const EntityHandle& bodyB, void* userdata)>;
using ContactPostSolveCallback = std::function<void(PhysicsSystem2D& world, Nz::Arbiter2D& arbiter, const EntityHandle& bodyA, const EntityHandle& bodyB, void* userdata)>;
using ContactStartCallback = std::function<bool(PhysicsSystem2D& world, Nz::Arbiter2D& arbiter, const EntityHandle& bodyA, const EntityHandle& bodyB, void* userdata)>;
using DebugDrawCircleCallback = std::function<void(const Nz::Vector2f& origin, float rotation, float radius, Nz::Color outlineColor, Nz::Color fillColor, void* userdata)>;
using DebugDrawDotCallback = std::function<void(const Nz::Vector2f& origin, float radius, Nz::Color color, void* userdata)>;
using DebugDrawPolygonCallback = std::function<void(const Nz::Vector2f* vertices, std::size_t vertexCount, float radius, Nz::Color outlineColor, Nz::Color fillColor, void* userdata)>;
using DebugDrawSegmentCallback = std::function<void(const Nz::Vector2f& first, const Nz::Vector2f& second, Nz::Color color, void* userdata)>;
using DebugDrawTickSegmentCallback = std::function<void(const Nz::Vector2f& first, const Nz::Vector2f& second, float thickness, Nz::Color outlineColor, Nz::Color fillColor, void* userdata)>;
using DebugDrawGetColorCallback = std::function<Nz::Color(const EntityHandle& body, std::size_t shapeIndex, void* userdata)>;
public:
struct Callback;
struct DebugDrawOptions;
struct NearestQueryResult;
struct RaycastHit;
PhysicsSystem2D();
PhysicsSystem2D(const PhysicsSystem2D& system);
~PhysicsSystem2D() = default;
Nz::PhysWorld2D& GetWorld();
const Nz::PhysWorld2D& GetWorld() const;
void DebugDraw(const DebugDrawOptions& options, bool drawShapes = true, bool drawConstraints = true, bool drawCollisions = true);
inline float GetDamping() const;
inline Nz::Vector2f GetGravity() const;
inline std::size_t GetIterationCount() const;
inline std::size_t GetMaxStepCount() const;
inline float GetStepSize() const;
bool NearestBodyQuery(const Nz::Vector2f& from, float maxDistance, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, EntityHandle* nearestBody = nullptr);
bool NearestBodyQuery(const Nz::Vector2f& from, float maxDistance, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, NearestQueryResult* result);
bool RaycastQuery(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<RaycastHit>* hitInfos);
bool RaycastQueryFirst(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, RaycastHit* hitInfo = nullptr);
void RegionQuery(const Nz::Rectf& boundingBox, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<EntityHandle>* bodies);
void RegisterCallbacks(unsigned int collisionId, const Callback& callbacks);
void RegisterCallbacks(unsigned int collisionIdA, unsigned int collisionIdB, const Callback& callbacks);
inline void SetDamping(float dampingValue);
inline void SetGravity(const Nz::Vector2f& gravity);
inline void SetIterationCount(std::size_t iterationCount);
inline void SetMaxStepCount(std::size_t maxStepCount);
inline void SetStepSize(float stepSize);
inline void UseSpatialHash(float cellSize, std::size_t entityCount);
struct Callback
{
ContactEndCallback endCallback = nullptr;
ContactPreSolveCallback preSolveCallback = nullptr;
ContactPostSolveCallback postSolveCallback = nullptr;
ContactStartCallback startCallback = nullptr;
void* userdata;
};
struct DebugDrawOptions
{
Nz::Color constraintColor;
Nz::Color collisionPointColor;
Nz::Color shapeOutlineColor;
DebugDrawCircleCallback circleCallback;
DebugDrawGetColorCallback colorCallback;
DebugDrawDotCallback dotCallback;
DebugDrawPolygonCallback polygonCallback;
DebugDrawSegmentCallback segmentCallback;
DebugDrawTickSegmentCallback thickSegmentCallback;
void* userdata;
};
struct NearestQueryResult
{
EntityHandle nearestBody;
Nz::Vector2f closestPoint;
Nz::Vector2f fraction;
float distance;
};
struct RaycastHit
{
EntityHandle body;
Nz::Vector2f hitPos;
Nz::Vector2f hitNormal;
float fraction;
};
static SystemIndex systemIndex;
private:
void CreatePhysWorld() const;
const EntityHandle& GetEntityFromBody(const Nz::RigidBody2D& body) const;
Nz::PhysWorld2D& GetPhysWorld();
const Nz::PhysWorld2D& GetPhysWorld() const;
void OnEntityValidation(Entity* entity, bool justAdded) override;
void OnUpdate(float elapsedTime) override;
EntityList m_dynamicObjects;
EntityList m_staticObjects;
mutable std::unique_ptr<Nz::PhysWorld2D> m_world; ///TODO: std::optional (Should I make a Nz::Optional class?)
