Rename Physics2D to ChipmunkPhysics2D

This commit is contained in:
SirLynix 2023-04-10 13:49:36 +02:00 committed by Jérôme Leclercq
parent b1255ad2ad
commit 26b23ccce6
54 changed files with 1620 additions and 1620 deletions

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@ -2,7 +2,7 @@
#include <Nazara/Platform.hpp>
#include <Nazara/Graphics.hpp>
#include <Nazara/Math/PidController.hpp>
#include <Nazara/Physics2D.hpp>
#include <Nazara/ChipmunkPhysics2D.hpp>
#include <Nazara/Renderer.hpp>
#include <Nazara/Utility.hpp>
#include <Nazara/Widgets.hpp>
@ -21,14 +21,14 @@ int main()
if (!std::filesystem::is_directory(resourceDir) && std::filesystem::is_directory("../.." / resourceDir))
resourceDir = "../.." / resourceDir;
Nz::Application<Nz::Graphics, Nz::Physics2D> app;
Nz::Application<Nz::Graphics, Nz::ChipmunkPhysics2D> app;
auto& windowing = app.AddComponent<Nz::AppWindowingComponent>();
auto& ecs = app.AddComponent<Nz::AppEntitySystemComponent>();
auto& world = ecs.AddWorld<Nz::EnttWorld>();
Nz::Physics2DSystem& physSytem = world.AddSystem<Nz::Physics2DSystem>();
Nz::ChipmunkPhysics2DSystem& physSytem = world.AddSystem<Nz::ChipmunkPhysics2DSystem>();
Nz::RenderSystem& renderSystem = world.AddSystem<Nz::RenderSystem>();
std::string windowTitle = "Physics 2D";
@ -72,7 +72,7 @@ int main()
spriteEntity.emplace<Nz::NodeComponent>().SetPosition(windowSize.x * 0.5f + x * 48.f - 15.f * 48.f, windowSize.y / 2 + y * 48.f);
spriteEntity.emplace<Nz::GraphicsComponent>().AttachRenderable(sprite, 1);
auto& rigidBody = spriteEntity.emplace<Nz::RigidBody2DComponent>(physSytem.CreateRigidBody(50.f, std::make_shared<Nz::BoxCollider2D>(Nz::Vector2f(32.f, 32.f))));
auto& rigidBody = spriteEntity.emplace<Nz::ChipmunkRigidBody2DComponent>(physSytem.CreateRigidBody(50.f, std::make_shared<Nz::ChipmunkBoxCollider2D>(Nz::Vector2f(32.f, 32.f))));
rigidBody.SetFriction(0.9f);
//rigidBody.SetElasticity(0.99f);
}
@ -101,7 +101,7 @@ int main()
groundEntity.emplace<Nz::NodeComponent>().SetPosition(windowSize.x * 0.5f, -windowSize.y * 0.2f);
groundEntity.emplace<Nz::GraphicsComponent>().AttachRenderable(tilemap, 1);
auto& rigidBody = groundEntity.emplace<Nz::RigidBody2DComponent>(physSytem.CreateRigidBody(0.f, std::make_shared<Nz::BoxCollider2D>(tilemap->GetSize())));
auto& rigidBody = groundEntity.emplace<Nz::ChipmunkRigidBody2DComponent>(physSytem.CreateRigidBody(0.f, std::make_shared<Nz::ChipmunkBoxCollider2D>(tilemap->GetSize())));
rigidBody.SetFriction(0.9f);
}

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@ -1,5 +1,5 @@
target("Physics2DDemo")
add_deps("NazaraGraphics", "NazaraPhysics2D")
add_deps("NazaraGraphics", "NazaraChipmunkPhysics2D")
add_packages("entt")
add_files("main.cpp")
add_defines("NAZARA_ENTT")

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@ -5,7 +5,7 @@ end
target("Showcase")
set_group("Examples")
set_kind("binary")
add_deps("NazaraAudio", "NazaraGraphics", "NazaraPhysics2D", "NazaraBulletPhysics3D", "NazaraJoltPhysics3D", "NazaraWidgets")
add_deps("NazaraAudio", "NazaraGraphics", "NazaraChipmunkPhysics2D", "NazaraBulletPhysics3D", "NazaraJoltPhysics3D", "NazaraWidgets")
if has_config("embed_plugins") then
add_deps("PluginAssimp")
else

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@ -2,8 +2,8 @@
#include <Nazara/Core.hpp>
#include <Nazara/Graphics.hpp>
#include <Nazara/Network.hpp>
#include <Nazara/Physics2D.hpp>
#include <Nazara/BulletPhysics3D.hpp>
#include <Nazara/ChipmunkPhysics2D.hpp>
#include <Nazara/Renderer.hpp>
#include <Nazara/Utility.hpp>
#include <iostream>
@ -12,7 +12,7 @@ int main(int argc, char* argv[])
{
// This "example" has only one purpose: Giving an empty project for you to test whatever you want
// If you wish to have multiple test projects, you only have to copy/paste this directory and change the name in the xmake.lua
Nz::Application<Nz::Audio, Nz::Core, Nz::Graphics, Nz::Network, Nz::Physics2D, Nz::BulletPhysics3D, Nz::Renderer, Nz::Utility> app;
Nz::Application<Nz::Audio, Nz::Core, Nz::Graphics, Nz::Network, Nz::ChipmunkPhysics2D, Nz::BulletPhysics3D, Nz::Renderer, Nz::Utility> app;
return EXIT_SUCCESS;
}

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@ -1,3 +1,3 @@
target("Tut00_EmptyProject")
add_deps("NazaraAudio", "NazaraGraphics", "NazaraNetwork", "NazaraPhysics2D", "NazaraBulletPhysics3D", "NazaraRenderer", "NazaraUtility")
add_deps("NazaraAudio", "NazaraGraphics", "NazaraNetwork", "NazaraChipmunkPhysics2D", "NazaraBulletPhysics3D", "NazaraRenderer", "NazaraUtility")
add_files("main.cpp")

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@ -53,7 +53,7 @@ namespace Nz
virtual std::shared_ptr<StaticMesh> GenerateDebugMesh() const;
virtual btCollisionShape* GetShape() const = 0;
virtual ColliderType3D GetType() const = 0;
virtual BulletColliderType3D GetType() const = 0;
BulletCollider3D& operator=(const BulletCollider3D&) = delete;
BulletCollider3D& operator=(BulletCollider3D&&) = delete;
@ -74,7 +74,7 @@ namespace Nz
Vector3f GetLengths() const;
btCollisionShape* GetShape() const override;
ColliderType3D GetType() const override;
BulletColliderType3D GetType() const override;
private:
std::unique_ptr<btBoxShape> m_shape;
@ -92,7 +92,7 @@ namespace Nz
float GetLength() const;
float GetRadius() const;
btCollisionShape* GetShape() const override;
ColliderType3D GetType() const override;
BulletColliderType3D GetType() const override;
private:
std::unique_ptr<btCapsuleShape> m_shape;
@ -112,7 +112,7 @@ namespace Nz
const std::vector<ChildCollider>& GetGeoms() const;
btCollisionShape* GetShape() const override;
ColliderType3D GetType() const override;
BulletColliderType3D GetType() const override;
struct ChildCollider
{
@ -136,7 +136,7 @@ namespace Nz
float GetLength() const;
float GetRadius() const;
btCollisionShape* GetShape() const override;
ColliderType3D GetType() const override;
BulletColliderType3D GetType() const override;
private:
std::unique_ptr<btConeShape> m_shape;
@ -153,7 +153,7 @@ namespace Nz
void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const override;
btCollisionShape* GetShape() const override;
ColliderType3D GetType() const override;
BulletColliderType3D GetType() const override;
private:
std::unique_ptr<btConvexHullShape> m_shape;
@ -170,7 +170,7 @@ namespace Nz
float GetLength() const;
float GetRadius() const;
btCollisionShape* GetShape() const override;
ColliderType3D GetType() const override;
BulletColliderType3D GetType() const override;
private:
std::unique_ptr<btCylinderShape> m_shape;
@ -190,7 +190,7 @@ namespace Nz
void ComputeInertia(float mass, Vector3f* inertia) const override;
btCollisionShape* GetShape() const override;
ColliderType3D GetType() const override;
BulletColliderType3D GetType() const override;
private:
std::unique_ptr<btEmptyShape> m_shape;
@ -206,7 +206,7 @@ namespace Nz
float GetRadius() const;
btCollisionShape* GetShape() const override;
ColliderType3D GetType() const override;
BulletColliderType3D GetType() const override;
private:
std::unique_ptr<btSphereShape> m_shape;
@ -226,7 +226,7 @@ namespace Nz
float GetDistance() const;
const Vector3f& GetNormal() const;
btCollisionShape* GetShape() const override;
ColliderType3D GetType() const override;
BulletColliderType3D GetType() const override;
private:
std::unique_ptr<btStaticPlaneShape> m_shape;

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@ -9,7 +9,7 @@
namespace Nz
{
enum class ColliderType3D
enum class BulletColliderType3D
{
Box,
Capsule,

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@ -26,23 +26,23 @@
#pragma once
#ifndef NAZARA_GLOBAL_PHYSICS2D_HPP
#define NAZARA_GLOBAL_PHYSICS2D_HPP
#ifndef NAZARA_GLOBAL_CHIPMUNKPHYSICS2D_HPP
#define NAZARA_GLOBAL_CHIPMUNKPHYSICS2D_HPP
#include <Nazara/Physics2D/Arbiter2D.hpp>
#include <Nazara/Physics2D/Collider2D.hpp>
#include <Nazara/Physics2D/Config.hpp>
#include <Nazara/Physics2D/Constraint2D.hpp>
#include <Nazara/Physics2D/Enums.hpp>
#include <Nazara/Physics2D/Physics2D.hpp>
#include <Nazara/Physics2D/PhysWorld2D.hpp>
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkArbiter2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkCollider2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkConstraint2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkPhysics2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkPhysWorld2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkRigidBody2D.hpp>
#include <Nazara/ChipmunkPhysics2D/Config.hpp>
#include <Nazara/ChipmunkPhysics2D/Enums.hpp>
#ifdef NAZARA_ENTT
#include <Nazara/Physics2D/Components.hpp>
#include <Nazara/Physics2D/Systems.hpp>
#include <Nazara/ChipmunkPhysics2D/Components.hpp>
#include <Nazara/ChipmunkPhysics2D/Systems.hpp>
#endif
#endif // NAZARA_GLOBAL_PHYSICS2D_HPP
#endif // NAZARA_GLOBAL_CHIPMUNKPHYSICS2D_HPP

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@ -4,32 +4,32 @@
#pragma once
#ifndef NAZARA_PHYSICS2D_ARBITER2D_HPP
#define NAZARA_PHYSICS2D_ARBITER2D_HPP
#ifndef NAZARA_CHIPMUNKPHYSICS2D_ARBITER2D_HPP
#define NAZARA_CHIPMUNKPHYSICS2D_ARBITER2D_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Physics2D/Config.hpp>
#include <Nazara/ChipmunkPhysics2D/Config.hpp>
#include <NazaraUtils/MovablePtr.hpp>
struct cpArbiter;
namespace Nz
{
class RigidBody2D;
class ChipmunkRigidBody2D;
class NAZARA_PHYSICS2D_API Arbiter2D
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkArbiter2D
{
public:
inline Arbiter2D(cpArbiter* arbiter);
Arbiter2D(const Arbiter2D&) = delete;
Arbiter2D(Arbiter2D&&) = default;
~Arbiter2D() = default;
inline ChipmunkArbiter2D(cpArbiter* arbiter);
ChipmunkArbiter2D(const ChipmunkArbiter2D&) = delete;
ChipmunkArbiter2D(ChipmunkArbiter2D&&) = default;
~ChipmunkArbiter2D() = default;
float ComputeTotalKinematicEnergy() const;
Nz::Vector2f ComputeTotalImpulse() const;
std::pair<RigidBody2D*, RigidBody2D*> GetBodies() const;
std::pair<ChipmunkRigidBody2D*, ChipmunkRigidBody2D*> GetBodies() const;
std::size_t GetContactCount() const;
float GetContactDepth(std::size_t i) const;
@ -48,14 +48,14 @@ namespace Nz
void SetFriction(float friction);
void SetSurfaceVelocity(const Vector2f& surfaceVelocity);
Arbiter2D& operator=(const Arbiter2D&) = delete;
Arbiter2D& operator=(Arbiter2D&&) = default;
ChipmunkArbiter2D& operator=(const ChipmunkArbiter2D&) = delete;
ChipmunkArbiter2D& operator=(ChipmunkArbiter2D&&) = default;
private:
MovablePtr<cpArbiter> m_arbiter;
};
}
#include <Nazara/Physics2D/Arbiter2D.inl>
#include <Nazara/ChipmunkPhysics2D/ChipmunkArbiter2D.inl>
#endif // NAZARA_PHYSICS2D_ARBITER2D_HPP
#endif // NAZARA_CHIPMUNKPHYSICS2D_ARBITER2D_HPP

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@ -3,14 +3,14 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <memory>
#include <Nazara/Physics2D/Debug.hpp>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
inline Arbiter2D::Arbiter2D(cpArbiter* arbiter) :
inline ChipmunkArbiter2D::ChipmunkArbiter2D(cpArbiter* arbiter) :
m_arbiter(arbiter)
{
}
}
#include <Nazara/Physics2D/DebugOff.hpp>
#include <Nazara/ChipmunkPhysics2D/DebugOff.hpp>

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@ -4,15 +4,15 @@
#pragma once
#ifndef NAZARA_PHYSICS2D_COLLIDER2D_HPP
#define NAZARA_PHYSICS2D_COLLIDER2D_HPP
#ifndef NAZARA_CHIPMUNKPHYSICS2D_COLLIDER2D_HPP
#define NAZARA_CHIPMUNKPHYSICS2D_COLLIDER2D_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Core/ObjectLibrary.hpp>
#include <Nazara/Math/Rect.hpp>
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Physics2D/Config.hpp>
#include <Nazara/Physics2D/Enums.hpp>
#include <Nazara/ChipmunkPhysics2D/Config.hpp>
#include <Nazara/ChipmunkPhysics2D/Enums.hpp>
#include <NazaraUtils/Signal.hpp>
#include <NazaraUtils/SparsePtr.hpp>
#include <vector>
@ -22,18 +22,18 @@ struct cpShape;
namespace Nz
{
class RigidBody2D;
class ChipmunkRigidBody2D;
class NAZARA_PHYSICS2D_API Collider2D
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkCollider2D
{
friend RigidBody2D;
friend class CompoundCollider2D; //< See CompoundCollider2D::CreateShapes
friend ChipmunkRigidBody2D;
friend class ChipmunkCompoundCollider2D; //< See CompoundCollider2D::CreateShapes
public:
inline Collider2D();
Collider2D(const Collider2D&) = delete;
Collider2D(Collider2D&&) = delete;
virtual ~Collider2D();
inline ChipmunkCollider2D();
ChipmunkCollider2D(const ChipmunkCollider2D&) = delete;
ChipmunkCollider2D(ChipmunkCollider2D&&) = delete;
virtual ~ChipmunkCollider2D();
virtual Vector2f ComputeCenterOfMass() const = 0;
virtual float ComputeMomentOfInertia(float mass) const = 0;
@ -48,7 +48,7 @@ namespace Nz
inline float GetFriction() const;
inline Vector2f GetSurfaceVelocity() const;
virtual ColliderType2D GetType() const = 0;
virtual ChipmunkColliderType2D GetType() const = 0;
inline bool IsTrigger() const;
@ -61,11 +61,11 @@ namespace Nz
inline void SetSurfaceVelocity(const Vector2f& surfaceVelocity);
inline void SetTrigger(bool trigger);
Collider2D& operator=(const Collider2D&) = delete;
Collider2D& operator=(Collider2D&&) = delete;
ChipmunkCollider2D& operator=(const ChipmunkCollider2D&) = delete;
ChipmunkCollider2D& operator=(ChipmunkCollider2D&&) = delete;
// Signals:
NazaraSignal(OnColliderRelease, const Collider2D* /*collider*/);
NazaraSignal(OnColliderRelease, const ChipmunkCollider2D* /*collider*/);
protected:
virtual std::size_t CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const = 0;
@ -83,11 +83,11 @@ namespace Nz
virtual std::size_t GenerateShapes(cpBody* body, std::vector<cpShape*>* shapes) const;
};
class NAZARA_PHYSICS2D_API BoxCollider2D : public Collider2D
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkBoxCollider2D : public ChipmunkCollider2D
{
public:
BoxCollider2D(const Vector2f& size, float radius = 0.f);
BoxCollider2D(const Rectf& rect, float radius = 0.f);
ChipmunkBoxCollider2D(const Vector2f& size, float radius = 0.f);
ChipmunkBoxCollider2D(const Rectf& rect, float radius = 0.f);
Nz::Vector2f ComputeCenterOfMass() const override;
float ComputeMomentOfInertia(float mass) const override;
@ -95,7 +95,7 @@ namespace Nz
inline float GetRadius() const;
inline const Rectf& GetRect() const;
inline Vector2f GetSize() const;
ColliderType2D GetType() const override;
ChipmunkColliderType2D GetType() const override;
private:
std::size_t CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const override;
@ -104,17 +104,17 @@ namespace Nz
float m_radius;
};
class NAZARA_PHYSICS2D_API CircleCollider2D : public Collider2D
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkCircleCollider2D : public ChipmunkCollider2D
{
public:
CircleCollider2D(float radius, const Vector2f& offset = Vector2f::Zero());
ChipmunkCircleCollider2D(float radius, const Vector2f& offset = Vector2f::Zero());
Nz::Vector2f ComputeCenterOfMass() const override;
float ComputeMomentOfInertia(float mass) const override;
inline const Vector2f& GetOffset() const;
inline float GetRadius() const;
ColliderType2D GetType() const override;
ChipmunkColliderType2D GetType() const override;
private:
std::size_t CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const override;
@ -123,18 +123,18 @@ namespace Nz
float m_radius;
};
class NAZARA_PHYSICS2D_API CompoundCollider2D : public Collider2D
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkCompoundCollider2D : public ChipmunkCollider2D
{
public:
CompoundCollider2D(std::vector<std::shared_ptr<Collider2D>> geoms);
ChipmunkCompoundCollider2D(std::vector<std::shared_ptr<ChipmunkCollider2D>> geoms);
Nz::Vector2f ComputeCenterOfMass() const override;
float ComputeMomentOfInertia(float mass) const override;
inline bool DoesOverrideCollisionProperties() const;
inline const std::vector<std::shared_ptr<Collider2D>>& GetGeoms() const;
ColliderType2D GetType() const override;
inline const std::vector<std::shared_ptr<ChipmunkCollider2D>>& GetGeoms() const;
ChipmunkColliderType2D GetType() const override;
inline void OverridesCollisionProperties(bool shouldOverride);
@ -142,19 +142,19 @@ namespace Nz
std::size_t CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const override;
std::size_t GenerateShapes(cpBody* body, std::vector<cpShape*>* shapes) const override;
std::vector<std::shared_ptr<Collider2D>> m_geoms;
std::vector<std::shared_ptr<ChipmunkCollider2D>> m_geoms;
bool m_doesOverrideCollisionProperties;
};
class NAZARA_PHYSICS2D_API ConvexCollider2D : public Collider2D
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkConvexCollider2D : public ChipmunkCollider2D
{
public:
ConvexCollider2D(SparsePtr<const Vector2f> vertices, std::size_t vertexCount, float radius = 0.f);
ChipmunkConvexCollider2D(SparsePtr<const Vector2f> vertices, std::size_t vertexCount, float radius = 0.f);
Nz::Vector2f ComputeCenterOfMass() const override;
float ComputeMomentOfInertia(float mass) const override;
ColliderType2D GetType() const override;
ChipmunkColliderType2D GetType() const override;
inline const std::vector<Vector2d>& GetVertices() const;
private:
@ -164,25 +164,25 @@ namespace Nz
float m_radius;
};
class NAZARA_PHYSICS2D_API NullCollider2D : public Collider2D
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkNullCollider2D : public ChipmunkCollider2D
{
public:
NullCollider2D() = default;
ChipmunkNullCollider2D() = default;
Nz::Vector2f ComputeCenterOfMass() const override;
float ComputeMomentOfInertia(float mass) const override;
ColliderType2D GetType() const override;
ChipmunkColliderType2D GetType() const override;
private:
std::size_t CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const override;
};
class NAZARA_PHYSICS2D_API SegmentCollider2D : public Collider2D
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkSegmentCollider2D : public ChipmunkCollider2D
{
public:
inline SegmentCollider2D(const Vector2f& first, const Vector2f& second, float thickness = 1.f);
inline SegmentCollider2D(const Vector2f& first, const Vector2f& firstNeighbor, const Vector2f& second, const Vector2f& secondNeighbor, float thickness = 1.f);
inline ChipmunkSegmentCollider2D(const Vector2f& first, const Vector2f& second, float thickness = 1.f);
inline ChipmunkSegmentCollider2D(const Vector2f& first, const Vector2f& firstNeighbor, const Vector2f& second, const Vector2f& secondNeighbor, float thickness = 1.f);
Nz::Vector2f ComputeCenterOfMass() const override;
float ComputeMomentOfInertia(float mass) const override;
@ -193,7 +193,7 @@ namespace Nz
inline const Vector2f& GetSecondPoint() const;
inline const Vector2f& GetSecondPointNeighbor() const;
inline float GetThickness() const;
ColliderType2D GetType() const override;
ChipmunkColliderType2D GetType() const override;
private:
std::size_t CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const override;
@ -206,6 +206,6 @@ namespace Nz
};
}
#include <Nazara/Physics2D/Collider2D.inl>
#include <Nazara/ChipmunkPhysics2D/ChipmunkCollider2D.inl>
#endif // NAZARA_PHYSICS2D_COLLIDER2D_HPP
#endif // NAZARA_CHIPMUNKPHYSICS2D_COLLIDER2D_HPP

