Physics2D/Collider2D: Add ForEachPolygon method

This commit is contained in:
Lynix 2019-03-26 19:03:56 +01:00
parent ce43b633b9
commit 11e98918ab
3 changed files with 72 additions and 2 deletions

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@ -175,6 +175,7 @@ Nazara Engine:
- Fixed ENet UnreliableFragment packets sent as Unreliable (and such being incomplete upon reception)
- ENet DisconnectLater now reflects libenet behavior (and is waiting for unreliable commands to be sent before disconnecting for good)
- ⚠ Collider3D::ForEachPolygon now takes a void(Vector3f\*, std::size_t) callback (instead of void(float\*, std::size_t))
- Added Collider2D::ForEachPolygon
Nazara Development Kit:
- Added ImageWidget (#139)

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@ -41,9 +41,11 @@ namespace Nz
Collider2D(Collider2D&&) = delete;
virtual ~Collider2D();
virtual Nz::Vector2f ComputeCenterOfMass() const = 0;
virtual Vector2f ComputeCenterOfMass() const = 0;
virtual float ComputeMomentOfInertia(float mass) const = 0;
virtual void ForEachPolygon(const std::function<void(const Vector2f* vertices, std::size_t vertexCount)>& callback) const;
inline UInt32 GetCategoryMask() const;
inline UInt32 GetCollisionGroup() const;
inline unsigned int GetCollisionId() const;

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@ -3,14 +3,81 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/Collider2D.hpp>
#include <Nazara/Math/Quaternion.hpp>
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <Nazara/Physics2D/PhysWorld2D.hpp>
#include <chipmunk/chipmunk.h>
#include <Nazara/Physics3D/Debug.hpp>
#include <chipmunk/chipmunk_structs.h>
#include <array>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
Collider2D::~Collider2D() = default;
void Collider2D::ForEachPolygon(const std::function<void(const Vector2f* vertices, std::size_t vertexCount)>& callback) const
{
// Currently, the only way to get only the polygons of a shape is to create a temporary cpSpace containing only this shape
// A better way to do this would be to reimplement this function in every subclass type in the very same way chipmunk does
PhysWorld2D physWorld;
RigidBody2D rigidBody(&physWorld, 0.f);
std::vector<cpShape*> shapeVector;
rigidBody.SetGeom(const_cast<Collider2D*>(this), false, false); //< Won't be used for writing, but still ugly
PhysWorld2D::DebugDrawOptions drawCallbacks;
drawCallbacks.circleCallback = [&](const Vector2f& origin, const RadianAnglef& /*rotation*/, float radius, Nz::Color /*outlineColor*/, Nz::Color /*fillColor*/, void* /*userData*/)
{
constexpr std::size_t circleVerticesCount = 20;
std::array<Vector2f, circleVerticesCount> vertices;
RadianAnglef angleBetweenVertices = 2.f * float(M_PI) / vertices.size();
for (std::size_t i = 0; i < vertices.size(); ++i)
{
RadianAnglef angle = float(i) * angleBetweenVertices;
std::pair<float, float> sincos = angle.GetSinCos();
vertices[i] = origin + Vector2f(radius * sincos.first, radius * sincos.second);
}
callback(vertices.data(), vertices.size());
};
drawCallbacks.polygonCallback = [&](const Vector2f* vertices, std::size_t vertexCount, float radius, Nz::Color /*outlineColor*/, Nz::Color /*fillColor*/, void* /*userData*/)
{
//TODO: Handle radius
callback(vertices, vertexCount);
};
drawCallbacks.segmentCallback = [&](const Vector2f& first, const Vector2f& second, Nz::Color /*color*/, void* /*userData*/)
{
std::array<Vector2f, 2> vertices = { first, second };
callback(vertices.data(), vertices.size());
};
drawCallbacks.thickSegmentCallback = [&](const Vector2f& first, const Vector2f& second, float thickness, Nz::Color /*outlineColor*/, Nz::Color /*fillColor*/, void* /*userData*/)
{
static std::pair<float, float> sincos = Nz::DegreeAnglef(90.f).GetSinCos();
Vector2f normal = Vector2f::Normalize(second - first);
Vector2f thicknessNormal(sincos.second * normal.x - sincos.first * normal.y,
sincos.first * normal.x + sincos.second * normal.y);
std::array<Vector2f, 4> vertices;
vertices[0] = first + thickness * thicknessNormal;
vertices[1] = first - thickness * thicknessNormal;
vertices[2] = second - thickness * thicknessNormal;
vertices[3] = second + thickness * thicknessNormal;
callback(vertices.data(), vertices.size());
};
physWorld.DebugDraw(drawCallbacks, true, false, false);
}
std::size_t Collider2D::GenerateShapes(RigidBody2D* body, std::vector<cpShape*>* shapes) const
{
std::size_t shapeCount = CreateShapes(body, shapes);