mutable std::unique_ptr<Nz::PhysWorld2D> m_physWorld; ///TODO: std::optional (Should I make a Nz::Optional class?)
};
}

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@ -4,17 +4,94 @@
namespace Ndk
{
inline float PhysicsSystem2D::GetDamping() const
{
NazaraAssert(m_physWorld, "Invalid physics world");
return m_physWorld->GetDamping();
}
inline Nz::Vector2f PhysicsSystem2D::GetGravity() const
{
NazaraAssert(m_physWorld, "Invalid physics world");
return m_physWorld->GetGravity();
}
inline std::size_t PhysicsSystem2D::GetIterationCount() const
{
NazaraAssert(m_physWorld, "Invalid physics world");
return m_physWorld->GetIterationCount();
}
inline std::size_t PhysicsSystem2D::GetMaxStepCount() const
{
NazaraAssert(m_physWorld, "Invalid physics world");
return m_physWorld->GetMaxStepCount();
}
inline float PhysicsSystem2D::GetStepSize() const
{
NazaraAssert(m_physWorld, "Invalid physics world");
return m_physWorld->GetStepSize();
}
inline void PhysicsSystem2D::SetDamping(float dampingValue)
{
NazaraAssert(m_physWorld, "Invalid physics world");
m_physWorld->SetDamping(dampingValue);
}
inline void PhysicsSystem2D::SetGravity(const Nz::Vector2f& gravity)
{
NazaraAssert(m_physWorld, "Invalid physics world");
m_physWorld->SetGravity(gravity);
}
inline void PhysicsSystem2D::SetIterationCount(std::size_t iterationCount)
{
NazaraAssert(m_physWorld, "Invalid physics world");
m_physWorld->SetIterationCount(iterationCount);
}
inline void PhysicsSystem2D::SetMaxStepCount(std::size_t maxStepCount)
{
NazaraAssert(m_physWorld, "Invalid physics world");
m_physWorld->SetMaxStepCount(maxStepCount);
}
inline void PhysicsSystem2D::SetStepSize(float stepSize)
{
NazaraAssert(m_physWorld, "Invalid physics world");
m_physWorld->SetStepSize(stepSize);
}
inline void PhysicsSystem2D::UseSpatialHash(float cellSize, std::size_t entityCount)
{
NazaraAssert(m_physWorld, "Invalid physics world");
m_physWorld->UseSpatialHash(cellSize, entityCount);
}
/*!
* \brief Gets the physical world
* \return A reference to the physical world
*/
inline Nz::PhysWorld2D& PhysicsSystem2D::GetWorld()
inline Nz::PhysWorld2D& PhysicsSystem2D::GetPhysWorld()
{
if (!m_world)
if (!m_physWorld)
CreatePhysWorld();
return *m_world;
return *m_physWorld;
}
/*!