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@ -0,0 +1,196 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <memory>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
inline ChipmunkCollider2D::ChipmunkCollider2D() :
m_categoryMask(0xFFFFFFFF),
m_collisionGroup(0),
m_collisionMask(0xFFFFFFFF),
m_surfaceVelocity(Vector2f::Zero()),
m_trigger(false),
m_elasticity(0.f),
m_friction(0.f),
m_collisionId(0)
{
}
inline UInt32 ChipmunkCollider2D::GetCategoryMask() const
{
return m_categoryMask;
}
inline UInt32 ChipmunkCollider2D::GetCollisionGroup() const
{
return m_collisionGroup;
}
inline unsigned int ChipmunkCollider2D::GetCollisionId() const
{
return m_collisionId;
}
inline UInt32 ChipmunkCollider2D::GetCollisionMask() const
{
return m_collisionMask;
}
inline float ChipmunkCollider2D::GetElasticity() const
{
return m_elasticity;
}
inline float ChipmunkCollider2D::GetFriction() const
{
return m_friction;
}
inline Vector2f ChipmunkCollider2D::GetSurfaceVelocity() const
{
return m_surfaceVelocity;
}
inline bool ChipmunkCollider2D::IsTrigger() const
{
return m_trigger;
}
inline void ChipmunkCollider2D::SetCategoryMask(UInt32 categoryMask)
{
m_categoryMask = categoryMask;
}
inline void ChipmunkCollider2D::SetCollisionGroup(UInt32 groupId)
{
m_collisionGroup = groupId;
}
inline void ChipmunkCollider2D::SetCollisionId(unsigned int typeId)
{
m_collisionId = typeId;
}
inline void ChipmunkCollider2D::SetCollisionMask(UInt32 mask)
{
m_collisionMask = mask;
}
inline void ChipmunkCollider2D::SetElasticity(float elasticity)
{
m_elasticity = elasticity;
}
inline void ChipmunkCollider2D::SetFriction(float friction)
{
m_friction = friction;
}
inline void ChipmunkCollider2D::SetSurfaceVelocity(const Vector2f& surfaceVelocity)
{
m_surfaceVelocity = surfaceVelocity;
}
inline void ChipmunkCollider2D::SetTrigger(bool trigger)
{
m_trigger = trigger;
}
inline float ChipmunkBoxCollider2D::GetRadius() const
{
return m_radius;
}
inline const Rectf& ChipmunkBoxCollider2D::GetRect() const
{
return m_rect;
}
inline Vector2f ChipmunkBoxCollider2D::GetSize() const
{
return m_rect.GetLengths();
}
inline const Vector2f& ChipmunkCircleCollider2D::GetOffset() const
{
return m_offset;
}
inline float ChipmunkCircleCollider2D::GetRadius() const
{
return m_radius;
}
inline bool Nz::ChipmunkCompoundCollider2D::DoesOverrideCollisionProperties() const
{
return m_doesOverrideCollisionProperties;
}
inline const std::vector<std::shared_ptr<ChipmunkCollider2D>>& ChipmunkCompoundCollider2D::GetGeoms() const
{
return m_geoms;
}
inline void Nz::ChipmunkCompoundCollider2D::OverridesCollisionProperties(bool shouldOverride)
{
m_doesOverrideCollisionProperties = shouldOverride;
}
inline const std::vector<Vector2d>& ChipmunkConvexCollider2D::GetVertices() const
{
return m_vertices;
}
ChipmunkSegmentCollider2D::ChipmunkSegmentCollider2D(const Vector2f& first, const Vector2f& second, float thickness) :
ChipmunkSegmentCollider2D(first, first, second, second, thickness)
{
}
inline ChipmunkSegmentCollider2D::ChipmunkSegmentCollider2D(const Vector2f& first, const Vector2f& firstNeighbor, const Vector2f& second, const Vector2f& secondNeighbor, float thickness) :
m_first(first),
m_firstNeighbor(firstNeighbor),
m_second(second),
m_secondNeighbor(secondNeighbor),
m_thickness(thickness)
{
}
inline const Vector2f& ChipmunkSegmentCollider2D::GetFirstPoint() const
{
return m_first;
}
inline const Vector2f& ChipmunkSegmentCollider2D::GetFirstPointNeighbor() const
{
return m_firstNeighbor;
}
inline float ChipmunkSegmentCollider2D::GetLength() const
{
return m_first.Distance(m_second);
}
inline const Vector2f& ChipmunkSegmentCollider2D::GetSecondPoint() const
{
return m_second;
}
inline const Vector2f& ChipmunkSegmentCollider2D::GetSecondPointNeighbor() const
{
return m_secondNeighbor;
}
inline float ChipmunkSegmentCollider2D::GetThickness() const
{
return m_thickness;
}
}
#include <Nazara/ChipmunkPhysics2D/DebugOff.hpp>

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@ -0,0 +1,233 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_CHIPMUNKPHYSICS2D_CONSTRAINT2D_HPP
#define NAZARA_CHIPMUNKPHYSICS2D_CONSTRAINT2D_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Core/HandledObject.hpp>
#include <Nazara/Core/ObjectHandle.hpp>
#include <Nazara/Math/Angle.hpp>
#include <Nazara/ChipmunkPhysics2D/Config.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkPhysWorld2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkRigidBody2D.hpp>
#include <NazaraUtils/MovablePtr.hpp>
#include <vector>
struct cpConstraint;
namespace Nz
{
class ChipmunkConstraint2D;
using ChipmunkConstraint2DHandle = ObjectHandle<ChipmunkConstraint2D>;
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkConstraint2D : public HandledObject<ChipmunkConstraint2D>
{
public:
ChipmunkConstraint2D(const ChipmunkConstraint2D&) = delete;
ChipmunkConstraint2D(ChipmunkConstraint2D&& rhs);
virtual ~ChipmunkConstraint2D();
void EnableBodyCollision(bool enable);
ChipmunkRigidBody2D& GetBodyA();
const ChipmunkRigidBody2D& GetBodyA() const;
ChipmunkRigidBody2D& GetBodyB();
const ChipmunkRigidBody2D& GetBodyB() const;
float GetErrorBias() const;
float GetLastImpulse() const;
float GetMaxBias() const;
float GetMaxForce() const;
ChipmunkPhysWorld2D& GetWorld();
const ChipmunkPhysWorld2D& GetWorld() const;
bool IsBodyCollisionEnabled() const;
void SetErrorBias(float bias);
void SetMaxBias(float bias);
void SetMaxForce(float force);
ChipmunkConstraint2D& operator=(const ChipmunkConstraint2D&) = delete;
ChipmunkConstraint2D& operator=(ChipmunkConstraint2D&& rhs);
protected:
ChipmunkConstraint2D(ChipmunkPhysWorld2D* world, cpConstraint* constraint);
MovablePtr<cpConstraint> m_constraint;
};
class ChipmunkDampedSpringConstraint2D;
using ChipmunkDampedSpringConstraint2DHandle = ObjectHandle<ChipmunkDampedSpringConstraint2D>;
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkDampedSpringConstraint2D : public ChipmunkConstraint2D
{
public:
ChipmunkDampedSpringConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float restLength, float stiffness, float damping);
~ChipmunkDampedSpringConstraint2D() = default;
float GetDamping() const;
Vector2f GetFirstAnchor() const;
float GetRestLength() const;
Vector2f GetSecondAnchor() const;
float GetStiffness() const;
void SetDamping(float newDamping);
void SetFirstAnchor(const Vector2f& firstAnchor);
void SetRestLength(float newLength);
void SetSecondAnchor(const Vector2f& firstAnchor);
void SetStiffness(float newStiffness);
};
class ChipmunkDampedRotarySpringConstraint2D;
using ChipmunkDampedRotarySpringConstraint2DHandle = ObjectHandle<ChipmunkDampedRotarySpringConstraint2D>;
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkDampedRotarySpringConstraint2D : public ChipmunkConstraint2D
{
public:
ChipmunkDampedRotarySpringConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const RadianAnglef& restAngle, float stiffness, float damping);
~ChipmunkDampedRotarySpringConstraint2D() = default;
float GetDamping() const;
RadianAnglef GetRestAngle() const;
float GetStiffness() const;
void SetDamping(float newDamping);
void SetRestAngle(const RadianAnglef& newAngle);
void SetStiffness(float newStiffness);
};
class ChipmunkGearConstraint2D;
using ChipmunkGearConstraint2DHandle = ObjectHandle<ChipmunkGearConstraint2D>;
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkGearConstraint2D : public ChipmunkConstraint2D
{
public:
ChipmunkGearConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, float phase, float ratio);
~ChipmunkGearConstraint2D() = default;
float GetPhase() const;
float GetRatio() const;
void SetPhase(float phase);
void SetRatio(float ratio);
};
class ChipmunkMotorConstraint2D;
using ChipmunkMotorConstraint2DHandle = ObjectHandle<ChipmunkMotorConstraint2D>;
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkMotorConstraint2D : public ChipmunkConstraint2D
{
public:
ChipmunkMotorConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, float rate);
~ChipmunkMotorConstraint2D() = default;
float GetRate() const;
void SetRate(float rate);
};
class ChipmunkPinConstraint2D;
using ChipmunkPinConstraint2DHandle = ObjectHandle<ChipmunkPinConstraint2D>;
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkPinConstraint2D : public ChipmunkConstraint2D
{
public:
ChipmunkPinConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor);
~ChipmunkPinConstraint2D() = default;
float GetDistance() const;
Vector2f GetFirstAnchor() const;
Vector2f GetSecondAnchor() const;
void SetDistance(float newDistance);
void SetFirstAnchor(const Vector2f& firstAnchor);
void SetSecondAnchor(const Vector2f& firstAnchor);
};
class ChipmunkPivotConstraint2D;
using ChipmunkPivotConstraint2DHandle = ObjectHandle<ChipmunkPivotConstraint2D>;
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkPivotConstraint2D : public ChipmunkConstraint2D
{
public:
ChipmunkPivotConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& anchor);
ChipmunkPivotConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor);
~ChipmunkPivotConstraint2D() = default;
Vector2f GetFirstAnchor() const;
Vector2f GetSecondAnchor() const;
void SetFirstAnchor(const Vector2f& firstAnchor);
void SetSecondAnchor(const Vector2f& firstAnchor);
};
class ChipmunkRatchetConstraint2D;
using ChipmunkRatchetConstraint2DHandle = ObjectHandle<ChipmunkRatchetConstraint2D>;
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkRatchetConstraint2D : public ChipmunkConstraint2D
{
public:
ChipmunkRatchetConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, float phase, float ratchet);
~ChipmunkRatchetConstraint2D() = default;
RadianAnglef GetAngle() const;
float GetPhase() const;
float GetRatchet() const;
void SetAngle(const RadianAnglef& angle);
void SetPhase(float phase);
void SetRatchet(float ratchet);
};
class ChipmunkRotaryLimitConstraint2D;
using ChipmunkRotaryLimitConstraint2DHandle = ObjectHandle<ChipmunkRotaryLimitConstraint2D>;
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkRotaryLimitConstraint2D : public ChipmunkConstraint2D
{
public:
ChipmunkRotaryLimitConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const RadianAnglef& minAngle, const RadianAnglef& maxAngle);
~ChipmunkRotaryLimitConstraint2D() = default;
RadianAnglef GetMaxAngle() const;
RadianAnglef GetMinAngle() const;
void SetMaxAngle(const RadianAnglef& maxAngle);
void SetMinAngle(const RadianAnglef& minAngle);
};
class ChipmunkSlideConstraint2D;
using ChipmunkSlideConstraint2DHandle = ObjectHandle<ChipmunkSlideConstraint2D>;
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkSlideConstraint2D : public ChipmunkConstraint2D
{
public:
ChipmunkSlideConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float min, float max);
~ChipmunkSlideConstraint2D() = default;
Vector2f GetFirstAnchor() const;
float GetMaxDistance() const;
float GetMinDistance() const;
Vector2f GetSecondAnchor() const;
void SetFirstAnchor(const Vector2f& firstAnchor);
void SetMaxDistance(float newMaxDistance);
void SetMinDistance(float newMinDistance);
void SetSecondAnchor(const Vector2f& firstAnchor);
};
}
#include <Nazara/ChipmunkPhysics2D/ChipmunkConstraint2D.inl>
#endif // NAZARA_CHIPMUNKPHYSICS2D_CONSTRAINT2D_HPP

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@ -3,10 +3,10 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <memory>
#include <Nazara/Physics2D/Debug.hpp>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
}
#include <Nazara/Physics2D/DebugOff.hpp>
#include <Nazara/ChipmunkPhysics2D/DebugOff.hpp>

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@ -4,16 +4,16 @@
#pragma once
#ifndef NAZARA_PHYSICS2D_PHYSWORLD2D_HPP
#define NAZARA_PHYSICS2D_PHYSWORLD2D_HPP
#ifndef NAZARA_CHIPMUNKPHYSICS2D_PHYSWORLD2D_HPP
#define NAZARA_CHIPMUNKPHYSICS2D_PHYSWORLD2D_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Core/Color.hpp>
#include <Nazara/Core/Time.hpp>
#include <Nazara/Math/Angle.hpp>
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Physics2D/Config.hpp>
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <Nazara/ChipmunkPhysics2D/Config.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkRigidBody2D.hpp>
#include <NazaraUtils/FunctionRef.hpp>
#include <NazaraUtils/Signal.hpp>
#include <functional>
@ -25,23 +25,23 @@ struct cpSpace;
namespace Nz
{
class Arbiter2D;
class ChipmunkArbiter2D;
class NAZARA_PHYSICS2D_API PhysWorld2D
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkPhysWorld2D
{
friend RigidBody2D;
friend ChipmunkRigidBody2D;
using ContactEndCallback = std::function<void(PhysWorld2D& world, Arbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
using ContactPreSolveCallback = std::function<bool(PhysWorld2D& world, Arbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
using ContactPostSolveCallback = std::function<void(PhysWorld2D& world, Arbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
using ContactStartCallback = std::function<bool(PhysWorld2D& world, Arbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
using ContactEndCallback = std::function<void(ChipmunkPhysWorld2D& world, ChipmunkArbiter2D& arbiter, ChipmunkRigidBody2D& bodyA, ChipmunkRigidBody2D& bodyB, void* userdata)>;
using ContactPreSolveCallback = std::function<bool(ChipmunkPhysWorld2D& world, ChipmunkArbiter2D& arbiter, ChipmunkRigidBody2D& bodyA, ChipmunkRigidBody2D& bodyB, void* userdata)>;
using ContactPostSolveCallback = std::function<void(ChipmunkPhysWorld2D& world, ChipmunkArbiter2D& arbiter, ChipmunkRigidBody2D& bodyA, ChipmunkRigidBody2D& bodyB, void* userdata)>;
using ContactStartCallback = std::function<bool(ChipmunkPhysWorld2D& world, ChipmunkArbiter2D& arbiter, ChipmunkRigidBody2D& bodyA, ChipmunkRigidBody2D& bodyB, void* userdata)>;
using DebugDrawCircleCallback = std::function<void(const Vector2f& origin, const RadianAnglef& rotation, float radius, const Color& outlineColor, const Color& fillColor, void* userdata)>;
using DebugDrawDotCallback = std::function<void(const Vector2f& origin, float radius, const Color& color, void* userdata)>;
using DebugDrawPolygonCallback = std::function<void(const Vector2f* vertices, std::size_t vertexCount, float radius, const Color& outlineColor, const Color& fillColor, void* userdata)>;
using DebugDrawSegmentCallback = std::function<void(const Vector2f& first, const Vector2f& second, const Color& color, void* userdata)>;
using DebugDrawTickSegmentCallback = std::function<void(const Vector2f& first, const Vector2f& second, float thickness, const Color& outlineColor, const Color& fillColor, void* userdata)>;
using DebugDrawGetColorCallback = std::function<Color(RigidBody2D& body, std::size_t shapeIndex, void* userdata)>;
using DebugDrawGetColorCallback = std::function<Color(ChipmunkRigidBody2D& body, std::size_t shapeIndex, void* userdata)>;
public:
struct Callback;
@ -49,10 +49,10 @@ namespace Nz
struct NearestQueryResult;
struct RaycastHit;
PhysWorld2D();
PhysWorld2D(const PhysWorld2D&) = delete;
PhysWorld2D(PhysWorld2D&&) = delete; ///TODO
~PhysWorld2D();
ChipmunkPhysWorld2D();
ChipmunkPhysWorld2D(const ChipmunkPhysWorld2D&) = delete;
ChipmunkPhysWorld2D(ChipmunkPhysWorld2D&&) = delete; ///TODO
~ChipmunkPhysWorld2D();
void DebugDraw(const DebugDrawOptions& options, bool drawShapes = true, bool drawConstraints = true, bool drawCollisions = true);
@ -63,15 +63,15 @@ namespace Nz
std::size_t GetMaxStepCount() const;
Time GetStepSize() const;
bool NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, RigidBody2D** nearestBody = nullptr);
bool NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, ChipmunkRigidBody2D** nearestBody = nullptr);
bool NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, NearestQueryResult* result);
void RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(const RaycastHit&)>& callback);
bool RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<RaycastHit>* hitInfos);
bool RaycastQueryFirst(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, RaycastHit* hitInfo = nullptr);
void RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(RigidBody2D*)>& callback);
void RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<RigidBody2D*>* bodies);
void RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(ChipmunkRigidBody2D*)>& callback);
void RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<ChipmunkRigidBody2D*>* bodies);
void RegisterCallbacks(unsigned int collisionId, Callback callbacks);
void RegisterCallbacks(unsigned int collisionIdA, unsigned int collisionIdB, Callback callbacks);
@ -87,8 +87,8 @@ namespace Nz
void UseSpatialHash(float cellSize, std::size_t entityCount);
PhysWorld2D& operator=(const PhysWorld2D&) = delete;
PhysWorld2D& operator=(PhysWorld2D&&) = delete; ///TODO
ChipmunkPhysWorld2D& operator=(const ChipmunkPhysWorld2D&) = delete;
ChipmunkPhysWorld2D& operator=(ChipmunkPhysWorld2D&&) = delete; ///TODO
struct Callback
{
@ -117,7 +117,7 @@ namespace Nz
struct NearestQueryResult
{
RigidBody2D* nearestBody;
ChipmunkRigidBody2D* nearestBody;
Vector2f closestPoint;
Vector2f fraction;
float distance;
@ -125,29 +125,29 @@ namespace Nz
struct RaycastHit
{
RigidBody2D* nearestBody;
ChipmunkRigidBody2D* nearestBody;
Vector2f hitPos;
Vector2f hitNormal;
float fraction;
};
NazaraSignal(OnPhysWorld2DPreStep, const PhysWorld2D* /*physWorld*/, float /*invStepCount*/);
NazaraSignal(OnPhysWorld2DPostStep, const PhysWorld2D* /*physWorld*/, float /*invStepCount*/);
NazaraSignal(OnPhysWorld2DPreStep, const ChipmunkPhysWorld2D* /*physWorld*/, float /*invStepCount*/);
NazaraSignal(OnPhysWorld2DPostStep, const ChipmunkPhysWorld2D* /*physWorld*/, float /*invStepCount*/);
private:
void InitCallbacks(cpCollisionHandler* handler, Callback callbacks);
using PostStep = std::function<void(RigidBody2D* body)>;
using PostStep = std::function<void(ChipmunkRigidBody2D* body)>;
void OnRigidBodyMoved(RigidBody2D* oldPointer, RigidBody2D* newPointer);
void OnRigidBodyRelease(RigidBody2D* rigidBody);
void OnRigidBodyMoved(ChipmunkRigidBody2D* oldPointer, ChipmunkRigidBody2D* newPointer);
void OnRigidBodyRelease(ChipmunkRigidBody2D* rigidBody);
void RegisterPostStep(RigidBody2D* rigidBody, PostStep&& func);
void RegisterPostStep(ChipmunkRigidBody2D* rigidBody, PostStep&& func);
struct PostStepContainer
{
NazaraSlot(RigidBody2D, OnRigidBody2DMove, onMovedSlot);
NazaraSlot(RigidBody2D, OnRigidBody2DRelease, onReleaseSlot);
NazaraSlot(ChipmunkRigidBody2D, OnRigidBody2DMove, onMovedSlot);
NazaraSlot(ChipmunkRigidBody2D, OnRigidBody2DRelease, onReleaseSlot);
std::vector<PostStep> funcs;
};
@ -156,11 +156,11 @@ namespace Nz
std::size_t m_maxStepCount;
std::unordered_map<cpCollisionHandler*, std::unique_ptr<Callback>> m_callbacks;
std::unordered_map<RigidBody2D*, PostStepContainer> m_rigidPostSteps;
std::unordered_map<ChipmunkRigidBody2D*, PostStepContainer> m_rigidPostSteps;
cpSpace* m_handle;
Time m_stepSize;
Time m_timestepAccumulator;
};
}
#endif // NAZARA_PHYSICS2D_PHYSWORLD2D_HPP
#endif // NAZARA_CHIPMUNKPHYSICS2D_PHYSWORLD2D_HPP

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@ -4,16 +4,16 @@
#pragma once
#ifndef NAZARA_PHYSICS2D_HPP
#define NAZARA_PHYSICS2D_HPP
#ifndef NAZARA_CHIPMUNKPHYSICS2D_HPP
#define NAZARA_CHIPMUNKPHYSICS2D_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Core/Core.hpp>
#include <Nazara/Physics2D/Config.hpp>
#include <Nazara/ChipmunkPhysics2D/Config.hpp>
namespace Nz
{
class NAZARA_PHYSICS2D_API Physics2D : public ModuleBase<Physics2D>
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkPhysics2D : public ModuleBase<ChipmunkPhysics2D>
{
friend ModuleBase;
@ -22,12 +22,12 @@ namespace Nz
struct Config {};
Physics2D(Config /*config*/);
~Physics2D() = default;
ChipmunkPhysics2D(Config /*config*/);
~ChipmunkPhysics2D() = default;
private:
static Physics2D* s_instance;
static ChipmunkPhysics2D* s_instance;
};
}
#endif // NAZARA_PHYSICS2D_HPP
#endif // NAZARA_CHIPMUNKPHYSICS2D_HPP

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@ -4,15 +4,15 @@
#pragma once
#ifndef NAZARA_PHYSICS2D_RIGIDBODY2D_HPP
#define NAZARA_PHYSICS2D_RIGIDBODY2D_HPP
#ifndef NAZARA_CHIPMUNKPHYSICS2D_RIGIDBODY2D_HPP
#define NAZARA_CHIPMUNKPHYSICS2D_RIGIDBODY2D_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Core/Enums.hpp>
#include <Nazara/Math/Angle.hpp>
#include <Nazara/Math/Rect.hpp>
#include <Nazara/Physics2D/Collider2D.hpp>
#include <Nazara/Physics2D/Config.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkCollider2D.hpp>
#include <Nazara/ChipmunkPhysics2D/Config.hpp>
#include <NazaraUtils/Signal.hpp>
#include <functional>
#include <limits>
@ -21,19 +21,19 @@ struct cpBody;
namespace Nz
{
class Arbiter2D;
class PhysWorld2D;
class ChipmunkArbiter2D;
class ChipmunkPhysWorld2D;
class NAZARA_PHYSICS2D_API RigidBody2D
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkRigidBody2D
{
public:
using VelocityFunc = std::function<void(RigidBody2D& body2D, const Vector2f& gravity, float damping, float deltaTime)>;
using VelocityFunc = std::function<void(ChipmunkRigidBody2D& body2D, const Vector2f& gravity, float damping, float deltaTime)>;
RigidBody2D(PhysWorld2D* world, float mass);
RigidBody2D(PhysWorld2D* world, float mass, std::shared_ptr<Collider2D> geom);
RigidBody2D(const RigidBody2D& object);
RigidBody2D(RigidBody2D&& object) noexcept;
~RigidBody2D();
ChipmunkRigidBody2D(ChipmunkPhysWorld2D* world, float mass);
ChipmunkRigidBody2D(ChipmunkPhysWorld2D* world, float mass, std::shared_ptr<ChipmunkCollider2D> geom);
ChipmunkRigidBody2D(const ChipmunkRigidBody2D& object);
ChipmunkRigidBody2D(ChipmunkRigidBody2D&& object) noexcept;
~ChipmunkRigidBody2D();
void AddForce(const Vector2f& force, CoordSys coordSys = CoordSys::Global);
void AddForce(const Vector2f& force, const Vector2f& point, CoordSys coordSys = CoordSys::Global);
@ -45,7 +45,7 @@ namespace Nz
void EnableSimulation(bool simulation);
void ForEachArbiter(std::function<void(Arbiter2D& /*arbiter*/)> callback);
void ForEachArbiter(std::function<void(ChipmunkArbiter2D& /*arbiter*/)> callback);
void ForceSleep();
Rectf GetAABB() const;
@ -55,7 +55,7 @@ namespace Nz
inline Vector2f GetCenterOfGravity(CoordSys coordSys = CoordSys::Local) const;
float GetElasticity(std::size_t shapeIndex = 0) const;
float GetFriction(std::size_t shapeIndex = 0) const;
const std::shared_ptr<Collider2D>& GetGeom() const;
const std::shared_ptr<ChipmunkCollider2D>& GetGeom() const;
cpBody* GetHandle() const;
float GetMass() const;
Vector2f GetMassCenter(CoordSys coordSys = CoordSys::Local) const;
@ -69,7 +69,7 @@ namespace Nz
void* GetUserdata() const;
Vector2f GetVelocity() const;
const VelocityFunc& GetVelocityFunction() const;
PhysWorld2D* GetWorld() const;
ChipmunkPhysWorld2D* GetWorld() const;
bool IsKinematic() const;
bool IsSimulationEnabled() const;
@ -84,7 +84,7 @@ namespace Nz
void SetElasticity(std::size_t shapeIndex, float elasticity);
void SetFriction(float friction);
void SetFriction(std::size_t shapeIndex, float friction);
void SetGeom(std::shared_ptr<Collider2D> geom, bool recomputeMoment = true, bool recomputeMassCenter = true);
void SetGeom(std::shared_ptr<ChipmunkCollider2D> geom, bool recomputeMoment = true, bool recomputeMassCenter = true);
void SetMass(float mass, bool recomputeMoment = true);
void SetMassCenter(const Vector2f& center, CoordSys coordSys = CoordSys::Local);
void SetMomentOfInertia(float moment);
@ -104,11 +104,11 @@ namespace Nz
void Wakeup();
RigidBody2D& operator=(const RigidBody2D& object);
RigidBody2D& operator=(RigidBody2D&& object);
ChipmunkRigidBody2D& operator=(const ChipmunkRigidBody2D& object);
ChipmunkRigidBody2D& operator=(ChipmunkRigidBody2D&& object);
NazaraSignal(OnRigidBody2DMove, RigidBody2D* /*oldPointer*/, RigidBody2D* /*newPointer*/);
NazaraSignal(OnRigidBody2DRelease, RigidBody2D* /*rigidBody*/);
NazaraSignal(OnRigidBody2DMove, ChipmunkRigidBody2D* /*oldPointer*/, ChipmunkRigidBody2D* /*newPointer*/);
NazaraSignal(OnRigidBody2DRelease, ChipmunkRigidBody2D* /*rigidBody*/);
static constexpr std::size_t InvalidShapeIndex = std::numeric_limits<std::size_t>::max();
@ -126,10 +126,10 @@ namespace Nz
Vector2f m_positionOffset;
VelocityFunc m_velocityFunc;
std::vector<cpShape*> m_shapes;
std::shared_ptr<Collider2D> m_geom;
std::shared_ptr<ChipmunkCollider2D> m_geom;
cpBody* m_handle;
void* m_userData;
PhysWorld2D* m_world;
ChipmunkPhysWorld2D* m_world;
bool m_isRegistered;
bool m_isSimulationEnabled;
bool m_isStatic;
@ -138,6 +138,6 @@ namespace Nz
};
}
#include <Nazara/Physics2D/RigidBody2D.inl>
#include <Nazara/ChipmunkPhysics2D/ChipmunkRigidBody2D.inl>
#endif // NAZARA_PHYSICS2D_RIGIDBODY2D_HPP
#endif // NAZARA_CHIPMUNKPHYSICS2D_RIGIDBODY2D_HPP

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@ -0,0 +1,35 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
inline float ChipmunkRigidBody2D::GetAngularDamping() const
{
return GetMomentOfInertia();
}
inline Vector2f ChipmunkRigidBody2D::GetCenterOfGravity(CoordSys coordSys) const
{
return GetMassCenter(coordSys);
}
inline const Vector2f& ChipmunkRigidBody2D::GetPositionOffset() const
{
return m_positionOffset;
}
inline std::size_t ChipmunkRigidBody2D::GetShapeCount() const
{
return m_shapes.size();
}
inline void ChipmunkRigidBody2D::SetAngularDamping(float angularDamping)
{
SetMomentOfInertia(angularDamping);
}
}
#include <Nazara/ChipmunkPhysics2D/DebugOff.hpp>

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@ -26,9 +26,9 @@
#pragma once
#ifndef NAZARA_PHYSICS2D_COMPONENTS_HPP
#define NAZARA_PHYSICS2D_COMPONENTS_HPP
#ifndef NAZARA_CHIPMUNKPHYSICS2D_COMPONENTS_HPP
#define NAZARA_CHIPMUNKPHYSICS2D_COMPONENTS_HPP
#include <Nazara/Physics2D/Components/RigidBody2DComponent.hpp>
#include <Nazara/ChipmunkPhysics2D/Components/ChipmunkRigidBody2DComponent.hpp>
#endif // NAZARA_PHYSICS2D_COMPONENTS_HPP
#endif // NAZARA_CHIPMUNKPHYSICS2D_COMPONENTS_HPP

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@ -0,0 +1,32 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_CHIPMUNKPHYSICS2D_COMPONENTS_RIGIDBODY2DCOMPONENT_HPP
#define NAZARA_CHIPMUNKPHYSICS2D_COMPONENTS_RIGIDBODY2DCOMPONENT_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkRigidBody2D.hpp>
namespace Nz
{
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkRigidBody2DComponent : public ChipmunkRigidBody2D
{
friend class ChipmunkPhysics2DSystem;
public:
using ChipmunkRigidBody2D::ChipmunkRigidBody2D;
ChipmunkRigidBody2DComponent(const ChipmunkRigidBody2DComponent&) = default;
ChipmunkRigidBody2DComponent(ChipmunkRigidBody2DComponent&&) noexcept = default;
~ChipmunkRigidBody2DComponent() = default;
ChipmunkRigidBody2DComponent& operator=(const ChipmunkRigidBody2DComponent&) = default;
ChipmunkRigidBody2DComponent& operator=(ChipmunkRigidBody2DComponent&&) noexcept = default;
};
}
#include <Nazara/ChipmunkPhysics2D/Components/ChipmunkRigidBody2DComponent.inl>
#endif // NAZARA_CHIPMUNKPHYSICS2D_COMPONENTS_RIGIDBODY2DCOMPONENT_HPP

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@ -2,10 +2,10 @@
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/Debug.hpp>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
}
#include <Nazara/Physics2D/DebugOff.hpp>
#include <Nazara/ChipmunkPhysics2D/DebugOff.hpp>

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@ -24,25 +24,25 @@
#pragma once
#ifndef NAZARA_PHYSICS2D_CONFIG_HPP
#define NAZARA_PHYSICS2D_CONFIG_HPP
#ifndef NAZARA_CHIPMUNKPHYSICS2D_CONFIG_HPP
#define NAZARA_CHIPMUNKPHYSICS2D_CONFIG_HPP
/// Chaque modification d'un paramètre du module nécessite une recompilation de celui-ci
// Active les tests de sécurité basés sur le code (Conseillé pour le développement)
#define NAZARA_PHYSICS2D_SAFE 1
#define NAZARA_CHIPMUNKPHYSICS2D_SAFE 1
/// Vérification des valeurs et types de certaines constantes
#include <Nazara/Physics2D/ConfigCheck.hpp>
#include <Nazara/ChipmunkPhysics2D/ConfigCheck.hpp>
#if defined(NAZARA_STATIC)
#define NAZARA_PHYSICS2D_API
#define NAZARA_CHIPMUNKPHYSICS2D_API
#else
#ifdef NAZARA_PHYSICS2D_BUILD
#define NAZARA_PHYSICS2D_API NAZARA_EXPORT
#ifdef NAZARA_CHIPMUNKPHYSICS2D_BUILD
#define NAZARA_CHIPMUNKPHYSICS2D_API NAZARA_EXPORT
#else
#define NAZARA_PHYSICS2D_API NAZARA_IMPORT
#define NAZARA_CHIPMUNKPHYSICS2D_API NAZARA_IMPORT
#endif
#endif
#endif // NAZARA_PHYSICS2D_CONFIG_HPP
#endif // NAZARA_CHIPMUNKPHYSICS2D_CONFIG_HPP

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@ -4,8 +4,8 @@
#pragma once
#ifndef NAZARA_PHYSICS2D_CONFIGCHECK_HPP
#define NAZARA_PHYSICS2D_CONFIGCHECK_HPP
#ifndef NAZARA_CHIPMUNKPHYSICS2D_CONFIGCHECK_HPP
#define NAZARA_CHIPMUNKPHYSICS2D_CONFIGCHECK_HPP
/// This file is used to check the constant values defined in Config.hpp
@ -16,4 +16,4 @@
#undef NazaraCheckTypeAndVal
#endif // NAZARA_PHYSICS2D_CONFIGCHECK_HPP
#endif // NAZARA_CHIPMUNKPHYSICS2D_CONFIGCHECK_HPP

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@ -4,12 +4,12 @@
#pragma once
#ifndef NAZARA_PHYSICS2D_ENUMS_HPP
#define NAZARA_PHYSICS2D_ENUMS_HPP
#ifndef NAZARA_CHIPMUNKPHYSICS2D_ENUMS_HPP
#define NAZARA_CHIPMUNKPHYSICS2D_ENUMS_HPP
namespace Nz
{
enum class ColliderType2D
enum class ChipmunkColliderType2D
{
Box,
Compound,
@ -22,4 +22,4 @@ namespace Nz
};
}
#endif // NAZARA_PHYSICS2D_ENUMS_HPP
#endif // NAZARA_CHIPMUNKPHYSICS2D_ENUMS_HPP

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@ -26,9 +26,9 @@
#pragma once
#ifndef NAZARA_PHYSICS2D_SYSTEMS_HPP
#define NAZARA_PHYSICS2D_SYSTEMS_HPP
#ifndef NAZARA_CHIPMUNKPHYSICS2D_SYSTEMS_HPP
#define NAZARA_CHIPMUNKPHYSICS2D_SYSTEMS_HPP
#include <Nazara/Physics2D/Systems/Physics2DSystem.hpp>
#include <Nazara/ChipmunkPhysics2D/Systems/ChipmunkPhysics2DSystem.hpp>
#endif // NAZARA_PHYSICS2D_SYSTEMS_HPP
#endif // NAZARA_CHIPMUNKPHYSICS2D_SYSTEMS_HPP

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@ -0,0 +1,50 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_CHIPMUNKPHYSICS2D_SYSTEMS_PHYSICS2DSYSTEM_HPP
#define NAZARA_CHIPMUNKPHYSICS2D_SYSTEMS_PHYSICS2DSYSTEM_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Core/Time.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkPhysWorld2D.hpp>
#include <Nazara/ChipmunkPhysics2D/Components/ChipmunkRigidBody2DComponent.hpp>
#include <NazaraUtils/TypeList.hpp>
#include <entt/entt.hpp>
namespace Nz
{
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkPhysics2DSystem
{
public:
static constexpr Int64 ExecutionOrder = 0;
using Components = TypeList<ChipmunkRigidBody2DComponent, class NodeComponent>;
ChipmunkPhysics2DSystem(entt::registry& registry);
ChipmunkPhysics2DSystem(const ChipmunkPhysics2DSystem&) = delete;
ChipmunkPhysics2DSystem(ChipmunkPhysics2DSystem&&) = delete;
~ChipmunkPhysics2DSystem();
template<typename... Args> ChipmunkRigidBody2DComponent CreateRigidBody(Args&&... args);
inline ChipmunkPhysWorld2D& GetPhysWorld();
inline const ChipmunkPhysWorld2D& GetPhysWorld() const;
void Update(Time elapsedTime);
ChipmunkPhysics2DSystem& operator=(const ChipmunkPhysics2DSystem&) = delete;
ChipmunkPhysics2DSystem& operator=(ChipmunkPhysics2DSystem&&) = delete;
private:
entt::registry& m_registry;
entt::observer m_physicsConstructObserver;
entt::scoped_connection m_constructConnection;
ChipmunkPhysWorld2D m_physWorld;
};
}
#include <Nazara/ChipmunkPhysics2D/Systems/ChipmunkPhysics2DSystem.inl>
#endif // NAZARA_CHIPMUNKPHYSICS2D_SYSTEMS_PHYSICS2DSYSTEM_HPP

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@ -0,0 +1,26 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
template<typename... Args>
ChipmunkRigidBody2DComponent ChipmunkPhysics2DSystem::CreateRigidBody(Args&&... args)
{
return ChipmunkRigidBody2DComponent(&m_physWorld, std::forward<Args>(args)...);
}
inline ChipmunkPhysWorld2D& ChipmunkPhysics2DSystem::GetPhysWorld()
{
return m_physWorld;
}
inline const ChipmunkPhysWorld2D& ChipmunkPhysics2DSystem::GetPhysWorld() const
{
return m_physWorld;
}
}
#include <Nazara/ChipmunkPhysics2D/DebugOff.hpp>

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@ -1,196 +0,0 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <memory>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
inline Collider2D::Collider2D() :
m_categoryMask(0xFFFFFFFF),
m_collisionGroup(0),
m_collisionMask(0xFFFFFFFF),
m_surfaceVelocity(Vector2f::Zero()),
m_trigger(false),
m_elasticity(0.f),
m_friction(0.f),
m_collisionId(0)
{
}
inline UInt32 Collider2D::GetCategoryMask() const
{
return m_categoryMask;
}
inline UInt32 Collider2D::GetCollisionGroup() const
{
return m_collisionGroup;
}
inline unsigned int Collider2D::GetCollisionId() const
{
return m_collisionId;
}
inline UInt32 Collider2D::GetCollisionMask() const
{
return m_collisionMask;
}
inline float Collider2D::GetElasticity() const
{
return m_elasticity;
}
inline float Collider2D::GetFriction() const
{
return m_friction;
}
inline Vector2f Collider2D::GetSurfaceVelocity() const
{
return m_surfaceVelocity;
}
inline bool Collider2D::IsTrigger() const
{
return m_trigger;
}
inline void Collider2D::SetCategoryMask(UInt32 categoryMask)
{
m_categoryMask = categoryMask;
}
inline void Collider2D::SetCollisionGroup(UInt32 groupId)
{
m_collisionGroup = groupId;
}
inline void Collider2D::SetCollisionId(unsigned int typeId)
{
m_collisionId = typeId;
}
inline void Collider2D::SetCollisionMask(UInt32 mask)
{
m_collisionMask = mask;
}
inline void Collider2D::SetElasticity(float elasticity)
{
m_elasticity = elasticity;
}
inline void Collider2D::SetFriction(float friction)
{
m_friction = friction;
}
inline void Collider2D::SetSurfaceVelocity(const Vector2f& surfaceVelocity)
{
m_surfaceVelocity = surfaceVelocity;
}
inline void Collider2D::SetTrigger(bool trigger)
{
m_trigger = trigger;
}
inline float BoxCollider2D::GetRadius() const
{
return m_radius;
}
inline const Rectf& BoxCollider2D::GetRect() const
{
return m_rect;
}
inline Vector2f BoxCollider2D::GetSize() const
{
return m_rect.GetLengths();
}
inline const Vector2f& CircleCollider2D::GetOffset() const
{
return m_offset;
}
inline float CircleCollider2D::GetRadius() const
{
return m_radius;
}
inline bool Nz::CompoundCollider2D::DoesOverrideCollisionProperties() const
{
return m_doesOverrideCollisionProperties;
}
inline const std::vector<std::shared_ptr<Collider2D>>& CompoundCollider2D::GetGeoms() const
{
return m_geoms;
}
inline void Nz::CompoundCollider2D::OverridesCollisionProperties(bool shouldOverride)
{
m_doesOverrideCollisionProperties = shouldOverride;
}
inline const std::vector<Vector2d>& ConvexCollider2D::GetVertices() const
{
return m_vertices;
}
SegmentCollider2D::SegmentCollider2D(const Vector2f& first, const Vector2f& second, float thickness) :
SegmentCollider2D(first, first, second, second, thickness)
{
}
inline SegmentCollider2D::SegmentCollider2D(const Vector2f& first, const Vector2f& firstNeighbor, const Vector2f& second, const Vector2f& secondNeighbor, float thickness) :
m_first(first),
m_firstNeighbor(firstNeighbor),
m_second(second),
m_secondNeighbor(secondNeighbor),
m_thickness(thickness)
{
}
inline const Vector2f& SegmentCollider2D::GetFirstPoint() const
{
return m_first;
}
inline const Vector2f& SegmentCollider2D::GetFirstPointNeighbor() const
{
return m_firstNeighbor;
}
inline float SegmentCollider2D::GetLength() const
{
return m_first.Distance(m_second);
}
inline const Vector2f& SegmentCollider2D::GetSecondPoint() const
{
return m_second;
}
inline const Vector2f& SegmentCollider2D::GetSecondPointNeighbor() const
{
return m_secondNeighbor;
}
inline float SegmentCollider2D::GetThickness() const
{
return m_thickness;
}
}
#include <Nazara/Physics2D/DebugOff.hpp>

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@ -1,32 +0,0 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_PHYSICS2D_COMPONENTS_RIGIDBODY2DCOMPONENT_HPP
#define NAZARA_PHYSICS2D_COMPONENTS_RIGIDBODY2DCOMPONENT_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Physics2D/RigidBody2D.hpp>
namespace Nz
{
class NAZARA_PHYSICS2D_API RigidBody2DComponent : public RigidBody2D
{
friend class Physics2DSystem;
public:
using RigidBody2D::RigidBody2D;
RigidBody2DComponent(const RigidBody2DComponent&) = default;
RigidBody2DComponent(RigidBody2DComponent&&) noexcept = default;
~RigidBody2DComponent() = default;
RigidBody2DComponent& operator=(const RigidBody2DComponent&) = default;
RigidBody2DComponent& operator=(RigidBody2DComponent&&) noexcept = default;
};
}
#include <Nazara/Physics2D/Components/RigidBody2DComponent.inl>
#endif // NAZARA_PHYSICS2D_COMPONENTS_RIGIDBODY2DCOMPONENT_HPP

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@ -1,233 +0,0 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_PHYSICS2D_CONSTRAINT2D_HPP
#define NAZARA_PHYSICS2D_CONSTRAINT2D_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Core/HandledObject.hpp>
#include <Nazara/Core/ObjectHandle.hpp>
#include <Nazara/Math/Angle.hpp>
#include <Nazara/Physics2D/Config.hpp>
#include <Nazara/Physics2D/PhysWorld2D.hpp>
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <NazaraUtils/MovablePtr.hpp>
#include <vector>
struct cpConstraint;
namespace Nz
{
class Constraint2D;
using Constraint2DHandle = ObjectHandle<Constraint2D>;
class NAZARA_PHYSICS2D_API Constraint2D : public HandledObject<Constraint2D>
{
public:
Constraint2D(const Constraint2D&) = delete;
Constraint2D(Constraint2D&& rhs);
virtual ~Constraint2D();
void EnableBodyCollision(bool enable);
RigidBody2D& GetBodyA();
const RigidBody2D& GetBodyA() const;
RigidBody2D& GetBodyB();
const RigidBody2D& GetBodyB() const;
float GetErrorBias() const;
float GetLastImpulse() const;
float GetMaxBias() const;
float GetMaxForce() const;
PhysWorld2D& GetWorld();
const PhysWorld2D& GetWorld() const;
bool IsBodyCollisionEnabled() const;
void SetErrorBias(float bias);
void SetMaxBias(float bias);
void SetMaxForce(float force);
Constraint2D& operator=(const Constraint2D&) = delete;
Constraint2D& operator=(Constraint2D&& rhs);
protected:
Constraint2D(PhysWorld2D* world, cpConstraint* constraint);
MovablePtr<cpConstraint> m_constraint;
};
class DampedSpringConstraint2D;
using DampedSpringConstraint2DHandle = ObjectHandle<DampedSpringConstraint2D>;
class NAZARA_PHYSICS2D_API DampedSpringConstraint2D : public Constraint2D
{
public:
DampedSpringConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float restLength, float stiffness, float damping);
~DampedSpringConstraint2D() = default;
float GetDamping() const;
Vector2f GetFirstAnchor() const;
float GetRestLength() const;
Vector2f GetSecondAnchor() const;
float GetStiffness() const;
void SetDamping(float newDamping);
void SetFirstAnchor(const Vector2f& firstAnchor);
void SetRestLength(float newLength);
void SetSecondAnchor(const Vector2f& firstAnchor);
void SetStiffness(float newStiffness);
};
class DampedRotarySpringConstraint2D;
using DampedRotarySpringConstraint2DHandle = ObjectHandle<DampedRotarySpringConstraint2D>;
class NAZARA_PHYSICS2D_API DampedRotarySpringConstraint2D : public Constraint2D
{
public:
DampedRotarySpringConstraint2D(RigidBody2D& first, RigidBody2D& second, const RadianAnglef& restAngle, float stiffness, float damping);
~DampedRotarySpringConstraint2D() = default;
float GetDamping() const;
RadianAnglef GetRestAngle() const;
float GetStiffness() const;
void SetDamping(float newDamping);
void SetRestAngle(const RadianAnglef& newAngle);
void SetStiffness(float newStiffness);
};
class GearConstraint2D;
using GearConstraint2DHandle = ObjectHandle<GearConstraint2D>;
class NAZARA_PHYSICS2D_API GearConstraint2D : public Constraint2D
{
public:
GearConstraint2D(RigidBody2D& first, RigidBody2D& second, float phase, float ratio);
~GearConstraint2D() = default;
float GetPhase() const;
float GetRatio() const;
void SetPhase(float phase);
void SetRatio(float ratio);
};
class MotorConstraint2D;
using MotorConstraint2DHandle = ObjectHandle<MotorConstraint2D>;
class NAZARA_PHYSICS2D_API MotorConstraint2D : public Constraint2D
{
public:
MotorConstraint2D(RigidBody2D& first, RigidBody2D& second, float rate);
~MotorConstraint2D() = default;
float GetRate() const;
void SetRate(float rate);
};
class PinConstraint2D;
using PinConstraint2DHandle = ObjectHandle<PinConstraint2D>;
class NAZARA_PHYSICS2D_API PinConstraint2D : public Constraint2D
{
public:
PinConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor);
~PinConstraint2D() = default;
float GetDistance() const;
Vector2f GetFirstAnchor() const;
Vector2f GetSecondAnchor() const;
void SetDistance(float newDistance);
void SetFirstAnchor(const Vector2f& firstAnchor);
void SetSecondAnchor(const Vector2f& firstAnchor);
};
class PivotConstraint2D;
using PivotConstraint2DHandle = ObjectHandle<PivotConstraint2D>;
class NAZARA_PHYSICS2D_API PivotConstraint2D : public Constraint2D
{
public:
PivotConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& anchor);
PivotConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor);
~PivotConstraint2D() = default;
Vector2f GetFirstAnchor() const;
Vector2f GetSecondAnchor() const;
void SetFirstAnchor(const Vector2f& firstAnchor);
void SetSecondAnchor(const Vector2f& firstAnchor);
};
class RatchetConstraint2D;
using RatchetConstraint2DHandle = ObjectHandle<RatchetConstraint2D>;
class NAZARA_PHYSICS2D_API RatchetConstraint2D : public Constraint2D
{
public:
RatchetConstraint2D(RigidBody2D& first, RigidBody2D& second, float phase, float ratchet);
~RatchetConstraint2D() = default;
RadianAnglef GetAngle() const;
float GetPhase() const;
float GetRatchet() const;
void SetAngle(const RadianAnglef& angle);
void SetPhase(float phase);
void SetRatchet(float ratchet);
};
class RotaryLimitConstraint2D;
using RotaryLimitConstraint2DHandle = ObjectHandle<RotaryLimitConstraint2D>;
class NAZARA_PHYSICS2D_API RotaryLimitConstraint2D : public Constraint2D
{
public:
RotaryLimitConstraint2D(RigidBody2D& first, RigidBody2D& second, const RadianAnglef& minAngle, const RadianAnglef& maxAngle);
~RotaryLimitConstraint2D() = default;
RadianAnglef GetMaxAngle() const;
RadianAnglef GetMinAngle() const;
void SetMaxAngle(const RadianAnglef& maxAngle);
void SetMinAngle(const RadianAnglef& minAngle);
};
class SlideConstraint2D;
using SlideConstraint2DHandle = ObjectHandle<SlideConstraint2D>;
class NAZARA_PHYSICS2D_API SlideConstraint2D : public Constraint2D
{
public:
SlideConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float min, float max);
~SlideConstraint2D() = default;
Vector2f GetFirstAnchor() const;
float GetMaxDistance() const;
float GetMinDistance() const;
Vector2f GetSecondAnchor() const;
void SetFirstAnchor(const Vector2f& firstAnchor);
void SetMaxDistance(float newMaxDistance);
void SetMinDistance(float newMinDistance);
void SetSecondAnchor(const Vector2f& firstAnchor);
};
}
#include <Nazara/Physics2D/Constraint2D.inl>
#endif // NAZARA_PHYSICS2D_CONSTRAINT2D_HPP