@ -22,11 +99,11 @@ namespace Ndk
* \return A constant reference to the physical world
*/
inline const Nz::PhysWorld2D& PhysicsSystem2D::GetWorld() const
inline const Nz::PhysWorld2D& PhysicsSystem2D::GetPhysWorld() const
{
if (!m_world)
if (!m_physWorld)
CreatePhysWorld();
return *m_world;
return *m_physWorld;
}
}

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@ -56,7 +56,7 @@ namespace Ndk
NazaraAssert(entityWorld, "Entity must have world");
NazaraAssert(entityWorld->HasSystem<PhysicsSystem2D>(), "World must have a physics system");
Nz::PhysWorld2D& physWorld = entityWorld->GetSystem<PhysicsSystem2D>().GetWorld();
Nz::PhysWorld2D& physWorld = entityWorld->GetSystem<PhysicsSystem2D>().GetPhysWorld();
m_staticBody = std::make_unique<Nz::RigidBody2D>(&physWorld, 0.f, m_geom);
m_staticBody->SetUserdata(reinterpret_cast<void*>(static_cast<std::ptrdiff_t>(m_entity->GetId())));

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@ -29,7 +29,7 @@ namespace Ndk
World* entityWorld = m_entity->GetWorld();
NazaraAssert(entityWorld->HasSystem<PhysicsSystem2D>(), "World must have a 2D physics system");
Nz::PhysWorld2D& world = entityWorld->GetSystem<PhysicsSystem2D>().GetWorld();
Nz::PhysWorld2D& world = entityWorld->GetSystem<PhysicsSystem2D>().GetPhysWorld();
Nz::Collider2DRef geom;
if (m_entity->HasComponent<CollisionComponent2D>())

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@ -4,6 +4,7 @@
#include <NDK/Systems/PhysicsSystem2D.hpp>
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <NDK/World.hpp>
#include <NDK/Components/CollisionComponent2D.hpp>
#include <NDK/Components/NodeComponent.hpp>
#include <NDK/Components/PhysicsComponent2D.hpp>
@ -33,9 +34,108 @@ namespace Ndk
void PhysicsSystem2D::CreatePhysWorld() const
{
NazaraAssert(!m_world, "Physics world should not be created twice");
NazaraAssert(!m_physWorld, "Physics world should not be created twice");
m_world = std::make_unique<Nz::PhysWorld2D>();
m_physWorld = std::make_unique<Nz::PhysWorld2D>();
}
void PhysicsSystem2D::DebugDraw(const DebugDrawOptions& options, bool drawShapes, bool drawConstraints, bool drawCollisions)
{
Nz::PhysWorld2D::DebugDrawOptions worldOptions{ options.constraintColor, options.collisionPointColor, options.shapeOutlineColor };
if (options.colorCallback)
{
worldOptions.colorCallback = [&options, this](Nz::RigidBody2D& body, std::size_t shapeIndex, void* userdata)
{
return options.colorCallback(GetEntityFromBody(body), shapeIndex, userdata);
};
}
worldOptions.circleCallback = options.circleCallback;
worldOptions.dotCallback = options.dotCallback;
worldOptions.polygonCallback = options.polygonCallback;
worldOptions.segmentCallback = options.segmentCallback;
worldOptions.thickSegmentCallback = options.thickSegmentCallback;
worldOptions.userdata = options.userdata;
m_physWorld->DebugDraw(worldOptions, drawShapes, drawConstraints, drawCollisions);
}
const EntityHandle& PhysicsSystem2D::GetEntityFromBody(const Nz::RigidBody2D& body) const
{
auto entityId = static_cast<EntityId>(reinterpret_cast<std::uintptr_t>(body.GetUserdata()));
auto& world = GetWorld();
NazaraAssert(world.IsEntityIdValid(entityId), "All Bodies of this world must be part of the physics world by using PhysicsComponent");
return world.GetEntity(entityId);
}