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@ -1,35 +0,0 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
inline float RigidBody2D::GetAngularDamping() const
{
return GetMomentOfInertia();
}
inline Vector2f RigidBody2D::GetCenterOfGravity(CoordSys coordSys) const
{
return GetMassCenter(coordSys);
}
inline const Vector2f& RigidBody2D::GetPositionOffset() const
{
return m_positionOffset;
}
inline std::size_t RigidBody2D::GetShapeCount() const
{
return m_shapes.size();
}
inline void RigidBody2D::SetAngularDamping(float angularDamping)
{
SetMomentOfInertia(angularDamping);
}
}
#include <Nazara/Physics2D/DebugOff.hpp>

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@ -1,50 +0,0 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_PHYSICS2D_SYSTEMS_PHYSICS2DSYSTEM_HPP
#define NAZARA_PHYSICS2D_SYSTEMS_PHYSICS2DSYSTEM_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Core/Time.hpp>
#include <Nazara/Physics2D/PhysWorld2D.hpp>
#include <Nazara/Physics2D/Components/RigidBody2DComponent.hpp>
#include <NazaraUtils/TypeList.hpp>
#include <entt/entt.hpp>
namespace Nz
{
class NAZARA_PHYSICS2D_API Physics2DSystem
{
public:
static constexpr Int64 ExecutionOrder = 0;
using Components = TypeList<RigidBody2DComponent, class NodeComponent>;
Physics2DSystem(entt::registry& registry);
Physics2DSystem(const Physics2DSystem&) = delete;
Physics2DSystem(Physics2DSystem&&) = delete;
~Physics2DSystem();
template<typename... Args> RigidBody2DComponent CreateRigidBody(Args&&... args);
inline PhysWorld2D& GetPhysWorld();
inline const PhysWorld2D& GetPhysWorld() const;
void Update(Time elapsedTime);
Physics2DSystem& operator=(const Physics2DSystem&) = delete;
Physics2DSystem& operator=(Physics2DSystem&&) = delete;
private:
entt::registry& m_registry;
entt::observer m_physicsConstructObserver;
entt::scoped_connection m_constructConnection;
PhysWorld2D m_physWorld;
};
}
#include <Nazara/Physics2D/Systems/Physics2DSystem.inl>
#endif // NAZARA_PHYSICS2D_SYSTEMS_PHYSICS2DSYSTEM_HPP

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@ -1,26 +0,0 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
template<typename... Args>
RigidBody2DComponent Physics2DSystem::CreateRigidBody(Args&&... args)
{
return RigidBody2DComponent(&m_physWorld, std::forward<Args>(args)...);
}
inline PhysWorld2D& Physics2DSystem::GetPhysWorld()
{
return m_physWorld;
}
inline const PhysWorld2D& Physics2DSystem::GetPhysWorld() const
{
return m_physWorld;
}
}
#include <Nazara/Physics2D/DebugOff.hpp>

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@ -174,9 +174,9 @@ namespace Nz
return m_lengths;
}
ColliderType3D BulletBoxCollider3D::GetType() const
BulletColliderType3D BulletBoxCollider3D::GetType() const
{
return ColliderType3D::Box;
return BulletColliderType3D::Box;
}
/******************************** CapsuleCollider3D ********************************/
@ -209,9 +209,9 @@ namespace Nz
return m_shape.get();
}
ColliderType3D BulletCapsuleCollider3D::GetType() const
BulletColliderType3D BulletCapsuleCollider3D::GetType() const
{
return ColliderType3D::Capsule;
return BulletColliderType3D::Capsule;
}
/******************************* CompoundCollider3D ********************************/
@ -245,9 +245,9 @@ namespace Nz
return m_shape.get();
}
ColliderType3D BulletCompoundCollider3D::GetType() const
BulletColliderType3D BulletCompoundCollider3D::GetType() const
{
return ColliderType3D::Compound;
return BulletColliderType3D::Compound;
}
/********************************* ConeCollider3D **********************************/
@ -280,9 +280,9 @@ namespace Nz
return m_shape.get();
}
ColliderType3D BulletConeCollider3D::GetType() const
BulletColliderType3D BulletConeCollider3D::GetType() const
{
return ColliderType3D::Cone;
return BulletColliderType3D::Cone;
}
/****************************** ConvexCollider3D *******************************/
@ -330,9 +330,9 @@ namespace Nz
return m_shape.get();
}
ColliderType3D BulletConvexCollider3D::GetType() const
BulletColliderType3D BulletConvexCollider3D::GetType() const
{
return ColliderType3D::ConvexHull;
return BulletColliderType3D::ConvexHull;
}
/******************************* CylinderCollider3D ********************************/
@ -366,9 +366,9 @@ namespace Nz
return m_shape.get();
}
ColliderType3D BulletCylinderCollider3D::GetType() const
BulletColliderType3D BulletCylinderCollider3D::GetType() const
{
return ColliderType3D::Cylinder;
return BulletColliderType3D::Cylinder;
}
/********************************* NullCollider3D **********************************/
@ -394,9 +394,9 @@ namespace Nz
return m_shape.get();
}
ColliderType3D BulletNullCollider3D::GetType() const
BulletColliderType3D BulletNullCollider3D::GetType() const
{
return ColliderType3D::Null;
return BulletColliderType3D::Null;
}
/******************************** SphereCollider3D *********************************/
@ -423,9 +423,9 @@ namespace Nz
return m_shape.get();
}
ColliderType3D BulletSphereCollider3D::GetType() const
BulletColliderType3D BulletSphereCollider3D::GetType() const
{
return ColliderType3D::Sphere;
return BulletColliderType3D::Sphere;
}
/******************************** StaticPlaneCollider3D *********************************/
@ -463,8 +463,8 @@ namespace Nz
return m_shape.get();
}
ColliderType3D BulletStaticPlaneCollider3D::GetType() const
BulletColliderType3D BulletStaticPlaneCollider3D::GetType() const
{
return ColliderType3D::StaticPlane;
return BulletColliderType3D::StaticPlane;
}
}

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@ -0,0 +1,102 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ChipmunkPhysics2D/ChipmunkArbiter2D.hpp>
#include <chipmunk/chipmunk.h>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
float ChipmunkArbiter2D::ComputeTotalKinematicEnergy() const
{
return float(cpArbiterTotalKE(m_arbiter));
}
Vector2f ChipmunkArbiter2D::ComputeTotalImpulse() const
{
cpVect impulse = cpArbiterTotalImpulse(m_arbiter);
return Vector2f(Vector2<cpFloat>(impulse.x, impulse.y));
}
std::pair<ChipmunkRigidBody2D*, ChipmunkRigidBody2D*> ChipmunkArbiter2D::GetBodies() const
{
std::pair<ChipmunkRigidBody2D*, ChipmunkRigidBody2D*> bodies;
cpBody* firstBody;
cpBody* secondBody;
cpArbiterGetBodies(m_arbiter, &firstBody, &secondBody);
bodies.first = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(firstBody));
bodies.second = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(secondBody));
return bodies;
}
std::size_t ChipmunkArbiter2D::GetContactCount() const
{
return cpArbiterGetCount(m_arbiter);
}
float ChipmunkArbiter2D::GetContactDepth(std::size_t i) const
{
return float(cpArbiterGetDepth(m_arbiter, int(i)));
}
Vector2f ChipmunkArbiter2D::GetContactPointA(std::size_t i) const
{
cpVect point = cpArbiterGetPointA(m_arbiter, int(i));
return Vector2f(Vector2<cpFloat>(point.x, point.y));
}
Vector2f ChipmunkArbiter2D::GetContactPointB(std::size_t i) const
{
cpVect point = cpArbiterGetPointB(m_arbiter, int(i));
return Vector2f(Vector2<cpFloat>(point.x, point.y));
}
float ChipmunkArbiter2D::GetElasticity() const
{
return float(cpArbiterGetRestitution(m_arbiter));
}
float ChipmunkArbiter2D::GetFriction() const
{
return float(cpArbiterGetFriction(m_arbiter));
}
Vector2f ChipmunkArbiter2D::GetNormal() const
{
cpVect normal = cpArbiterGetNormal(m_arbiter);
return Vector2f(Vector2<cpFloat>(normal.x, normal.y));
}
Vector2f ChipmunkArbiter2D::GetSurfaceVelocity() const
{
cpVect velocity = cpArbiterGetNormal(m_arbiter);
return Vector2f(Vector2<cpFloat>(velocity.x, velocity.y));
}
bool ChipmunkArbiter2D::IsFirstContact() const
{
return cpArbiterIsFirstContact(m_arbiter) == cpTrue;
}
bool ChipmunkArbiter2D::IsRemoval() const
{
return cpArbiterIsRemoval(m_arbiter) == cpTrue;
}
void ChipmunkArbiter2D::SetElasticity(float elasticity)
{
cpArbiterSetRestitution(m_arbiter, elasticity);
}
void ChipmunkArbiter2D::SetFriction(float friction)
{
cpArbiterSetFriction(m_arbiter, friction);
}
void ChipmunkArbiter2D::SetSurfaceVelocity(const Vector2f& surfaceVelocity)
{
cpArbiterSetSurfaceVelocity(m_arbiter, cpv(surfaceVelocity.x, surfaceVelocity.y));
}
}

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@ -2,16 +2,16 @@
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/Collider2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkCollider2D.hpp>
#include <Nazara/Math/Quaternion.hpp>
#include <Nazara/Physics2D/PhysWorld2D.hpp>
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkPhysWorld2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkRigidBody2D.hpp>
#include <NazaraUtils/CallOnExit.hpp>
#include <NazaraUtils/StackArray.hpp>
#include <chipmunk/chipmunk.h>
#include <chipmunk/chipmunk_structs.h>
#include <array>
#include <Nazara/Physics2D/Debug.hpp>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
@ -25,9 +25,9 @@ namespace Nz
}
}
Collider2D::~Collider2D() = default;
ChipmunkCollider2D::~ChipmunkCollider2D() = default;
void Collider2D::ForEachPolygon(const std::function<void(const Vector2f* vertices, std::size_t vertexCount)>& callback) const
void ChipmunkCollider2D::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
@ -133,7 +133,7 @@ namespace Nz
cpSpaceDebugDraw(space, &drawOptions);
}
std::size_t Collider2D::GenerateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
std::size_t ChipmunkCollider2D::GenerateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
{
std::size_t shapeCount = CreateShapes(body, shapes);
@ -155,33 +155,33 @@ namespace Nz
/******************************** BoxCollider2D *********************************/
BoxCollider2D::BoxCollider2D(const Vector2f& size, float radius) :
BoxCollider2D(Rectf(-size.x / 2.f, -size.y / 2.f, size.x, size.y), radius)
ChipmunkBoxCollider2D::ChipmunkBoxCollider2D(const Vector2f& size, float radius) :
ChipmunkBoxCollider2D(Rectf(-size.x / 2.f, -size.y / 2.f, size.x, size.y), radius)
{
}
BoxCollider2D::BoxCollider2D(const Rectf& rect, float radius) :
ChipmunkBoxCollider2D::ChipmunkBoxCollider2D(const Rectf& rect, float radius) :
m_rect(rect),
m_radius(radius)
{
}
Vector2f BoxCollider2D::ComputeCenterOfMass() const
Vector2f ChipmunkBoxCollider2D::ComputeCenterOfMass() const
{
return m_rect.GetCenter();
}
float BoxCollider2D::ComputeMomentOfInertia(float mass) const
float ChipmunkBoxCollider2D::ComputeMomentOfInertia(float mass) const
{
return SafeCast<float>(cpMomentForBox2(mass, cpBBNew(m_rect.x, m_rect.y, m_rect.x + m_rect.width, m_rect.y + m_rect.height)));
}
ColliderType2D BoxCollider2D::GetType() const
ChipmunkColliderType2D ChipmunkBoxCollider2D::GetType() const
{
return ColliderType2D::Box;
return ChipmunkColliderType2D::Box;
}
std::size_t BoxCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
std::size_t ChipmunkBoxCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
{
shapes->push_back(cpBoxShapeNew2(body, cpBBNew(m_rect.x, m_rect.y, m_rect.x + m_rect.width, m_rect.y + m_rect.height), m_radius));
return 1;
@ -189,28 +189,28 @@ namespace Nz
/******************************** CircleCollider2D *********************************/
CircleCollider2D::CircleCollider2D(float radius, const Vector2f& offset) :
ChipmunkCircleCollider2D::ChipmunkCircleCollider2D(float radius, const Vector2f& offset) :
m_offset(offset),
m_radius(radius)
{
}
Vector2f CircleCollider2D::ComputeCenterOfMass() const
Vector2f ChipmunkCircleCollider2D::ComputeCenterOfMass() const
{
return m_offset;
}
float CircleCollider2D::ComputeMomentOfInertia(float mass) const
float ChipmunkCircleCollider2D::ComputeMomentOfInertia(float mass) const
{
return SafeCast<float>(cpMomentForCircle(mass, 0.f, m_radius, cpv(m_offset.x, m_offset.y)));
}
ColliderType2D CircleCollider2D::GetType() const
ChipmunkColliderType2D ChipmunkCircleCollider2D::GetType() const
{
return ColliderType2D::Circle;
return ChipmunkColliderType2D::Circle;
}
std::size_t CircleCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
std::size_t ChipmunkCircleCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
{
shapes->push_back(cpCircleShapeNew(body, m_radius, cpv(m_offset.x, m_offset.y)));
return 1;
@ -218,13 +218,13 @@ namespace Nz
/******************************** CompoundCollider2D *********************************/
CompoundCollider2D::CompoundCollider2D(std::vector<std::shared_ptr<Collider2D>> geoms) :
ChipmunkCompoundCollider2D::ChipmunkCompoundCollider2D(std::vector<std::shared_ptr<ChipmunkCollider2D>> geoms) :
m_geoms(std::move(geoms)),
m_doesOverrideCollisionProperties(true)
{
}
Vector2f CompoundCollider2D::ComputeCenterOfMass() const
Vector2f ChipmunkCompoundCollider2D::ComputeCenterOfMass() const
{
Vector2f centerOfMass = Vector2f::Zero();
for (const auto& geom : m_geoms)
@ -233,7 +233,7 @@ namespace Nz
return centerOfMass / float(m_geoms.size());
}
float CompoundCollider2D::ComputeMomentOfInertia(float mass) const
float ChipmunkCompoundCollider2D::ComputeMomentOfInertia(float mass) const
{
///TODO: Correctly compute moment using parallel axis theorem:
/// https://chipmunk-physics.net/forum/viewtopic.php?t=1056
@ -244,12 +244,12 @@ namespace Nz
return momentOfInertia;
}
ColliderType2D CompoundCollider2D::GetType() const
ChipmunkColliderType2D ChipmunkCompoundCollider2D::GetType() const
{
return ColliderType2D::Compound;
return ChipmunkColliderType2D::Compound;
}
std::size_t CompoundCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
std::size_t ChipmunkCompoundCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
{
// Since C++ does not allow protected call from other objects, we have to be a friend of Collider2D, yay
@ -260,11 +260,11 @@ namespace Nz
return shapeCount;
}
std::size_t CompoundCollider2D::GenerateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
std::size_t ChipmunkCompoundCollider2D::GenerateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
{
// This is our parent's default behavior
if (m_doesOverrideCollisionProperties)
return Collider2D::GenerateShapes(body, shapes);
return ChipmunkCollider2D::GenerateShapes(body, shapes);
else
{
std::size_t shapeCount = 0;
@ -277,7 +277,7 @@ namespace Nz
/******************************** ConvexCollider2D *********************************/
ConvexCollider2D::ConvexCollider2D(SparsePtr<const Vector2f> vertices, std::size_t vertexCount, float radius) :
ChipmunkConvexCollider2D::ChipmunkConvexCollider2D(SparsePtr<const Vector2f> vertices, std::size_t vertexCount, float radius) :
m_radius(radius)
{
m_vertices.resize(vertexCount);
@ -285,7 +285,7 @@ namespace Nz
m_vertices[i].Set(*vertices++);
}
Vector2f ConvexCollider2D::ComputeCenterOfMass() const
Vector2f ChipmunkConvexCollider2D::ComputeCenterOfMass() const
{
static_assert(sizeof(cpVect) == sizeof(Vector2d), "Chipmunk vector is not equivalent to Vector2d");
@ -294,19 +294,19 @@ namespace Nz
return Vector2f(float(center.x), float(center.y));
}
float ConvexCollider2D::ComputeMomentOfInertia(float mass) const
float ChipmunkConvexCollider2D::ComputeMomentOfInertia(float mass) const
{
static_assert(sizeof(cpVect) == sizeof(Vector2d), "Chipmunk vector is not equivalent to Vector2d");
return SafeCast<float>(cpMomentForPoly(mass, int(m_vertices.size()), reinterpret_cast<const cpVect*>(m_vertices.data()), cpv(0.0, 0.0), m_radius));
}
ColliderType2D ConvexCollider2D::GetType() const
ChipmunkColliderType2D ChipmunkConvexCollider2D::GetType() const
{
return ColliderType2D::Convex;
return ChipmunkColliderType2D::Convex;
}
std::size_t ConvexCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
std::size_t ChipmunkConvexCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
{
shapes->push_back(cpPolyShapeNew(body, int(m_vertices.size()), reinterpret_cast<const cpVect*>(m_vertices.data()), cpTransformIdentity, m_radius));
return 1;
@ -314,44 +314,44 @@ namespace Nz
/********************************* NullCollider2D **********************************/
ColliderType2D NullCollider2D::GetType() const
ChipmunkColliderType2D ChipmunkNullCollider2D::GetType() const
{
return ColliderType2D::Null;
return ChipmunkColliderType2D::Null;
}
Vector2f NullCollider2D::ComputeCenterOfMass() const
Vector2f ChipmunkNullCollider2D::ComputeCenterOfMass() const
{
return Vector2f::Zero();
}
float NullCollider2D::ComputeMomentOfInertia(float mass) const
float ChipmunkNullCollider2D::ComputeMomentOfInertia(float mass) const
{
return (mass > 0.f) ? 1.f : 0.f; //< Null inertia is only possible for static/kinematic objects
}
std::size_t NullCollider2D::CreateShapes(cpBody* /*body*/, std::vector<cpShape*>* /*shapes*/) const
std::size_t ChipmunkNullCollider2D::CreateShapes(cpBody* /*body*/, std::vector<cpShape*>* /*shapes*/) const
{
return 0;
}
/******************************** SegmentCollider2D *********************************/
Vector2f SegmentCollider2D::ComputeCenterOfMass() const
Vector2f ChipmunkSegmentCollider2D::ComputeCenterOfMass() const
{
return (m_first + m_second) / 2.f;
}
float SegmentCollider2D::ComputeMomentOfInertia(float mass) const
float ChipmunkSegmentCollider2D::ComputeMomentOfInertia(float mass) const
{
return SafeCast<float>(cpMomentForSegment(mass, cpv(m_first.x, m_first.y), cpv(m_second.x, m_second.y), m_thickness));
}
ColliderType2D SegmentCollider2D::GetType() const
ChipmunkColliderType2D ChipmunkSegmentCollider2D::GetType() const
{
return ColliderType2D::Segment;
return ChipmunkColliderType2D::Segment;
}
std::size_t SegmentCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
std::size_t ChipmunkSegmentCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
{
cpShape* segment = cpSegmentShapeNew(body, cpv(m_first.x, m_first.y), cpv(m_second.x, m_second.y), m_thickness);
cpSegmentShapeSetNeighbors(segment, cpv(m_firstNeighbor.x, m_firstNeighbor.y), cpv(m_secondNeighbor.x, m_secondNeighbor.y));

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@ -0,0 +1,428 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ChipmunkPhysics2D/ChipmunkConstraint2D.hpp>
#include <chipmunk/chipmunk.h>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
ChipmunkConstraint2D::ChipmunkConstraint2D(ChipmunkPhysWorld2D* world, cpConstraint* constraint) :
m_constraint(constraint)
{
cpConstraintSetUserData(m_constraint, this);
cpSpaceAddConstraint(world->GetHandle(), m_constraint);
}
ChipmunkConstraint2D::ChipmunkConstraint2D(ChipmunkConstraint2D&& rhs) :
m_constraint(std::move(rhs.m_constraint))
{
cpConstraintSetUserData(m_constraint, this);
}
ChipmunkConstraint2D::~ChipmunkConstraint2D()
{
cpSpaceRemoveConstraint(cpConstraintGetSpace(m_constraint), m_constraint);
}
void ChipmunkConstraint2D::EnableBodyCollision(bool enable)
{
cpConstraintSetCollideBodies(m_constraint, (enable) ? cpTrue : cpFalse);
}
ChipmunkRigidBody2D& ChipmunkConstraint2D::GetBodyA()
{
return *static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyA(m_constraint)));
}
const ChipmunkRigidBody2D& ChipmunkConstraint2D::GetBodyA() const
{
return *static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyA(m_constraint)));
}
ChipmunkRigidBody2D& ChipmunkConstraint2D::GetBodyB()
{
return *static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyB(m_constraint)));
}
const ChipmunkRigidBody2D& ChipmunkConstraint2D::GetBodyB() const
{
return *static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyB(m_constraint)));
}
float ChipmunkConstraint2D::GetErrorBias() const
{
return float(cpConstraintGetErrorBias(m_constraint));
}
float ChipmunkConstraint2D::GetLastImpulse() const
{
return float(cpConstraintGetImpulse(m_constraint));
}
float ChipmunkConstraint2D::GetMaxBias() const
{
return float(cpConstraintGetMaxBias(m_constraint));
}
float ChipmunkConstraint2D::GetMaxForce() const
{
return float(cpConstraintGetMaxForce(m_constraint));
}
ChipmunkPhysWorld2D& ChipmunkConstraint2D::GetWorld()
{
return *static_cast<ChipmunkPhysWorld2D*>(cpSpaceGetUserData(cpConstraintGetSpace(m_constraint)));
}
const ChipmunkPhysWorld2D& ChipmunkConstraint2D::GetWorld() const
{
return *static_cast<ChipmunkPhysWorld2D*>(cpSpaceGetUserData(cpConstraintGetSpace(m_constraint)));
}
bool ChipmunkConstraint2D::IsBodyCollisionEnabled() const
{
return cpConstraintGetCollideBodies(m_constraint) == cpTrue;
}
void ChipmunkConstraint2D::SetErrorBias(float bias)
{
cpConstraintSetErrorBias(m_constraint, bias);
}
void ChipmunkConstraint2D::SetMaxBias(float bias)
{
cpConstraintSetMaxBias(m_constraint, bias);
}
void ChipmunkConstraint2D::SetMaxForce(float force)
{
cpConstraintSetMaxForce(m_constraint, force);
}
ChipmunkConstraint2D& ChipmunkConstraint2D::operator=(ChipmunkConstraint2D && rhs)
{
m_constraint = std::move(rhs.m_constraint);
cpConstraintSetUserData(m_constraint, this);
return *this;
}
ChipmunkDampedSpringConstraint2D::ChipmunkDampedSpringConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float restLength, float stiffness, float damping) :
ChipmunkConstraint2D(first.GetWorld(), cpDampedSpringNew(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y), restLength, stiffness, damping))
{
}
float ChipmunkDampedSpringConstraint2D::GetDamping() const
{
return float(cpDampedSpringGetDamping(m_constraint));
}
Vector2f ChipmunkDampedSpringConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpDampedSpringGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float ChipmunkDampedSpringConstraint2D::GetRestLength() const
{
return float(cpDampedSpringGetRestLength(m_constraint));
}
Vector2f ChipmunkDampedSpringConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpDampedSpringGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float ChipmunkDampedSpringConstraint2D::GetStiffness() const
{
return float(cpDampedSpringGetStiffness(m_constraint));
}
void ChipmunkDampedSpringConstraint2D::SetDamping(float newDamping)
{
cpDampedSpringSetDamping(m_constraint, newDamping);
}
void ChipmunkDampedSpringConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpDampedSpringSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void ChipmunkDampedSpringConstraint2D::SetRestLength(float newLength)
{
cpDampedSpringSetRestLength(m_constraint, newLength);
}
void ChipmunkDampedSpringConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpDampedSpringSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void ChipmunkDampedSpringConstraint2D::SetStiffness(float newStiffness)
{
cpDampedSpringSetStiffness(m_constraint, newStiffness);
}
ChipmunkDampedRotarySpringConstraint2D::ChipmunkDampedRotarySpringConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const RadianAnglef& restAngle, float stiffness, float damping) :
ChipmunkConstraint2D(first.GetWorld(), cpDampedRotarySpringNew(first.GetHandle(), second.GetHandle(), restAngle.value, stiffness, damping))
{
}
float ChipmunkDampedRotarySpringConstraint2D::GetDamping() const
{
return float(cpDampedRotarySpringGetDamping(m_constraint));
}
RadianAnglef ChipmunkDampedRotarySpringConstraint2D::GetRestAngle() const
{
return float(cpDampedRotarySpringGetRestAngle(m_constraint));
}
float ChipmunkDampedRotarySpringConstraint2D::GetStiffness() const
{
return float(cpDampedRotarySpringGetStiffness(m_constraint));
}
void ChipmunkDampedRotarySpringConstraint2D::SetDamping(float newDamping)
{
cpDampedSpringSetDamping(m_constraint, newDamping);
}
void ChipmunkDampedRotarySpringConstraint2D::SetRestAngle(const RadianAnglef& newAngle)
{
cpDampedRotarySpringSetRestAngle(m_constraint, newAngle.value);
}
void ChipmunkDampedRotarySpringConstraint2D::SetStiffness(float newStiffness)
{
cpDampedRotarySpringSetStiffness(m_constraint, newStiffness);
}
ChipmunkGearConstraint2D::ChipmunkGearConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, float phase, float ratio) :
ChipmunkConstraint2D(first.GetWorld(), cpGearJointNew(first.GetHandle(), second.GetHandle(), phase, ratio))
{
}
float ChipmunkGearConstraint2D::GetPhase() const
{
return float(cpGearJointGetPhase(m_constraint));
}
float ChipmunkGearConstraint2D::GetRatio() const
{
return float(cpGearJointGetRatio(m_constraint));
}
void ChipmunkGearConstraint2D::SetPhase(float phase)
{
cpGearJointSetPhase(m_constraint, phase);
}
void ChipmunkGearConstraint2D::SetRatio(float ratio)
{
cpGearJointSetRatio(m_constraint, ratio);
}
ChipmunkMotorConstraint2D::ChipmunkMotorConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, float rate) :
ChipmunkConstraint2D(first.GetWorld(), cpSimpleMotorNew(first.GetHandle(), second.GetHandle(), rate))
{
}
float ChipmunkMotorConstraint2D::GetRate() const
{
return float(cpSimpleMotorGetRate(m_constraint));
}
void ChipmunkMotorConstraint2D::SetRate(float rate)
{
cpSimpleMotorSetRate(m_constraint, rate);
}
ChipmunkPinConstraint2D::ChipmunkPinConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor) :
ChipmunkConstraint2D(first.GetWorld(), cpPinJointNew(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y)))
{
}
float ChipmunkPinConstraint2D::GetDistance() const
{
return float(cpPinJointGetDist(m_constraint));
}
Vector2f ChipmunkPinConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpPinJointGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
Vector2f ChipmunkPinConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpPinJointGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
void ChipmunkPinConstraint2D::SetDistance(float newDistance)
{
cpPinJointSetDist(m_constraint, newDistance);
}
void ChipmunkPinConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpPinJointSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void ChipmunkPinConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpPinJointSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
ChipmunkPivotConstraint2D::ChipmunkPivotConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& anchor) :
ChipmunkConstraint2D(first.GetWorld(), cpPivotJointNew(first.GetHandle(), second.GetHandle(), cpv(anchor.x, anchor.y)))
{
}
ChipmunkPivotConstraint2D::ChipmunkPivotConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor) :
ChipmunkConstraint2D(first.GetWorld(), cpPivotJointNew2(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y)))
{
}
Vector2f ChipmunkPivotConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpPivotJointGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
Vector2f ChipmunkPivotConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpPivotJointGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
void ChipmunkPivotConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpPivotJointSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void ChipmunkPivotConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpPivotJointSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
ChipmunkRatchetConstraint2D::ChipmunkRatchetConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, float phase, float ratchet) :
ChipmunkConstraint2D(first.GetWorld(), cpRatchetJointNew(first.GetHandle(), second.GetHandle(), phase, ratchet))
{
}
RadianAnglef ChipmunkRatchetConstraint2D::GetAngle() const
{
return float(cpRatchetJointGetAngle(m_constraint));
}
float ChipmunkRatchetConstraint2D::GetPhase() const
{
return float(cpRatchetJointGetPhase(m_constraint));
}
float ChipmunkRatchetConstraint2D::GetRatchet() const
{
return float(cpRatchetJointGetRatchet(m_constraint));
}
void ChipmunkRatchetConstraint2D::SetAngle(const RadianAnglef& angle)
{
cpRatchetJointSetAngle(m_constraint, angle.value);
}
void ChipmunkRatchetConstraint2D::SetPhase(float phase)
{
cpRatchetJointSetPhase(m_constraint, phase);
}
void ChipmunkRatchetConstraint2D::SetRatchet(float ratchet)
{
cpRatchetJointSetRatchet(m_constraint, ratchet);
}
ChipmunkRotaryLimitConstraint2D::ChipmunkRotaryLimitConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const RadianAnglef& minAngle, const RadianAnglef& maxAngle) :
ChipmunkConstraint2D(first.GetWorld(), cpRotaryLimitJointNew(first.GetHandle(), second.GetHandle(), minAngle.value, maxAngle.value))
{
}
RadianAnglef ChipmunkRotaryLimitConstraint2D::GetMaxAngle() const
{
return float(cpRotaryLimitJointGetMax(m_constraint));
}
RadianAnglef ChipmunkRotaryLimitConstraint2D::GetMinAngle() const
{
return float(cpRotaryLimitJointGetMax(m_constraint));
}
void ChipmunkRotaryLimitConstraint2D::SetMaxAngle(const RadianAnglef& maxAngle)
{
cpRotaryLimitJointSetMax(m_constraint, maxAngle.value);
}
void ChipmunkRotaryLimitConstraint2D::SetMinAngle(const RadianAnglef& minAngle)
{
cpRotaryLimitJointSetMin(m_constraint, minAngle.value);
}
ChipmunkSlideConstraint2D::ChipmunkSlideConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float min, float max) :
ChipmunkConstraint2D(first.GetWorld(), cpSlideJointNew(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y), min, max))
{
}
Vector2f ChipmunkSlideConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpSlideJointGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float ChipmunkSlideConstraint2D::GetMaxDistance() const
{
return float(cpSlideJointGetMax(m_constraint));
}
float ChipmunkSlideConstraint2D::GetMinDistance() const
{
return float(cpSlideJointGetMin(m_constraint));
}
Vector2f ChipmunkSlideConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpSlideJointGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
void ChipmunkSlideConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpSlideJointSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void ChipmunkSlideConstraint2D::SetMaxDistance(float newMaxDistance)
{
cpSlideJointSetMax(m_constraint, newMaxDistance);
}
void ChipmunkSlideConstraint2D::SetMinDistance(float newMinDistance)
{
cpSlideJointSetMin(m_constraint, newMinDistance);
}
void ChipmunkSlideConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpSlideJointSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
}

View File

@ -2,11 +2,11 @@
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/PhysWorld2D.hpp>
#include <Nazara/Physics2D/Arbiter2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkPhysWorld2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkArbiter2D.hpp>
#include <NazaraUtils/StackArray.hpp>
#include <chipmunk/chipmunk.h>
#include <Nazara/Physics2D/Debug.hpp>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
@ -24,21 +24,21 @@ namespace Nz
void CpCircleCallback(cpVect pos, cpFloat angle, cpFloat radius, cpSpaceDebugColor outlineColor, cpSpaceDebugColor fillColor, cpDataPointer userdata)
{
auto drawOptions = static_cast<PhysWorld2D::DebugDrawOptions*>(userdata);
auto drawOptions = static_cast<ChipmunkPhysWorld2D::DebugDrawOptions*>(userdata);
if (drawOptions->circleCallback)
drawOptions->circleCallback(Vector2f(float(pos.x), float(pos.y)), RadianAnglef(float(angle)), float(radius), CpDebugColorToColor(outlineColor), CpDebugColorToColor(fillColor), drawOptions->userdata);
}
void CpDotCallback(cpFloat size, cpVect pos, cpSpaceDebugColor color, cpDataPointer userdata)
{
auto drawOptions = static_cast<PhysWorld2D::DebugDrawOptions*>(userdata);
auto drawOptions = static_cast<ChipmunkPhysWorld2D::DebugDrawOptions*>(userdata);
if (drawOptions->dotCallback)
drawOptions->dotCallback(Vector2f(float(pos.x), float(pos.y)), float(size), CpDebugColorToColor(color), drawOptions->userdata);
}
void CpPolygonCallback(int vertexCount, const cpVect* vertices, cpFloat radius, cpSpaceDebugColor outlineColor, cpSpaceDebugColor fillColor, cpDataPointer userdata)
{
auto drawOptions = static_cast<PhysWorld2D::DebugDrawOptions*>(userdata);
auto drawOptions = static_cast<ChipmunkPhysWorld2D::DebugDrawOptions*>(userdata);
if (drawOptions->polygonCallback)
{
//TODO: constexpr if to prevent copy/cast if sizeof(cpVect) == sizeof(Vector2f)
@ -53,24 +53,24 @@ namespace Nz
void CpSegmentCallback(cpVect a, cpVect b, cpSpaceDebugColor color, cpDataPointer userdata)
{
auto drawOptions = static_cast<PhysWorld2D::DebugDrawOptions*>(userdata);
auto drawOptions = static_cast<ChipmunkPhysWorld2D::DebugDrawOptions*>(userdata);
if (drawOptions->segmentCallback)
drawOptions->segmentCallback(Vector2f(float(a.x), float(a.y)), Vector2f(float(b.x), float(b.y)), CpDebugColorToColor(color), drawOptions->userdata);
}
void CpThickSegmentCallback(cpVect a, cpVect b, cpFloat radius, cpSpaceDebugColor outlineColor, cpSpaceDebugColor fillColor, cpDataPointer userdata)
{
auto drawOptions = static_cast<PhysWorld2D::DebugDrawOptions*>(userdata);
auto drawOptions = static_cast<ChipmunkPhysWorld2D::DebugDrawOptions*>(userdata);
if (drawOptions->thickSegmentCallback)
drawOptions->thickSegmentCallback(Vector2f(float(a.x), float(a.y)), Vector2f(float(b.x), float(b.y)), float(radius), CpDebugColorToColor(outlineColor), CpDebugColorToColor(fillColor), drawOptions->userdata);
}
cpSpaceDebugColor CpShapeColorCallback(cpShape* shape, cpDataPointer userdata)
{
auto drawOptions = static_cast<PhysWorld2D::DebugDrawOptions*>(userdata);
auto drawOptions = static_cast<ChipmunkPhysWorld2D::DebugDrawOptions*>(userdata);
if (drawOptions->colorCallback)
{
RigidBody2D& rigidBody = *static_cast<RigidBody2D*>(cpShapeGetUserData(shape));
ChipmunkRigidBody2D& rigidBody = *static_cast<ChipmunkRigidBody2D*>(cpShapeGetUserData(shape));
return ColorToCpDebugColor(drawOptions->colorCallback(rigidBody, rigidBody.GetShapeIndex(shape), drawOptions->userdata));
}
else
@ -78,7 +78,7 @@ namespace Nz
}
}
PhysWorld2D::PhysWorld2D() :
ChipmunkPhysWorld2D::ChipmunkPhysWorld2D() :
m_maxStepCount(50),
m_stepSize(Time::TickDuration(200)),
m_timestepAccumulator(Time::Zero())
@ -87,12 +87,12 @@ namespace Nz
cpSpaceSetUserData(m_handle, this);
}
PhysWorld2D::~PhysWorld2D()
ChipmunkPhysWorld2D::~ChipmunkPhysWorld2D()
{
cpSpaceFree(m_handle);
}
void PhysWorld2D::DebugDraw(const DebugDrawOptions& options, bool drawShapes, bool drawConstraints, bool drawCollisions)
void ChipmunkPhysWorld2D::DebugDraw(const DebugDrawOptions& options, bool drawShapes, bool drawConstraints, bool drawCollisions)
{
auto ColorToCpDebugColor = [](Color c) -> cpSpaceDebugColor
{
@ -128,45 +128,45 @@ namespace Nz
cpSpaceDebugDraw(m_handle, &drawOptions);
}
float PhysWorld2D::GetDamping() const
float ChipmunkPhysWorld2D::GetDamping() const
{
return float(cpSpaceGetDamping(m_handle));
}
Vector2f PhysWorld2D::GetGravity() const
Vector2f ChipmunkPhysWorld2D::GetGravity() const
{
cpVect gravity = cpSpaceGetGravity(m_handle);
return Vector2f(Vector2<cpFloat>(gravity.x, gravity.y));
}
cpSpace* PhysWorld2D::GetHandle() const
cpSpace* ChipmunkPhysWorld2D::GetHandle() const
{
return m_handle;
}
std::size_t PhysWorld2D::GetIterationCount() const
std::size_t ChipmunkPhysWorld2D::GetIterationCount() const
{
return cpSpaceGetIterations(m_handle);
}
std::size_t PhysWorld2D::GetMaxStepCount() const
std::size_t ChipmunkPhysWorld2D::GetMaxStepCount() const
{
return m_maxStepCount;
}
Time PhysWorld2D::GetStepSize() const
Time ChipmunkPhysWorld2D::GetStepSize() const
{
return m_stepSize;
}
bool PhysWorld2D::NearestBodyQuery(const Vector2f & from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, RigidBody2D** nearestBody)
bool ChipmunkPhysWorld2D::NearestBodyQuery(const Vector2f & from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, ChipmunkRigidBody2D** nearestBody)
{
cpShapeFilter filter = cpShapeFilterNew(collisionGroup, categoryMask, collisionMask);
if (cpShape* shape = cpSpacePointQueryNearest(m_handle, {from.x, from.y}, maxDistance, filter, nullptr))
{
if (nearestBody)
*nearestBody = static_cast<RigidBody2D*>(cpShapeGetUserData(shape));
*nearestBody = static_cast<ChipmunkRigidBody2D*>(cpShapeGetUserData(shape));
return true;
}
@ -174,7 +174,7 @@ namespace Nz
return false;
}
bool PhysWorld2D::NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, NearestQueryResult* result)
bool ChipmunkPhysWorld2D::NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, NearestQueryResult* result)
{
cpShapeFilter filter = cpShapeFilterNew(collisionGroup, categoryMask, collisionMask);
@ -187,7 +187,7 @@ namespace Nz
result->closestPoint.Set(Vector2<cpFloat>(queryInfo.point.x, queryInfo.point.y));
result->distance = float(queryInfo.distance);
result->fraction.Set(Vector2<cpFloat>(queryInfo.gradient.x, queryInfo.gradient.y));
result->nearestBody = static_cast<RigidBody2D*>(cpShapeGetUserData(queryInfo.shape));
result->nearestBody = static_cast<ChipmunkRigidBody2D*>(cpShapeGetUserData(queryInfo.shape));
return true;
}
@ -203,7 +203,7 @@ namespace Nz
}
}
void PhysWorld2D::RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(const RaycastHit&)>& callback)
void ChipmunkPhysWorld2D::RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(const RaycastHit&)>& callback)
{
using CallbackType = std::remove_reference_t<decltype(callback)>;
@ -215,7 +215,7 @@ namespace Nz
hitInfo.fraction = float(alpha);
hitInfo.hitNormal.Set(Vector2<cpFloat>(normal.x, normal.y));
hitInfo.hitPos.Set(Vector2<cpFloat>(point.x, point.y));
hitInfo.nearestBody = static_cast<RigidBody2D*>(cpShapeGetUserData(shape));
hitInfo.nearestBody = static_cast<ChipmunkRigidBody2D*>(cpShapeGetUserData(shape));
callback(hitInfo);
};
@ -224,7 +224,7 @@ namespace Nz
cpSpaceSegmentQuery(m_handle, { from.x, from.y }, { to.x, to.y }, radius, filter, cpCallback, const_cast<void*>(static_cast<const void*>(&callback)));
}
bool PhysWorld2D::RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<RaycastHit>* hitInfos)
bool ChipmunkPhysWorld2D::RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<RaycastHit>* hitInfos)
{
using ResultType = decltype(hitInfos);
@ -236,7 +236,7 @@ namespace Nz
hitInfo.fraction = float(alpha);
hitInfo.hitNormal.Set(Vector2<cpFloat>(normal.x, normal.y));
hitInfo.hitPos.Set(Vector2<cpFloat>(point.x, point.y));
hitInfo.nearestBody = static_cast<RigidBody2D*>(cpShapeGetUserData(shape));
hitInfo.nearestBody = static_cast<ChipmunkRigidBody2D*>(cpShapeGetUserData(shape));
results->emplace_back(std::move(hitInfo));
};
@ -249,7 +249,7 @@ namespace Nz
return hitInfos->size() != previousSize;
}
bool PhysWorld2D::RaycastQueryFirst(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, RaycastHit* hitInfo)
bool ChipmunkPhysWorld2D::RaycastQueryFirst(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, RaycastHit* hitInfo)
{
cpShapeFilter filter = cpShapeFilterNew(collisionGroup, categoryMask, collisionMask);
@ -262,7 +262,7 @@ namespace Nz
hitInfo->fraction = float(queryInfo.alpha);
hitInfo->hitNormal.Set(Vector2<cpFloat>(queryInfo.normal.x, queryInfo.normal.y));
hitInfo->hitPos.Set(Vector2<cpFloat>(queryInfo.point.x, queryInfo.point.y));
hitInfo->nearestBody = static_cast<RigidBody2D*>(cpShapeGetUserData(queryInfo.shape));
hitInfo->nearestBody = static_cast<ChipmunkRigidBody2D*>(cpShapeGetUserData(queryInfo.shape));
return true;
}
@ -278,65 +278,65 @@ namespace Nz
}
}
void PhysWorld2D::RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(RigidBody2D*)>& callback)
void ChipmunkPhysWorld2D::RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(ChipmunkRigidBody2D*)>& callback)
{
using CallbackType = std::remove_reference_t<decltype(callback)>;
auto cpCallback = [](cpShape* shape, void* data)
{
CallbackType& callback = *static_cast<CallbackType*>(data);
callback(static_cast<RigidBody2D*>(cpShapeGetUserData(shape)));
callback(static_cast<ChipmunkRigidBody2D*>(cpShapeGetUserData(shape)));
};
cpShapeFilter filter = cpShapeFilterNew(collisionGroup, categoryMask, collisionMask);
cpSpaceBBQuery(m_handle, cpBBNew(boundingBox.x, boundingBox.y, boundingBox.x + boundingBox.width, boundingBox.y + boundingBox.height), filter, cpCallback, const_cast<void*>(static_cast<const void*>(&callback)));
}
void PhysWorld2D::RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<RigidBody2D*>* bodies)
void ChipmunkPhysWorld2D::RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<ChipmunkRigidBody2D*>* bodies)
{
using ResultType = decltype(bodies);
auto callback = [] (cpShape* shape, void* data)
{
ResultType results = static_cast<ResultType>(data);
results->push_back(static_cast<RigidBody2D*>(cpShapeGetUserData(shape)));
results->push_back(static_cast<ChipmunkRigidBody2D*>(cpShapeGetUserData(shape)));
};
cpShapeFilter filter = cpShapeFilterNew(collisionGroup, categoryMask, collisionMask);
cpSpaceBBQuery(m_handle, cpBBNew(boundingBox.x, boundingBox.y, boundingBox.x + boundingBox.width, boundingBox.y + boundingBox.height), filter, callback, bodies);
}
void PhysWorld2D::RegisterCallbacks(unsigned int collisionId, Callback callbacks)
void ChipmunkPhysWorld2D::RegisterCallbacks(unsigned int collisionId, Callback callbacks)
{
InitCallbacks(cpSpaceAddWildcardHandler(m_handle, collisionId), std::move(callbacks));
}
void PhysWorld2D::RegisterCallbacks(unsigned int collisionIdA, unsigned int collisionIdB, Callback callbacks)
void ChipmunkPhysWorld2D::RegisterCallbacks(unsigned int collisionIdA, unsigned int collisionIdB, Callback callbacks)
{
InitCallbacks(cpSpaceAddCollisionHandler(m_handle, collisionIdA, collisionIdB), std::move(callbacks));
}
void PhysWorld2D::SetDamping(float dampingValue)
void ChipmunkPhysWorld2D::SetDamping(float dampingValue)
{
cpSpaceSetDamping(m_handle, dampingValue);
}
void PhysWorld2D::SetGravity(const Vector2f& gravity)
void ChipmunkPhysWorld2D::SetGravity(const Vector2f& gravity)
{
cpSpaceSetGravity(m_handle, cpv(gravity.x, gravity.y));
}
void PhysWorld2D::SetIterationCount(std::size_t iterationCount)
void ChipmunkPhysWorld2D::SetIterationCount(std::size_t iterationCount)
{
cpSpaceSetIterations(m_handle, SafeCast<int>(iterationCount));
}
void PhysWorld2D::SetMaxStepCount(std::size_t maxStepCount)
void ChipmunkPhysWorld2D::SetMaxStepCount(std::size_t maxStepCount)
{
m_maxStepCount = maxStepCount;
}
void PhysWorld2D::SetSleepTime(Time sleepTime)
void ChipmunkPhysWorld2D::SetSleepTime(Time sleepTime)
{
if (sleepTime > Time::Zero())
cpSpaceSetSleepTimeThreshold(m_handle, sleepTime.AsSeconds<cpFloat>());
@ -344,12 +344,12 @@ namespace Nz
cpSpaceSetSleepTimeThreshold(m_handle, std::numeric_limits<cpFloat>::infinity());
}
void PhysWorld2D::SetStepSize(Time stepSize)
void ChipmunkPhysWorld2D::SetStepSize(Time stepSize)
{
m_stepSize = stepSize;
}
void PhysWorld2D::Step(Time timestep)
void ChipmunkPhysWorld2D::Step(Time timestep)
{
m_timestepAccumulator += timestep;
@ -379,12 +379,12 @@ namespace Nz
}
}
void PhysWorld2D::UseSpatialHash(float cellSize, std::size_t entityCount)
void ChipmunkPhysWorld2D::UseSpatialHash(float cellSize, std::size_t entityCount)
{
cpSpaceUseSpatialHash(m_handle, cpFloat(cellSize), int(entityCount));
}
void PhysWorld2D::InitCallbacks(cpCollisionHandler* handler, Callback callbacks)
void ChipmunkPhysWorld2D::InitCallbacks(cpCollisionHandler* handler, Callback callbacks)
{
auto it = m_callbacks.find(handler);
if (it == m_callbacks.end())
@ -403,11 +403,11 @@ namespace Nz
cpBody* secondBody;
cpArbiterGetBodies(arb, &firstBody, &secondBody);
PhysWorld2D* world = static_cast<PhysWorld2D*>(cpSpaceGetUserData(space));
RigidBody2D* firstRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
RigidBody2D* secondRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
ChipmunkPhysWorld2D* world = static_cast<ChipmunkPhysWorld2D*>(cpSpaceGetUserData(space));
ChipmunkRigidBody2D* firstRigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(firstBody));
ChipmunkRigidBody2D* secondRigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(secondBody));
Arbiter2D arbiter(arb);
ChipmunkArbiter2D arbiter(arb);
const Callback* customCallbacks = static_cast<const Callback*>(data);
if (customCallbacks->startCallback(*world, arbiter, *firstRigidBody, *secondRigidBody, customCallbacks->userdata))
@ -432,11 +432,11 @@ namespace Nz
cpBody* secondBody;
cpArbiterGetBodies(arb, &firstBody, &secondBody);
PhysWorld2D* world = static_cast<PhysWorld2D*>(cpSpaceGetUserData(space));
RigidBody2D* firstRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
RigidBody2D* secondRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
ChipmunkPhysWorld2D* world = static_cast<ChipmunkPhysWorld2D*>(cpSpaceGetUserData(space));
ChipmunkRigidBody2D* firstRigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(firstBody));
ChipmunkRigidBody2D* secondRigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(secondBody));
Arbiter2D arbiter(arb);
ChipmunkArbiter2D arbiter(arb);
const Callback* customCallbacks = static_cast<const Callback*>(data);
customCallbacks->endCallback(*world, arbiter, *firstRigidBody, *secondRigidBody, customCallbacks->userdata);
@ -457,11 +457,11 @@ namespace Nz
cpBody* secondBody;
cpArbiterGetBodies(arb, &firstBody, &secondBody);
PhysWorld2D* world = static_cast<PhysWorld2D*>(cpSpaceGetUserData(space));
RigidBody2D* firstRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
RigidBody2D* secondRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
ChipmunkPhysWorld2D* world = static_cast<ChipmunkPhysWorld2D*>(cpSpaceGetUserData(space));
ChipmunkRigidBody2D* firstRigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(firstBody));
ChipmunkRigidBody2D* secondRigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(secondBody));
Arbiter2D arbiter(arb);
ChipmunkArbiter2D arbiter(arb);
const Callback* customCallbacks = static_cast<const Callback*>(data);
if (customCallbacks->preSolveCallback(*world, arbiter, *firstRigidBody, *secondRigidBody, customCallbacks->userdata))
@ -486,11 +486,11 @@ namespace Nz
cpBody* secondBody;
cpArbiterGetBodies(arb, &firstBody, &secondBody);
PhysWorld2D* world = static_cast<PhysWorld2D*>(cpSpaceGetUserData(space));
RigidBody2D* firstRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
RigidBody2D* secondRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
ChipmunkPhysWorld2D* world = static_cast<ChipmunkPhysWorld2D*>(cpSpaceGetUserData(space));
ChipmunkRigidBody2D* firstRigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(firstBody));
ChipmunkRigidBody2D* secondRigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(secondBody));
Arbiter2D arbiter(arb);
ChipmunkArbiter2D arbiter(arb);
const Callback* customCallbacks = static_cast<const Callback*>(data);
customCallbacks->postSolveCallback(*world, arbiter, *firstRigidBody, *secondRigidBody, customCallbacks->userdata);
@ -504,7 +504,7 @@ namespace Nz
}
}
void PhysWorld2D::OnRigidBodyMoved(RigidBody2D* oldPointer, RigidBody2D* newPointer)
void ChipmunkPhysWorld2D::OnRigidBodyMoved(ChipmunkRigidBody2D* oldPointer, ChipmunkRigidBody2D* newPointer)
{
auto it = m_rigidPostSteps.find(oldPointer);
if (it == m_rigidPostSteps.end())
@ -514,12 +514,12 @@ namespace Nz
m_rigidPostSteps.erase(oldPointer);
}
void PhysWorld2D::OnRigidBodyRelease(RigidBody2D* rigidBody)
void ChipmunkPhysWorld2D::OnRigidBodyRelease(ChipmunkRigidBody2D* rigidBody)
{
m_rigidPostSteps.erase(rigidBody);
}
void PhysWorld2D::RegisterPostStep(RigidBody2D* rigidBody, PostStep&& func)
void ChipmunkPhysWorld2D::RegisterPostStep(ChipmunkRigidBody2D* rigidBody, PostStep&& func)
{
// If space isn't locked, no need to wait
if (!cpSpaceIsLocked(m_handle))
@ -532,8 +532,8 @@ namespace Nz
if (it == m_rigidPostSteps.end())
{
PostStepContainer postStep;
postStep.onMovedSlot.Connect(rigidBody->OnRigidBody2DMove, this, &PhysWorld2D::OnRigidBodyMoved);
postStep.onReleaseSlot.Connect(rigidBody->OnRigidBody2DRelease, this, &PhysWorld2D::OnRigidBodyRelease);
postStep.onMovedSlot.Connect(rigidBody->OnRigidBody2DMove, this, &ChipmunkPhysWorld2D::OnRigidBodyMoved);
postStep.onReleaseSlot.Connect(rigidBody->OnRigidBody2DRelease, this, &ChipmunkPhysWorld2D::OnRigidBodyRelease);
it = m_rigidPostSteps.insert(std::make_pair(rigidBody, std::move(postStep))).first;
}