bool PhysicsSystem2D::NearestBodyQuery(const Nz::Vector2f& from, float maxDistance, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, EntityHandle* nearestBody)
{
Nz::RigidBody2D* body;
bool res = m_physWorld->NearestBodyQuery(from, maxDistance, collisionGroup, categoryMask, collisionMask, &body);
(*nearestBody) = GetEntityFromBody(*body);
return res;
}
bool PhysicsSystem2D::NearestBodyQuery(const Nz::Vector2f& from, float maxDistance, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, NearestQueryResult* result)
{
Nz::PhysWorld2D::NearestQueryResult queryResult;
bool res = m_physWorld->NearestBodyQuery(from, maxDistance, collisionGroup, categoryMask, collisionMask, &queryResult);
result->nearestBody = GetEntityFromBody(*queryResult.nearestBody);
result->closestPoint = std::move(queryResult.closestPoint);
result->fraction = std::move(queryResult.fraction);
result->distance = queryResult.distance;
return res;
}
bool PhysicsSystem2D::RaycastQuery(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<RaycastHit>* hitInfos)
{
std::vector<Nz::PhysWorld2D::RaycastHit> queryResult;
bool res = m_physWorld->RaycastQuery(from, to, radius, collisionGroup, categoryMask, collisionMask, &queryResult);
for (auto& hitResult : queryResult)
{
hitInfos->push_back({
GetEntityFromBody(*hitResult.nearestBody),
std::move(hitResult.hitPos),
std::move(hitResult.hitNormal),
hitResult.fraction
});
}
return res;
}
bool PhysicsSystem2D::RaycastQueryFirst(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, RaycastHit* hitInfo)
{
Nz::PhysWorld2D::RaycastHit queryResult;
bool res = m_physWorld->RaycastQueryFirst(from, to, radius, collisionGroup, categoryMask, collisionMask, &queryResult);
hitInfo->body = GetEntityFromBody(*queryResult.nearestBody);
hitInfo->hitPos = std::move(queryResult.hitPos);
hitInfo->hitNormal = std::move(queryResult.hitNormal);
hitInfo->fraction = queryResult.fraction;
return res;
}
void PhysicsSystem2D::RegionQuery(const Nz::Rectf& boundingBox, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<EntityHandle>* bodies)
{
std::vector<Nz::RigidBody2D*> queryResult;
m_physWorld->RegionQuery(boundingBox, collisionGroup, categoryMask, collisionMask, &queryResult);
for (auto& body : queryResult)
{
bodies->emplace_back(GetEntityFromBody(*body));
}
}
/*!
@ -58,7 +158,7 @@ namespace Ndk
auto& entities = (entity->HasComponent<PhysicsComponent2D>()) ? m_dynamicObjects : m_staticObjects;
entities.Insert(entity);
if (!m_world)
if (!m_physWorld)
CreatePhysWorld();
}
@ -70,10 +170,10 @@ namespace Ndk
void PhysicsSystem2D::OnUpdate(float elapsedTime)
{
if (!m_world)
if (!m_physWorld)
return;
m_world->Step(elapsedTime);
m_physWorld->Step(elapsedTime);
for (const Ndk::EntityHandle& entity : m_dynamicObjects)
{
@ -124,5 +224,81 @@ namespace Ndk
}
}
void PhysicsSystem2D::RegisterCallbacks(unsigned int collisionId, const Callback& callbacks)
{
Nz::PhysWorld2D::Callback worldCallbacks;
if (callbacks.endCallback)
{
worldCallbacks.endCallback = [&callbacks, this](Nz::PhysWorld2D& world, Nz::Arbiter2D& arbiter, Nz::RigidBody2D& bodyA, Nz::RigidBody2D& bodyB, void* userdata)
{
callbacks.endCallback(*this, arbiter, GetEntityFromBody(bodyA), GetEntityFromBody(bodyB), userdata);
};
}
if (callbacks.preSolveCallback)
{
worldCallbacks.preSolveCallback = [&callbacks, this](Nz::PhysWorld2D& world, Nz::Arbiter2D& arbiter, Nz::RigidBody2D& bodyA, Nz::RigidBody2D& bodyB, void* userdata)