View File

@ -0,0 +1,16 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ChipmunkPhysics2D/ChipmunkPhysics2D.hpp>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
ChipmunkPhysics2D::ChipmunkPhysics2D(Config /*config*/) :
ModuleBase("ChipmunkPhysics2D", this)
{
}
ChipmunkPhysics2D* ChipmunkPhysics2D::s_instance = nullptr;
}

View File

@ -2,23 +2,23 @@
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <Nazara/Physics2D/Arbiter2D.hpp>
#include <Nazara/Physics2D/PhysWorld2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkRigidBody2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkArbiter2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkPhysWorld2D.hpp>
#include <chipmunk/chipmunk.h>
#include <chipmunk/chipmunk_private.h>
#include <algorithm>
#include <cmath>
#include <Nazara/Physics2D/Debug.hpp>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
RigidBody2D::RigidBody2D(PhysWorld2D* world, float mass) :
RigidBody2D(world, mass, nullptr)
ChipmunkRigidBody2D::ChipmunkRigidBody2D(ChipmunkPhysWorld2D* world, float mass) :
ChipmunkRigidBody2D(world, mass, nullptr)
{
}
RigidBody2D::RigidBody2D(PhysWorld2D* world, float mass, std::shared_ptr<Collider2D> geom) :
ChipmunkRigidBody2D::ChipmunkRigidBody2D(ChipmunkPhysWorld2D* world, float mass, std::shared_ptr<ChipmunkCollider2D> geom) :
m_positionOffset(Vector2f::Zero()),
m_geom(),
m_userData(nullptr),
@ -35,7 +35,7 @@ namespace Nz
SetGeom(std::move(geom));
}
RigidBody2D::RigidBody2D(const RigidBody2D& object) :
ChipmunkRigidBody2D::ChipmunkRigidBody2D(const ChipmunkRigidBody2D& object) :
m_positionOffset(object.m_positionOffset),
m_geom(object.m_geom),
m_userData(object.m_userData),
@ -61,7 +61,7 @@ namespace Nz
}
}
RigidBody2D::RigidBody2D(RigidBody2D&& object) noexcept :
ChipmunkRigidBody2D::ChipmunkRigidBody2D(ChipmunkRigidBody2D&& object) noexcept :
OnRigidBody2DMove(std::move(object.OnRigidBody2DMove)),
OnRigidBody2DRelease(std::move(object.OnRigidBody2DRelease)),
m_positionOffset(std::move(object.m_positionOffset)),
@ -85,19 +85,19 @@ namespace Nz
OnRigidBody2DMove(&object, this);
}
RigidBody2D::~RigidBody2D()
ChipmunkRigidBody2D::~ChipmunkRigidBody2D()
{
OnRigidBody2DRelease(this);
Destroy();
}
void RigidBody2D::AddForce(const Vector2f& force, CoordSys coordSys)
void ChipmunkRigidBody2D::AddForce(const Vector2f& force, CoordSys coordSys)
{
return AddForce(force, GetMassCenter(coordSys), coordSys);
}
void RigidBody2D::AddForce(const Vector2f& force, const Vector2f& point, CoordSys coordSys)
void ChipmunkRigidBody2D::AddForce(const Vector2f& force, const Vector2f& point, CoordSys coordSys)
{
switch (coordSys)
{
@ -111,12 +111,12 @@ namespace Nz
}
}
void RigidBody2D::AddImpulse(const Vector2f& impulse, CoordSys coordSys)
void ChipmunkRigidBody2D::AddImpulse(const Vector2f& impulse, CoordSys coordSys)
{
return AddImpulse(impulse, GetMassCenter(coordSys), coordSys);
}
void RigidBody2D::AddImpulse(const Vector2f& impulse, const Vector2f& point, CoordSys coordSys)
void ChipmunkRigidBody2D::AddImpulse(const Vector2f& impulse, const Vector2f& point, CoordSys coordSys)
{
switch (coordSys)
{
@ -130,12 +130,12 @@ namespace Nz
}
}
void RigidBody2D::AddTorque(const RadianAnglef& torque)
void ChipmunkRigidBody2D::AddTorque(const RadianAnglef& torque)
{
cpBodySetTorque(m_handle, cpBodyGetTorque(m_handle) + torque.value);
}
bool RigidBody2D::ClosestPointQuery(const Vector2f& position, Vector2f* closestPoint, float* closestDistance) const
bool ChipmunkRigidBody2D::ClosestPointQuery(const Vector2f& position, Vector2f* closestPoint, float* closestDistance) const
{
cpVect pos = cpv(cpFloat(position.x), cpFloat(position.y));
@ -166,7 +166,7 @@ namespace Nz
return true;
}
void RigidBody2D::EnableSimulation(bool simulation)
void ChipmunkRigidBody2D::EnableSimulation(bool simulation)
{
if (m_isSimulationEnabled != simulation)
{
@ -179,7 +179,7 @@ namespace Nz
}
}
void RigidBody2D::ForEachArbiter(std::function<void(Arbiter2D&)> callback)
void ChipmunkRigidBody2D::ForEachArbiter(std::function<void(ChipmunkArbiter2D&)> callback)
{
using CallbackType = decltype(callback);
@ -187,23 +187,23 @@ namespace Nz
{
CallbackType& cb = *static_cast<CallbackType*>(data);
Arbiter2D nzArbiter(arbiter);
ChipmunkArbiter2D nzArbiter(arbiter);
cb(nzArbiter);
};
cpBodyEachArbiter(m_handle, RealCallback, &callback);
}
void RigidBody2D::ForceSleep()
void ChipmunkRigidBody2D::ForceSleep()
{
m_world->RegisterPostStep(this, [](RigidBody2D* body)
m_world->RegisterPostStep(this, [](ChipmunkRigidBody2D* body)
{
if (cpBodyGetType(body->GetHandle()) == CP_BODY_TYPE_DYNAMIC)
cpBodySleep(body->GetHandle());
});
}
Rectf RigidBody2D::GetAABB() const
Rectf ChipmunkRigidBody2D::GetAABB() const
{
if (m_shapes.empty())
return Rectf::Zero();
@ -216,39 +216,39 @@ namespace Nz
return Rectf(Rect<cpFloat>(bb.l, bb.b, bb.r - bb.l, bb.t - bb.b));
}
RadianAnglef RigidBody2D::GetAngularVelocity() const
RadianAnglef ChipmunkRigidBody2D::GetAngularVelocity() const
{
return float(cpBodyGetAngularVelocity(m_handle));
}
float RigidBody2D::GetElasticity(std::size_t shapeIndex) const
float ChipmunkRigidBody2D::GetElasticity(std::size_t shapeIndex) const
{
assert(shapeIndex < m_shapes.size());
return float(cpShapeGetElasticity(m_shapes[shapeIndex]));
}
float RigidBody2D::GetFriction(std::size_t shapeIndex) const
float ChipmunkRigidBody2D::GetFriction(std::size_t shapeIndex) const
{
assert(shapeIndex < m_shapes.size());
return float(cpShapeGetFriction(m_shapes[shapeIndex]));
}
const std::shared_ptr<Collider2D>& RigidBody2D::GetGeom() const
const std::shared_ptr<ChipmunkCollider2D>& ChipmunkRigidBody2D::GetGeom() const
{
return m_geom;
}
cpBody* RigidBody2D::GetHandle() const
cpBody* ChipmunkRigidBody2D::GetHandle() const
{
return m_handle;
}
float RigidBody2D::GetMass() const
float ChipmunkRigidBody2D::GetMass() const
{
return m_mass;
}
Vector2f RigidBody2D::GetMassCenter(CoordSys coordSys) const
Vector2f ChipmunkRigidBody2D::GetMassCenter(CoordSys coordSys) const
{
cpVect massCenter = cpBodyGetCenterOfGravity(m_handle);
@ -265,23 +265,23 @@ namespace Nz
return Vector2f(static_cast<float>(massCenter.x), static_cast<float>(massCenter.y));
}
float RigidBody2D::GetMomentOfInertia() const
float ChipmunkRigidBody2D::GetMomentOfInertia() const
{
return float(cpBodyGetMoment(m_handle));
}
Vector2f RigidBody2D::GetPosition() const
Vector2f ChipmunkRigidBody2D::GetPosition() const
{
cpVect pos = cpBodyLocalToWorld(m_handle, cpv(-m_positionOffset.x, -m_positionOffset.y));
return Vector2f(static_cast<float>(pos.x), static_cast<float>(pos.y));
}
RadianAnglef RigidBody2D::GetRotation() const
RadianAnglef ChipmunkRigidBody2D::GetRotation() const
{
return float(cpBodyGetAngle(m_handle));
}
std::size_t RigidBody2D::GetShapeIndex(cpShape* shape) const
std::size_t ChipmunkRigidBody2D::GetShapeIndex(cpShape* shape) const
{
auto it = std::find(m_shapes.begin(), m_shapes.end(), shape);
if (it == m_shapes.end())
@ -290,91 +290,91 @@ namespace Nz
return std::distance(m_shapes.begin(), it);
}
Vector2f RigidBody2D::GetSurfaceVelocity(std::size_t shapeIndex) const
Vector2f ChipmunkRigidBody2D::GetSurfaceVelocity(std::size_t shapeIndex) const
{
assert(shapeIndex < m_shapes.size());
cpVect vel = cpShapeGetSurfaceVelocity(m_shapes[shapeIndex]);
return Vector2f(static_cast<float>(vel.x), static_cast<float>(vel.y));
}
void* RigidBody2D::GetUserdata() const
void* ChipmunkRigidBody2D::GetUserdata() const
{
return m_userData;
}
Vector2f RigidBody2D::GetVelocity() const
Vector2f ChipmunkRigidBody2D::GetVelocity() const
{
cpVect vel = cpBodyGetVelocity(m_handle);
return Vector2f(static_cast<float>(vel.x), static_cast<float>(vel.y));
}
const RigidBody2D::VelocityFunc& RigidBody2D::GetVelocityFunction() const
const ChipmunkRigidBody2D::VelocityFunc& ChipmunkRigidBody2D::GetVelocityFunction() const
{
return m_velocityFunc;
}
PhysWorld2D* RigidBody2D::GetWorld() const
ChipmunkPhysWorld2D* ChipmunkRigidBody2D::GetWorld() const
{
return m_world;
}
bool RigidBody2D::IsKinematic() const
bool ChipmunkRigidBody2D::IsKinematic() const
{
return m_mass <= 0.f;
}
bool RigidBody2D::IsSimulationEnabled() const
bool ChipmunkRigidBody2D::IsSimulationEnabled() const
{
return m_isSimulationEnabled;
}
bool RigidBody2D::IsSleeping() const
bool ChipmunkRigidBody2D::IsSleeping() const
{
return cpBodyIsSleeping(m_handle) != 0;
}
bool RigidBody2D::IsStatic() const
bool ChipmunkRigidBody2D::IsStatic() const
{
return m_isStatic;
}
void RigidBody2D::ResetVelocityFunction()
void ChipmunkRigidBody2D::ResetVelocityFunction()
{
m_handle->velocity_func = cpBodyUpdateVelocity;
}
void RigidBody2D::SetAngularVelocity(const RadianAnglef& angularVelocity)
void ChipmunkRigidBody2D::SetAngularVelocity(const RadianAnglef& angularVelocity)
{
cpBodySetAngularVelocity(m_handle, angularVelocity.value);
}
void RigidBody2D::SetElasticity(float friction)
void ChipmunkRigidBody2D::SetElasticity(float friction)
{
cpFloat frict(friction);
for (cpShape* shape : m_shapes)
cpShapeSetElasticity(shape, frict);
}
void RigidBody2D::SetElasticity(std::size_t shapeIndex, float friction)
void ChipmunkRigidBody2D::SetElasticity(std::size_t shapeIndex, float friction)
{
assert(shapeIndex < m_shapes.size());
cpShapeSetElasticity(m_shapes[shapeIndex], cpFloat(friction));
}
void RigidBody2D::SetFriction(float friction)
void ChipmunkRigidBody2D::SetFriction(float friction)
{
cpFloat frict(friction);
for (cpShape* shape : m_shapes)
cpShapeSetFriction(shape, frict);
}
void RigidBody2D::SetFriction(std::size_t shapeIndex, float friction)
void ChipmunkRigidBody2D::SetFriction(std::size_t shapeIndex, float friction)
{
assert(shapeIndex < m_shapes.size());
cpShapeSetFriction(m_shapes[shapeIndex], cpFloat(friction));
}
void RigidBody2D::SetGeom(std::shared_ptr<Collider2D> geom, bool recomputeMoment, bool recomputeMassCenter)
void ChipmunkRigidBody2D::SetGeom(std::shared_ptr<ChipmunkCollider2D> geom, bool recomputeMoment, bool recomputeMassCenter)
{
// We have no public way of getting rid of an existing geom without removing the whole body
// So let's save some attributes of the body, destroy it and rebuild it
@ -395,7 +395,7 @@ namespace Nz
if (geom)
m_geom = std::move(geom);
else
m_geom = std::make_shared<NullCollider2D>();
m_geom = std::make_shared<ChipmunkNullCollider2D>();
m_geom->GenerateShapes(m_handle, &m_shapes);
@ -415,13 +415,13 @@ namespace Nz
SetMassCenter(m_geom->ComputeCenterOfMass());
}
void RigidBody2D::SetMass(float mass, bool recomputeMoment)
void ChipmunkRigidBody2D::SetMass(float mass, bool recomputeMoment)
{
if (m_mass > 0.f)
{
if (mass > 0.f)
{
m_world->RegisterPostStep(this, [mass, recomputeMoment](RigidBody2D* body)
m_world->RegisterPostStep(this, [mass, recomputeMoment](ChipmunkRigidBody2D* body)
{
cpBodySetMass(body->GetHandle(), mass);
@ -430,11 +430,11 @@ namespace Nz
});
}
else
m_world->RegisterPostStep(this, [](RigidBody2D* body) { cpBodySetType(body->GetHandle(), (body->IsStatic()) ? CP_BODY_TYPE_STATIC : CP_BODY_TYPE_KINEMATIC); } );
m_world->RegisterPostStep(this, [](ChipmunkRigidBody2D* body) { cpBodySetType(body->GetHandle(), (body->IsStatic()) ? CP_BODY_TYPE_STATIC : CP_BODY_TYPE_KINEMATIC); } );
}
else if (mass > 0.f)
{
m_world->RegisterPostStep(this, [mass, recomputeMoment](RigidBody2D* body)
m_world->RegisterPostStep(this, [mass, recomputeMoment](ChipmunkRigidBody2D* body)
{
if (cpBodyGetType(body->GetHandle()) != CP_BODY_TYPE_DYNAMIC)
{
@ -450,7 +450,7 @@ namespace Nz
m_mass = mass;
}
void RigidBody2D::SetMassCenter(const Vector2f& center, CoordSys coordSys)
void ChipmunkRigidBody2D::SetMassCenter(const Vector2f& center, CoordSys coordSys)
{
cpVect massCenter = cpv(center.x, center.y);
@ -467,64 +467,64 @@ namespace Nz
cpBodySetCenterOfGravity(m_handle, massCenter);
}
void RigidBody2D::SetMomentOfInertia(float moment)
void ChipmunkRigidBody2D::SetMomentOfInertia(float moment)
{
// Even though Chipmunk allows us to change this anytime, we need to do it in a post-step to prevent other post-steps to override this
m_world->RegisterPostStep(this, [moment] (RigidBody2D* body)
m_world->RegisterPostStep(this, [moment] (ChipmunkRigidBody2D* body)
{
cpBodySetMoment(body->GetHandle(), moment);
});
}
void RigidBody2D::SetPosition(const Vector2f& position)
void ChipmunkRigidBody2D::SetPosition(const Vector2f& position)
{
// Use cpTransformVect to rotate/scale the position offset
cpBodySetPosition(m_handle, cpvadd(cpv(position.x, position.y), cpTransformVect(m_handle->transform, cpv(m_positionOffset.x, m_positionOffset.y))));
if (m_isStatic)
{
m_world->RegisterPostStep(this, [](RigidBody2D* body)
m_world->RegisterPostStep(this, [](ChipmunkRigidBody2D* body)
{
cpSpaceReindexShapesForBody(body->GetWorld()->GetHandle(), body->GetHandle());
});
}
}
void RigidBody2D::SetPositionOffset(const Vector2f& offset)
void ChipmunkRigidBody2D::SetPositionOffset(const Vector2f& offset)
{
Vector2f position = GetPosition();
m_positionOffset = offset;
SetPosition(position);
}
void RigidBody2D::SetRotation(const RadianAnglef& rotation)
void ChipmunkRigidBody2D::SetRotation(const RadianAnglef& rotation)
{
cpBodySetAngle(m_handle, rotation.value);
if (m_isStatic)
{
m_world->RegisterPostStep(this, [](RigidBody2D* body)
m_world->RegisterPostStep(this, [](ChipmunkRigidBody2D* body)
{
cpSpaceReindexShapesForBody(body->GetWorld()->GetHandle(), body->GetHandle());
});
}
}
void RigidBody2D::SetSurfaceVelocity(const Vector2f& surfaceVelocity)
void ChipmunkRigidBody2D::SetSurfaceVelocity(const Vector2f& surfaceVelocity)
{
Vector2<cpFloat> velocity(surfaceVelocity.x, surfaceVelocity.y);
for (cpShape* shape : m_shapes)
cpShapeSetSurfaceVelocity(shape, cpv(velocity.x, velocity.y));
}
void RigidBody2D::SetSurfaceVelocity(std::size_t shapeIndex, const Vector2f& surfaceVelocity)
void ChipmunkRigidBody2D::SetSurfaceVelocity(std::size_t shapeIndex, const Vector2f& surfaceVelocity)
{
assert(shapeIndex < m_shapes.size());
cpShapeSetSurfaceVelocity(m_shapes[shapeIndex], cpv(cpFloat(surfaceVelocity.x), cpFloat(surfaceVelocity.y)));
}
void RigidBody2D::SetStatic(bool setStaticBody)
void ChipmunkRigidBody2D::SetStatic(bool setStaticBody)
{
m_isStatic = setStaticBody;
m_world->RegisterPostStep(this, [](RigidBody2D* body)
m_world->RegisterPostStep(this, [](ChipmunkRigidBody2D* body)
{
if (body->IsStatic())
{
@ -538,17 +538,17 @@ namespace Nz
});
}
void RigidBody2D::SetUserdata(void* ud)
void ChipmunkRigidBody2D::SetUserdata(void* ud)
{
m_userData = ud;
}
void RigidBody2D::SetVelocity(const Vector2f& velocity)
void ChipmunkRigidBody2D::SetVelocity(const Vector2f& velocity)
{
cpBodySetVelocity(m_handle, cpv(velocity.x, velocity.y));
}
void RigidBody2D::SetVelocityFunction(VelocityFunc velocityFunc)
void ChipmunkRigidBody2D::SetVelocityFunction(VelocityFunc velocityFunc)
{
m_velocityFunc = std::move(velocityFunc);
@ -556,7 +556,7 @@ namespace Nz
{
m_handle->velocity_func = [](cpBody* body, cpVect gravity, cpFloat damping, cpFloat dt)
{
RigidBody2D* rigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(body));
ChipmunkRigidBody2D* rigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(body));
const auto& callback = rigidBody->GetVelocityFunction();
assert(callback);
@ -567,28 +567,28 @@ namespace Nz
m_handle->velocity_func = cpBodyUpdateVelocity;
}
void RigidBody2D::TeleportTo(const Vector2f& position, const RadianAnglef& rotation)
void ChipmunkRigidBody2D::TeleportTo(const Vector2f& position, const RadianAnglef& rotation)
{
// Use cpTransformVect to rotate/scale the position offset
cpBodySetPosition(m_handle, cpvadd(cpv(position.x, position.y), cpTransformVect(m_handle->transform, cpv(m_positionOffset.x, m_positionOffset.y))));
cpBodySetAngle(m_handle, rotation.value);
if (m_isStatic)
{
m_world->RegisterPostStep(this, [](RigidBody2D* body)
m_world->RegisterPostStep(this, [](ChipmunkRigidBody2D* body)
{
cpSpaceReindexShapesForBody(body->GetWorld()->GetHandle(), body->GetHandle());
});
}
}
void RigidBody2D::UpdateVelocity(const Vector2f & gravity, float damping, float deltaTime)
void ChipmunkRigidBody2D::UpdateVelocity(const Vector2f & gravity, float damping, float deltaTime)
{
cpBodyUpdateVelocity(m_handle, cpv(gravity.x, gravity.y), damping, deltaTime);
}
void RigidBody2D::Wakeup()
void ChipmunkRigidBody2D::Wakeup()
{
m_world->RegisterPostStep(this, [](RigidBody2D* body)
m_world->RegisterPostStep(this, [](ChipmunkRigidBody2D* body)
{
if (cpBodyGetType(body->GetHandle()) != CP_BODY_TYPE_STATIC)
cpBodyActivate(body->GetHandle());
@ -597,13 +597,13 @@ namespace Nz
});
}
RigidBody2D& RigidBody2D::operator=(const RigidBody2D& object)
ChipmunkRigidBody2D& ChipmunkRigidBody2D::operator=(const ChipmunkRigidBody2D& object)
{
RigidBody2D physObj(object);
ChipmunkRigidBody2D physObj(object);
return operator=(std::move(physObj));
}
RigidBody2D& RigidBody2D::operator=(RigidBody2D&& object)
ChipmunkRigidBody2D& ChipmunkRigidBody2D::operator=(ChipmunkRigidBody2D&& object)
{
Destroy();
@ -637,7 +637,7 @@ namespace Nz
return *this;
}
void RigidBody2D::Destroy()
void ChipmunkRigidBody2D::Destroy()
{
UnregisterFromSpace();
@ -653,7 +653,7 @@ namespace Nz
m_shapes.clear();
}
cpBody* RigidBody2D::Create(float mass, float moment)
cpBody* ChipmunkRigidBody2D::Create(float mass, float moment)
{
cpBody* handle;
if (IsKinematic())
@ -671,7 +671,7 @@ namespace Nz
return handle;
}
void RigidBody2D::RegisterToSpace()
void ChipmunkRigidBody2D::RegisterToSpace()
{
if (!m_isRegistered)
{
@ -686,7 +686,7 @@ namespace Nz
}
}
void RigidBody2D::UnregisterFromSpace()
void ChipmunkRigidBody2D::UnregisterFromSpace()
{
if (m_isRegistered)
{
@ -701,7 +701,7 @@ namespace Nz
}
}
void RigidBody2D::CopyBodyData(cpBody* from, cpBody* to)
void ChipmunkRigidBody2D::CopyBodyData(cpBody* from, cpBody* to)
{
cpBodySetCenterOfGravity(to, cpBodyGetCenterOfGravity(from));
@ -717,7 +717,7 @@ namespace Nz
to->velocity_func = from->velocity_func;
}
void RigidBody2D::CopyShapeData(cpShape* from, cpShape* to)
void ChipmunkRigidBody2D::CopyShapeData(cpShape* from, cpShape* to)
{
cpShapeSetElasticity(to, cpShapeGetElasticity(from));
cpShapeSetFriction(to, cpShapeGetFriction(from));