{
return callbacks.preSolveCallback(*this, arbiter, GetEntityFromBody(bodyA), GetEntityFromBody(bodyB), userdata);
};
}
if (callbacks.postSolveCallback)
{
worldCallbacks.postSolveCallback = [&callbacks, this](Nz::PhysWorld2D& world, Nz::Arbiter2D& arbiter, Nz::RigidBody2D& bodyA, Nz::RigidBody2D& bodyB, void* userdata)
{
callbacks.preSolveCallback(*this, arbiter, GetEntityFromBody(bodyA), GetEntityFromBody(bodyB), userdata);
};
}
if (callbacks.startCallback)
{
worldCallbacks.startCallback = [&callbacks, this](Nz::PhysWorld2D& world, Nz::Arbiter2D& arbiter, Nz::RigidBody2D& bodyA, Nz::RigidBody2D& bodyB, void* userdata)
{
return callbacks.startCallback(*this, arbiter, GetEntityFromBody(bodyA), GetEntityFromBody(bodyB), userdata);
};
}
worldCallbacks.userdata = callbacks.userdata;
m_physWorld->RegisterCallbacks(collisionId, worldCallbacks);
}
void PhysicsSystem2D::RegisterCallbacks(unsigned int collisionIdA, unsigned int collisionIdB, const Callback& callbacks)
{
Nz::PhysWorld2D::Callback worldCallbacks{};
if (callbacks.endCallback)
{
worldCallbacks.endCallback = [&callbacks, this](Nz::PhysWorld2D& world, Nz::Arbiter2D& arbiter, Nz::RigidBody2D& bodyA, Nz::RigidBody2D& bodyB, void* userdata)
{
callbacks.endCallback(*this, arbiter, GetEntityFromBody(bodyA), GetEntityFromBody(bodyB), userdata);
};
}
if (callbacks.preSolveCallback)
{
worldCallbacks.preSolveCallback = [&callbacks, this](Nz::PhysWorld2D& world, Nz::Arbiter2D& arbiter, Nz::RigidBody2D& bodyA, Nz::RigidBody2D& bodyB, void* userdata)
{
return callbacks.preSolveCallback(*this, arbiter, GetEntityFromBody(bodyA), GetEntityFromBody(bodyB), userdata);
};
}
if (callbacks.postSolveCallback)
{
worldCallbacks.postSolveCallback = [&callbacks, this](Nz::PhysWorld2D& world, Nz::Arbiter2D& arbiter, Nz::RigidBody2D& bodyA, Nz::RigidBody2D& bodyB, void* userdata)
{
callbacks.preSolveCallback(*this, arbiter, GetEntityFromBody(bodyA), GetEntityFromBody(bodyB), userdata);
};
}
if (callbacks.startCallback)
{
worldCallbacks.startCallback = [&callbacks, this](Nz::PhysWorld2D& world, Nz::Arbiter2D& arbiter, Nz::RigidBody2D& bodyA, Nz::RigidBody2D& bodyB, void* userdata)
{
return callbacks.startCallback(*this, arbiter, GetEntityFromBody(bodyA), GetEntityFromBody(bodyB), userdata);
};
}
worldCallbacks.userdata = callbacks.userdata;
m_physWorld->RegisterCallbacks(collisionIdA, collisionIdB, worldCallbacks);
}
SystemIndex PhysicsSystem2D::systemIndex;
}

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@ -21,7 +21,7 @@ SCENARIO("PhysicsSystem2D", "[NDK][PHYSICSSYSTEM2D]")
Ndk::PhysicsComponent2D& physicsComponent2D = movingEntity->AddComponent<Ndk::PhysicsComponent2D>();
world.GetSystem<Ndk::PhysicsSystem2D>().SetMaximumUpdateRate(0.f);
world.GetSystem<Ndk::PhysicsSystem2D>().GetWorld().SetMaxStepCount(std::numeric_limits<std::size_t>::max());
world.GetSystem<Ndk::PhysicsSystem2D>().SetMaxStepCount(std::numeric_limits<std::size_t>::max());
WHEN("We update the world")
{
@ -100,7 +100,7 @@ SCENARIO("PhysicsSystem2D", "[NDK][PHYSICSSYSTEM2D]")
WHEN("We put a force on it")
{
float stepSize = world.GetSystem<Ndk::PhysicsSystem2D>().GetWorld().GetStepSize();
float stepSize = world.GetSystem<Ndk::PhysicsSystem2D>().GetStepSize();
Nz::Vector2f velocity = Nz::Vector2f::UnitX();
physicsComponent2D.AddForce(velocity / stepSize);
world.Update(1.f);