View File

@ -2,8 +2,8 @@
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/Components/RigidBody2DComponent.hpp>
#include <Nazara/Physics2D/Debug.hpp>
#include <Nazara/ChipmunkPhysics2D/Components/ChipmunkRigidBody2DComponent.hpp>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{

View File

@ -2,9 +2,9 @@
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/Systems/Physics2DSystem.hpp>
#include <Nazara/ChipmunkPhysics2D/Systems/ChipmunkPhysics2DSystem.hpp>
#include <Nazara/Utility/Components/NodeComponent.hpp>
#include <Nazara/Physics2D/Debug.hpp>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
@ -19,28 +19,28 @@ namespace Nz
}
}
Physics2DSystem::Physics2DSystem(entt::registry& registry) :
ChipmunkPhysics2DSystem::ChipmunkPhysics2DSystem(entt::registry& registry) :
m_registry(registry),
m_physicsConstructObserver(m_registry, entt::collector.group<RigidBody2DComponent, NodeComponent>())
m_physicsConstructObserver(m_registry, entt::collector.group<ChipmunkRigidBody2DComponent, NodeComponent>())
{
}
Physics2DSystem::~Physics2DSystem()
ChipmunkPhysics2DSystem::~ChipmunkPhysics2DSystem()
{
m_physicsConstructObserver.disconnect();
// Ensure every body is destroyed before world is
auto rigidBodyView = m_registry.view<RigidBody2DComponent>();
auto rigidBodyView = m_registry.view<ChipmunkRigidBody2DComponent>();
for (auto [entity, rigidBodyComponent] : rigidBodyView.each())
rigidBodyComponent.Destroy();
}
void Physics2DSystem::Update(Time elapsedTime)
void ChipmunkPhysics2DSystem::Update(Time elapsedTime)
{
// Move newly-created physics entities to their node position/rotation
m_physicsConstructObserver.each([&](entt::entity entity)
{
RigidBody2DComponent& entityPhysics = m_registry.get<RigidBody2DComponent>(entity);
ChipmunkRigidBody2DComponent& entityPhysics = m_registry.get<ChipmunkRigidBody2DComponent>(entity);
NodeComponent& entityNode = m_registry.get<NodeComponent>(entity);
entityPhysics.TeleportTo(Vector2f(entityNode.GetPosition()), AngleFromQuaternion(entityNode.GetRotation()));
@ -49,7 +49,7 @@ namespace Nz
m_physWorld.Step(elapsedTime);
// Replicate rigid body position to their node components
auto view = m_registry.view<NodeComponent, const RigidBody2DComponent>();
auto view = m_registry.view<NodeComponent, const ChipmunkRigidBody2DComponent>();
for (auto [entity, nodeComponent, rigidBodyComponent] : view.each())
{
if (rigidBodyComponent.IsSleeping())

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@ -1,102 +0,0 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/Arbiter2D.hpp>
#include <chipmunk/chipmunk.h>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
float Nz::Arbiter2D::ComputeTotalKinematicEnergy() const
{
return float(cpArbiterTotalKE(m_arbiter));
}
Nz::Vector2f Arbiter2D::ComputeTotalImpulse() const
{
cpVect impulse = cpArbiterTotalImpulse(m_arbiter);
return Nz::Vector2f(Nz::Vector2<cpFloat>(impulse.x, impulse.y));
}
std::pair<RigidBody2D*, RigidBody2D*> Arbiter2D::GetBodies() const
{
std::pair<RigidBody2D*, RigidBody2D*> bodies;
cpBody* firstBody;
cpBody* secondBody;
cpArbiterGetBodies(m_arbiter, &firstBody, &secondBody);
bodies.first = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
bodies.second = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
return bodies;
}
std::size_t Arbiter2D::GetContactCount() const
{
return cpArbiterGetCount(m_arbiter);
}
float Arbiter2D::GetContactDepth(std::size_t i) const
{
return float(cpArbiterGetDepth(m_arbiter, int(i)));
}
Nz::Vector2f Arbiter2D::GetContactPointA(std::size_t i) const
{
cpVect point = cpArbiterGetPointA(m_arbiter, int(i));
return Nz::Vector2f(Nz::Vector2<cpFloat>(point.x, point.y));
}
Nz::Vector2f Arbiter2D::GetContactPointB(std::size_t i) const
{
cpVect point = cpArbiterGetPointB(m_arbiter, int(i));
return Nz::Vector2f(Nz::Vector2<cpFloat>(point.x, point.y));
}
float Arbiter2D::GetElasticity() const
{
return float(cpArbiterGetRestitution(m_arbiter));
}
float Arbiter2D::GetFriction() const
{
return float(cpArbiterGetFriction(m_arbiter));
}
Nz::Vector2f Arbiter2D::GetNormal() const
{
cpVect normal = cpArbiterGetNormal(m_arbiter);
return Nz::Vector2f(Nz::Vector2<cpFloat>(normal.x, normal.y));
}
Nz::Vector2f Arbiter2D::GetSurfaceVelocity() const
{
cpVect velocity = cpArbiterGetNormal(m_arbiter);
return Nz::Vector2f(Nz::Vector2<cpFloat>(velocity.x, velocity.y));
}
bool Arbiter2D::IsFirstContact() const
{
return cpArbiterIsFirstContact(m_arbiter) == cpTrue;
}
bool Arbiter2D::IsRemoval() const
{
return cpArbiterIsRemoval(m_arbiter) == cpTrue;
}
void Arbiter2D::SetElasticity(float elasticity)
{
cpArbiterSetRestitution(m_arbiter, elasticity);
}
void Arbiter2D::SetFriction(float friction)
{
cpArbiterSetFriction(m_arbiter, friction);
}
void Arbiter2D::SetSurfaceVelocity(const Nz::Vector2f& surfaceVelocity)
{
cpArbiterSetSurfaceVelocity(m_arbiter, cpv(surfaceVelocity.x, surfaceVelocity.y));
}
}

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@ -1,428 +0,0 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/Constraint2D.hpp>
#include <chipmunk/chipmunk.h>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
Constraint2D::Constraint2D(PhysWorld2D* world, cpConstraint* constraint) :
m_constraint(constraint)
{
cpConstraintSetUserData(m_constraint, this);
cpSpaceAddConstraint(world->GetHandle(), m_constraint);
}
Constraint2D::Constraint2D(Constraint2D&& rhs) :
m_constraint(std::move(rhs.m_constraint))
{
cpConstraintSetUserData(m_constraint, this);
}
Constraint2D::~Constraint2D()
{
cpSpaceRemoveConstraint(cpConstraintGetSpace(m_constraint), m_constraint);
}
void Constraint2D::EnableBodyCollision(bool enable)
{
cpConstraintSetCollideBodies(m_constraint, (enable) ? cpTrue : cpFalse);
}
RigidBody2D& Constraint2D::GetBodyA()
{
return *static_cast<RigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyA(m_constraint)));
}
const RigidBody2D& Constraint2D::GetBodyA() const
{
return *static_cast<RigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyA(m_constraint)));
}
RigidBody2D& Constraint2D::GetBodyB()
{
return *static_cast<RigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyB(m_constraint)));
}
const RigidBody2D& Constraint2D::GetBodyB() const
{
return *static_cast<RigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyB(m_constraint)));
}
float Constraint2D::GetErrorBias() const
{
return float(cpConstraintGetErrorBias(m_constraint));
}
float Constraint2D::GetLastImpulse() const
{
return float(cpConstraintGetImpulse(m_constraint));
}
float Constraint2D::GetMaxBias() const
{
return float(cpConstraintGetMaxBias(m_constraint));
}
float Constraint2D::GetMaxForce() const
{
return float(cpConstraintGetMaxForce(m_constraint));
}
PhysWorld2D& Constraint2D::GetWorld()
{
return *static_cast<PhysWorld2D*>(cpSpaceGetUserData(cpConstraintGetSpace(m_constraint)));
}
const PhysWorld2D& Constraint2D::GetWorld() const
{
return *static_cast<PhysWorld2D*>(cpSpaceGetUserData(cpConstraintGetSpace(m_constraint)));
}
bool Constraint2D::IsBodyCollisionEnabled() const
{
return cpConstraintGetCollideBodies(m_constraint) == cpTrue;
}
void Constraint2D::SetErrorBias(float bias)
{
cpConstraintSetErrorBias(m_constraint, bias);
}
void Constraint2D::SetMaxBias(float bias)
{
cpConstraintSetMaxBias(m_constraint, bias);
}
void Constraint2D::SetMaxForce(float force)
{
cpConstraintSetMaxForce(m_constraint, force);
}
Constraint2D& Constraint2D::operator=(Constraint2D && rhs)
{
m_constraint = std::move(rhs.m_constraint);
cpConstraintSetUserData(m_constraint, this);
return *this;
}
DampedSpringConstraint2D::DampedSpringConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float restLength, float stiffness, float damping) :
Constraint2D(first.GetWorld(), cpDampedSpringNew(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y), restLength, stiffness, damping))
{
}
float DampedSpringConstraint2D::GetDamping() const
{
return float(cpDampedSpringGetDamping(m_constraint));
}
Vector2f DampedSpringConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpDampedSpringGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float DampedSpringConstraint2D::GetRestLength() const
{
return float(cpDampedSpringGetRestLength(m_constraint));
}
Vector2f DampedSpringConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpDampedSpringGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float DampedSpringConstraint2D::GetStiffness() const
{
return float(cpDampedSpringGetStiffness(m_constraint));
}
void DampedSpringConstraint2D::SetDamping(float newDamping)
{
cpDampedSpringSetDamping(m_constraint, newDamping);
}
void DampedSpringConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpDampedSpringSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void DampedSpringConstraint2D::SetRestLength(float newLength)
{
cpDampedSpringSetRestLength(m_constraint, newLength);
}
void DampedSpringConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpDampedSpringSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void DampedSpringConstraint2D::SetStiffness(float newStiffness)
{
cpDampedSpringSetStiffness(m_constraint, newStiffness);
}
DampedRotarySpringConstraint2D::DampedRotarySpringConstraint2D(RigidBody2D& first, RigidBody2D& second, const RadianAnglef& restAngle, float stiffness, float damping) :
Constraint2D(first.GetWorld(), cpDampedRotarySpringNew(first.GetHandle(), second.GetHandle(), restAngle.value, stiffness, damping))
{
}
float DampedRotarySpringConstraint2D::GetDamping() const
{
return float(cpDampedRotarySpringGetDamping(m_constraint));
}
RadianAnglef DampedRotarySpringConstraint2D::GetRestAngle() const
{
return float(cpDampedRotarySpringGetRestAngle(m_constraint));
}
float DampedRotarySpringConstraint2D::GetStiffness() const
{
return float(cpDampedRotarySpringGetStiffness(m_constraint));
}
void DampedRotarySpringConstraint2D::SetDamping(float newDamping)
{
cpDampedSpringSetDamping(m_constraint, newDamping);
}
void DampedRotarySpringConstraint2D::SetRestAngle(const RadianAnglef& newAngle)
{
cpDampedRotarySpringSetRestAngle(m_constraint, newAngle.value);
}
void DampedRotarySpringConstraint2D::SetStiffness(float newStiffness)
{
cpDampedRotarySpringSetStiffness(m_constraint, newStiffness);
}
GearConstraint2D::GearConstraint2D(RigidBody2D& first, RigidBody2D& second, float phase, float ratio) :
Constraint2D(first.GetWorld(), cpGearJointNew(first.GetHandle(), second.GetHandle(), phase, ratio))
{
}
float GearConstraint2D::GetPhase() const
{
return float(cpGearJointGetPhase(m_constraint));
}
float GearConstraint2D::GetRatio() const
{
return float(cpGearJointGetRatio(m_constraint));
}
void GearConstraint2D::SetPhase(float phase)
{
cpGearJointSetPhase(m_constraint, phase);
}
void GearConstraint2D::SetRatio(float ratio)
{
cpGearJointSetRatio(m_constraint, ratio);
}
MotorConstraint2D::MotorConstraint2D(RigidBody2D& first, RigidBody2D& second, float rate) :
Constraint2D(first.GetWorld(), cpSimpleMotorNew(first.GetHandle(), second.GetHandle(), rate))
{
}
float MotorConstraint2D::GetRate() const
{
return float(cpSimpleMotorGetRate(m_constraint));
}
void MotorConstraint2D::SetRate(float rate)
{
cpSimpleMotorSetRate(m_constraint, rate);
}
PinConstraint2D::PinConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor) :
Constraint2D(first.GetWorld(), cpPinJointNew(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y)))
{
}
float PinConstraint2D::GetDistance() const
{
return float(cpPinJointGetDist(m_constraint));
}
Vector2f PinConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpPinJointGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
Vector2f PinConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpPinJointGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
void PinConstraint2D::SetDistance(float newDistance)
{
cpPinJointSetDist(m_constraint, newDistance);
}
void PinConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpPinJointSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void PinConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpPinJointSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
PivotConstraint2D::PivotConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& anchor) :
Constraint2D(first.GetWorld(), cpPivotJointNew(first.GetHandle(), second.GetHandle(), cpv(anchor.x, anchor.y)))
{
}
PivotConstraint2D::PivotConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor) :
Constraint2D(first.GetWorld(), cpPivotJointNew2(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y)))
{
}
Vector2f PivotConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpPivotJointGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
Vector2f PivotConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpPivotJointGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
void PivotConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpPivotJointSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void PivotConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpPivotJointSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
RatchetConstraint2D::RatchetConstraint2D(RigidBody2D& first, RigidBody2D& second, float phase, float ratchet) :
Constraint2D(first.GetWorld(), cpRatchetJointNew(first.GetHandle(), second.GetHandle(), phase, ratchet))
{
}
RadianAnglef RatchetConstraint2D::GetAngle() const
{
return float(cpRatchetJointGetAngle(m_constraint));
}
float RatchetConstraint2D::GetPhase() const
{
return float(cpRatchetJointGetPhase(m_constraint));
}
float RatchetConstraint2D::GetRatchet() const
{
return float(cpRatchetJointGetRatchet(m_constraint));
}
void RatchetConstraint2D::SetAngle(const RadianAnglef& angle)
{
cpRatchetJointSetAngle(m_constraint, angle.value);
}
void RatchetConstraint2D::SetPhase(float phase)
{
cpRatchetJointSetPhase(m_constraint, phase);
}
void RatchetConstraint2D::SetRatchet(float ratchet)
{
cpRatchetJointSetRatchet(m_constraint, ratchet);
}
RotaryLimitConstraint2D::RotaryLimitConstraint2D(RigidBody2D& first, RigidBody2D& second, const RadianAnglef& minAngle, const RadianAnglef& maxAngle) :
Constraint2D(first.GetWorld(), cpRotaryLimitJointNew(first.GetHandle(), second.GetHandle(), minAngle.value, maxAngle.value))
{
}
RadianAnglef RotaryLimitConstraint2D::GetMaxAngle() const
{
return float(cpRotaryLimitJointGetMax(m_constraint));
}
RadianAnglef RotaryLimitConstraint2D::GetMinAngle() const
{
return float(cpRotaryLimitJointGetMax(m_constraint));
}
void RotaryLimitConstraint2D::SetMaxAngle(const RadianAnglef& maxAngle)
{
cpRotaryLimitJointSetMax(m_constraint, maxAngle.value);
}
void RotaryLimitConstraint2D::SetMinAngle(const RadianAnglef& minAngle)
{
cpRotaryLimitJointSetMin(m_constraint, minAngle.value);
}
SlideConstraint2D::SlideConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float min, float max) :
Constraint2D(first.GetWorld(), cpSlideJointNew(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y), min, max))
{
}
Vector2f SlideConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpSlideJointGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float SlideConstraint2D::GetMaxDistance() const
{
return float(cpSlideJointGetMax(m_constraint));
}
float SlideConstraint2D::GetMinDistance() const
{
return float(cpSlideJointGetMin(m_constraint));
}
Vector2f SlideConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpSlideJointGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
void SlideConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpSlideJointSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void SlideConstraint2D::SetMaxDistance(float newMaxDistance)
{
cpSlideJointSetMax(m_constraint, newMaxDistance);
}
void SlideConstraint2D::SetMinDistance(float newMinDistance)
{
cpSlideJointSetMin(m_constraint, newMinDistance);
}
void SlideConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpSlideJointSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
}

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@ -1,16 +0,0 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/Physics2D.hpp>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
Physics2D::Physics2D(Config /*config*/) :
ModuleBase("Physics2D", this)
{
}
Physics2D* Physics2D::s_instance = nullptr;
}

View File

@ -2,6 +2,6 @@
#include <Nazara/Core.hpp>
#include <Nazara/Math.hpp>
#include <Nazara/Network.hpp>
#include <Nazara/Physics2D.hpp>
#include <Nazara/ChipmunkPhysics2D.hpp>
#include <Nazara/BulletPhysics3D.hpp>
#include <Nazara/Utility.hpp>

View File

@ -1,4 +1,4 @@
#include <Nazara/Physics2D/Collider2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkCollider2D.hpp>
#include <catch2/catch_approx.hpp>
#include <catch2/catch_test_macros.hpp>
@ -9,13 +9,13 @@ SCENARIO("Collider2D", "[PHYSICS2D][COLLIDER2D]")
WHEN("We construct a box with Rect")
{
Nz::Rectf aabb(5.f, 3.f, 10.f, 6.f);
Nz::BoxCollider2D box(aabb);
Nz::ChipmunkBoxCollider2D box(aabb);
THEN("We expect those to be true")
{
CHECK(box.GetRect() == aabb);
CHECK(box.GetSize() == aabb.GetLengths());
CHECK(box.GetType() == Nz::ColliderType2D::Box);
CHECK(box.GetType() == Nz::ChipmunkColliderType2D::Box);
}
}
@ -23,13 +23,13 @@ SCENARIO("Collider2D", "[PHYSICS2D][COLLIDER2D]")
{
Nz::Vector2f vec(5.f, 3.f);
Nz::Rectf aabb(-2.5f, -1.5f, 5.f, 3.f);
Nz::BoxCollider2D box(vec);
Nz::ChipmunkBoxCollider2D box(vec);
THEN("We expect those to be true")
{
CHECK(box.GetRect() == aabb);
CHECK(box.GetSize() == vec);
CHECK(box.GetType() == Nz::ColliderType2D::Box);
CHECK(box.GetType() == Nz::ChipmunkColliderType2D::Box);
}
}
@ -37,30 +37,30 @@ SCENARIO("Collider2D", "[PHYSICS2D][COLLIDER2D]")
{
Nz::Vector2f position(5.f, 3.f);
float radius = 7.f;
Nz::CircleCollider2D circle(radius, position);
Nz::ChipmunkCircleCollider2D circle(radius, position);
THEN("We expect those to be true")
{
CHECK(circle.GetRadius() == Catch::Approx(radius));
CHECK(circle.GetType() == Nz::ColliderType2D::Circle);
CHECK(circle.GetType() == Nz::ChipmunkColliderType2D::Circle);
}
}
WHEN("We construct a compound")
{
Nz::Rectf aabb(0.f, 0.f, 1.f, 1.f);
std::shared_ptr<Nz::BoxCollider2D> box1 = std::make_shared<Nz::BoxCollider2D>(aabb);
std::shared_ptr<Nz::ChipmunkBoxCollider2D> box1 = std::make_shared<Nz::ChipmunkBoxCollider2D>(aabb);
aabb.Translate(Nz::Vector2f::Unit());
std::shared_ptr<Nz::BoxCollider2D> box2 = std::make_shared<Nz::BoxCollider2D>(aabb);
std::shared_ptr<Nz::ChipmunkBoxCollider2D> box2 = std::make_shared<Nz::ChipmunkBoxCollider2D>(aabb);
std::vector<std::shared_ptr<Nz::Collider2D>> colliders;
std::vector<std::shared_ptr<Nz::ChipmunkCollider2D>> colliders;
colliders.push_back(box1);
colliders.push_back(box2);
Nz::CompoundCollider2D compound(colliders);
Nz::ChipmunkCompoundCollider2D compound(colliders);
THEN("We expect those to be true")
{
CHECK(compound.GetType() == Nz::ColliderType2D::Compound);
CHECK(compound.GetType() == Nz::ChipmunkColliderType2D::Compound);
}
}
@ -72,21 +72,21 @@ SCENARIO("Collider2D", "[PHYSICS2D][COLLIDER2D]")
vertices.push_back(Nz::Vector2f(1.f, 1.f));
vertices.push_back(Nz::Vector2f(1.f, 0.f));
Nz::ConvexCollider2D convex(Nz::SparsePtr<const Nz::Vector2f>(vertices.data()), vertices.size());
Nz::ChipmunkConvexCollider2D convex(Nz::SparsePtr<const Nz::Vector2f>(vertices.data()), vertices.size());
THEN("We expect those to be true")
{
CHECK(convex.GetType() == Nz::ColliderType2D::Convex);
CHECK(convex.GetType() == Nz::ChipmunkColliderType2D::Convex);
}
}
WHEN("We construct a null")
{
Nz::NullCollider2D null;
Nz::ChipmunkNullCollider2D null;
THEN("We expect those to be true")
{
CHECK(null.GetType() == Nz::ColliderType2D::Null);
CHECK(null.GetType() == Nz::ChipmunkColliderType2D::Null);
}
}
@ -94,21 +94,21 @@ SCENARIO("Collider2D", "[PHYSICS2D][COLLIDER2D]")
{
Nz::Vector2f firstPoint(2.f, 1.f);
Nz::Vector2f secondPoint(-4.f, -3.f);
Nz::SegmentCollider2D segment(firstPoint, secondPoint);
Nz::ChipmunkSegmentCollider2D segment(firstPoint, secondPoint);
THEN("We expect those to be true")
{
CHECK(segment.GetFirstPoint() == firstPoint);
CHECK(segment.GetLength() == Catch::Approx(firstPoint.Distance(secondPoint)));
CHECK(segment.GetSecondPoint() == secondPoint);
CHECK(segment.GetType() == Nz::ColliderType2D::Segment);
CHECK(segment.GetType() == Nz::ChipmunkColliderType2D::Segment);
}
}
WHEN("We verify general purpose methods")
{
Nz::Rectf aabb(5.f, 3.f, 10.f, 6.f);
Nz::BoxCollider2D box(aabb);
Nz::ChipmunkBoxCollider2D box(aabb);
Nz::UInt32 categoryMask = 1;
Nz::UInt32 groupId = 2;

View File

@ -1,8 +1,8 @@
#include <Nazara/Physics2D/PhysWorld2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkPhysWorld2D.hpp>
#include <catch2/catch_approx.hpp>
#include <catch2/catch_test_macros.hpp>
Nz::RigidBody2D CreateBody(Nz::PhysWorld2D& world, const Nz::Vector2f& position, bool isMoving = true, const Nz::Vector2f& lengths = Nz::Vector2f::Unit());
Nz::ChipmunkRigidBody2D CreateBody(Nz::ChipmunkPhysWorld2D& world, const Nz::Vector2f& position, bool isMoving = true, const Nz::Vector2f& lengths = Nz::Vector2f::Unit());
Nz::UInt32 collisionGroup = 1;
Nz::UInt32 categoryMask = 2;
@ -12,9 +12,9 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
{
GIVEN("A physic world and a bunch of entities on a grid")
{
Nz::PhysWorld2D world;
Nz::ChipmunkPhysWorld2D world;
std::vector<Nz::RigidBody2D> bodies;
std::vector<Nz::ChipmunkRigidBody2D> bodies;
const int numberOfBodiesPerLign = 3;
for (int i = 0; i != numberOfBodiesPerLign; ++i)
{
@ -28,7 +28,7 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
WHEN("We ask for the nearest body")
{
Nz::PhysWorld2D::NearestQueryResult result;
Nz::ChipmunkPhysWorld2D::NearestQueryResult result;
REQUIRE(world.NearestBodyQuery(-Nz::Vector2f::UnitY() * 1.f, 2.f, collisionGroup, categoryMask, collisionMask, &result));
THEN("It should be the one on the origin")
@ -54,7 +54,7 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
{
Nz::Vector2f origin = -Nz::Vector2f::UnitY() * 2.f;
Nz::Vector2f end = (numberOfBodiesPerLign + 1) * 10.f * Nz::Vector2f::UnitY();
Nz::PhysWorld2D::RaycastHit result;
Nz::ChipmunkPhysWorld2D::RaycastHit result;
REQUIRE(world.RaycastQueryFirst(origin, end, 1.f, collisionGroup, categoryMask, collisionMask, &result));
THEN("It should be the one on the origin")
@ -70,7 +70,7 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
{
Nz::Vector2f origin = -Nz::Vector2f::UnitY() * 2.f;
Nz::Vector2f end = (numberOfBodiesPerLign + 1) * 10.f * Nz::Vector2f::UnitY();
std::vector<Nz::PhysWorld2D::RaycastHit> results;
std::vector<Nz::ChipmunkPhysWorld2D::RaycastHit> results;
REQUIRE(world.RaycastQuery(origin, end, 1.f, collisionGroup, categoryMask, collisionMask, &results));
THEN("It should be the first lign")
@ -79,7 +79,7 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
for (int i = 0; i != numberOfBodiesPerLign; ++i)
{
const Nz::PhysWorld2D::RaycastHit& result = results[i];
const Nz::ChipmunkPhysWorld2D::RaycastHit& result = results[i];
CHECK(result.nearestBody == &bodies[i]);
CHECK(result.fraction == Catch::Approx(i / 4.f).margin(0.1f));
CHECK(result.hitPos == Nz::Vector2f(0.f, i * 10.f));
@ -90,7 +90,7 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
WHEN("We ask for a region")
{
std::vector<Nz::RigidBody2D*> results;
std::vector<Nz::ChipmunkRigidBody2D*> results;
world.RegionQuery(Nz::Rectf(-5.f, -5.f, 5.f, 5.f), collisionGroup, categoryMask, collisionMask, &results);
THEN("It should be the one on the origin")
@ -109,53 +109,53 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
int statusTriggerCollision = 0;
Nz::PhysWorld2D world;
Nz::ChipmunkPhysWorld2D world;
Nz::Rectf characterAABB(0.f, 0.f, 1.f, 1.f);
std::shared_ptr<Nz::Collider2D> characterBox = std::make_shared<Nz::BoxCollider2D>(characterAABB);
std::shared_ptr<Nz::ChipmunkCollider2D> characterBox = std::make_shared<Nz::ChipmunkBoxCollider2D>(characterAABB);
characterBox->SetCollisionId(CHARACTER_COLLISION_ID);
Nz::RigidBody2D character(&world, 1.f, characterBox);
Nz::ChipmunkRigidBody2D character(&world, 1.f, characterBox);
character.SetPosition(Nz::Vector2f::Zero());
Nz::Rectf wallAABB(0.f, 0.f, 1.f, 2.f);
std::shared_ptr<Nz::Collider2D> wallBox = std::make_shared<Nz::BoxCollider2D>(wallAABB);
std::shared_ptr<Nz::ChipmunkCollider2D> wallBox = std::make_shared<Nz::ChipmunkBoxCollider2D>(wallAABB);
wallBox->SetCollisionId(WALL_COLLISION_ID);
Nz::RigidBody2D wall(&world, 0.f, wallBox);
Nz::ChipmunkRigidBody2D wall(&world, 0.f, wallBox);
wall.SetPosition(Nz::Vector2f(5.f, 0.f));
Nz::Rectf triggerAABB(0.f, 0.f, 1.f, 1.f);
std::shared_ptr<Nz::Collider2D> triggerBox = std::make_shared<Nz::BoxCollider2D>(triggerAABB);
std::shared_ptr<Nz::ChipmunkCollider2D> triggerBox = std::make_shared<Nz::ChipmunkBoxCollider2D>(triggerAABB);
triggerBox->SetTrigger(true);
triggerBox->SetCollisionId(TRIGGER_COLLISION_ID);
Nz::RigidBody2D trigger(&world, 0.f, triggerBox);
Nz::ChipmunkRigidBody2D trigger(&world, 0.f, triggerBox);
trigger.SetPosition(Nz::Vector2f(2.f, 0.f));
world.Step(Nz::Time::Zero());
Nz::PhysWorld2D::Callback characterTriggerCallback;
characterTriggerCallback.startCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) -> bool {
Nz::ChipmunkPhysWorld2D::Callback characterTriggerCallback;
characterTriggerCallback.startCallback = [&](Nz::ChipmunkPhysWorld2D&, Nz::ChipmunkArbiter2D&, Nz::ChipmunkRigidBody2D&, Nz::ChipmunkRigidBody2D&, void*) -> bool {
statusTriggerCollision = statusTriggerCollision | 1 << 0;
return true;
};
characterTriggerCallback.preSolveCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) -> bool {
characterTriggerCallback.preSolveCallback = [&](Nz::ChipmunkPhysWorld2D&, Nz::ChipmunkArbiter2D&, Nz::ChipmunkRigidBody2D&, Nz::ChipmunkRigidBody2D&, void*) -> bool {
statusTriggerCollision = statusTriggerCollision | 1 << 1;
return true;
};
characterTriggerCallback.postSolveCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) {
characterTriggerCallback.postSolveCallback = [&](Nz::ChipmunkPhysWorld2D&, Nz::ChipmunkArbiter2D&, Nz::ChipmunkRigidBody2D&, Nz::ChipmunkRigidBody2D&, void*) {
statusTriggerCollision = statusTriggerCollision | 1 << 2;
};
characterTriggerCallback.endCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) {
characterTriggerCallback.endCallback = [&](Nz::ChipmunkPhysWorld2D&, Nz::ChipmunkArbiter2D&, Nz::ChipmunkRigidBody2D&, Nz::ChipmunkRigidBody2D&, void*) {
statusTriggerCollision = statusTriggerCollision | 1 << 3;
};
world.RegisterCallbacks(CHARACTER_COLLISION_ID, TRIGGER_COLLISION_ID, characterTriggerCallback);
int statusWallCollision = 0;
Nz::PhysWorld2D::Callback characterWallCallback;
characterWallCallback.startCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) -> bool {
Nz::ChipmunkPhysWorld2D::Callback characterWallCallback;
characterWallCallback.startCallback = [&](Nz::ChipmunkPhysWorld2D&, Nz::ChipmunkArbiter2D&, Nz::ChipmunkRigidBody2D&, Nz::ChipmunkRigidBody2D&, void*) -> bool {
statusWallCollision = statusWallCollision | 1 << 0;
return true;
};
characterWallCallback.endCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) {
characterWallCallback.endCallback = [&](Nz::ChipmunkPhysWorld2D&, Nz::ChipmunkArbiter2D&, Nz::ChipmunkRigidBody2D&, Nz::ChipmunkRigidBody2D&, void*) {
statusWallCollision = statusWallCollision | 1 << 1;
};
world.RegisterCallbacks(CHARACTER_COLLISION_ID, WALL_COLLISION_ID, characterWallCallback);
@ -193,14 +193,14 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
}
}
Nz::RigidBody2D CreateBody(Nz::PhysWorld2D& world, const Nz::Vector2f& position, bool isMoving, const Nz::Vector2f& lengths)
Nz::ChipmunkRigidBody2D CreateBody(Nz::ChipmunkPhysWorld2D& world, const Nz::Vector2f& position, bool isMoving, const Nz::Vector2f& lengths)
{
Nz::Rectf aabb(0.f, 0.f, lengths.x, lengths.y);
std::shared_ptr<Nz::Collider2D> box = std::make_shared<Nz::BoxCollider2D>(aabb);
std::shared_ptr<Nz::ChipmunkCollider2D> box = std::make_shared<Nz::ChipmunkBoxCollider2D>(aabb);
box->SetCategoryMask(categoryMask);
box->SetCollisionMask(collisionMask);
float mass = isMoving ? 1.f : 0.f;
Nz::RigidBody2D rigidBody(&world, mass, box);
Nz::ChipmunkRigidBody2D rigidBody(&world, mass, box);
rigidBody.SetPosition(position);
return rigidBody;
}

View File

@ -1,26 +1,26 @@
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <Nazara/Physics2D/PhysWorld2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkRigidBody2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkPhysWorld2D.hpp>
#include <catch2/catch_approx.hpp>
#include <catch2/catch_test_macros.hpp>
#include <iostream>
#include <limits>
Nz::RigidBody2D CreateBody(Nz::PhysWorld2D& world);
void EQUALITY(const Nz::RigidBody2D& left, const Nz::RigidBody2D& right);
Nz::ChipmunkRigidBody2D CreateBody(Nz::ChipmunkPhysWorld2D& world);
void EQUALITY(const Nz::ChipmunkRigidBody2D& left, const Nz::ChipmunkRigidBody2D& right);
void EQUALITY(const Nz::Rectf& left, const Nz::Rectf& right);
SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
{
GIVEN("A physic world and a rigid body")
{
Nz::PhysWorld2D world;
Nz::ChipmunkPhysWorld2D world;
world.SetMaxStepCount(std::numeric_limits<std::size_t>::max());
Nz::Vector2f positionAABB(3.f, 4.f);
Nz::Rectf aabb(positionAABB.x, positionAABB.y, 1.f, 2.f);
std::shared_ptr<Nz::Collider2D> box = std::make_shared<Nz::BoxCollider2D>(aabb);
std::shared_ptr<Nz::ChipmunkCollider2D> box = std::make_shared<Nz::ChipmunkBoxCollider2D>(aabb);
float mass = 1.f;
Nz::RigidBody2D body(&world, mass, box);
Nz::ChipmunkRigidBody2D body(&world, mass, box);
float angularVelocity = 0.2f;
body.SetAngularVelocity(angularVelocity);
Nz::Vector2f massCenter(5.f, 7.f);
@ -39,7 +39,7 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
WHEN("We copy construct the body")
{
body.AddForce(Nz::Vector2f(3.f, 5.f));
Nz::RigidBody2D copiedBody(body);
Nz::ChipmunkRigidBody2D copiedBody(body);
EQUALITY(copiedBody, body);
world.Step(Nz::Time::Second());
EQUALITY(copiedBody, body);
@ -47,22 +47,22 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
WHEN("We move construct the body")
{
Nz::RigidBody2D copiedBody(body);
Nz::RigidBody2D movedBody(std::move(body));
Nz::ChipmunkRigidBody2D copiedBody(body);
Nz::ChipmunkRigidBody2D movedBody(std::move(body));
EQUALITY(movedBody, copiedBody);
}
WHEN("We copy assign the body")
{
Nz::RigidBody2D copiedBody(&world, 0.f);
Nz::ChipmunkRigidBody2D copiedBody(&world, 0.f);
copiedBody = body;
EQUALITY(copiedBody, body);
}
WHEN("We move assign the body")
{
Nz::RigidBody2D copiedBody(body);
Nz::RigidBody2D movedBody(&world, 0.f);
Nz::ChipmunkRigidBody2D copiedBody(body);
Nz::ChipmunkRigidBody2D movedBody(&world, 0.f);
movedBody = std::move(body);
EQUALITY(movedBody, copiedBody);
}
@ -70,7 +70,7 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
WHEN("We set a new geometry")
{
float radius = 5.f;
body.SetGeom(std::make_shared<Nz::CircleCollider2D>(radius));
body.SetGeom(std::make_shared<Nz::ChipmunkCircleCollider2D>(radius));
world.Step(Nz::Time::Second());
@ -85,14 +85,14 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
GIVEN("A physic world")
{
Nz::PhysWorld2D world;
Nz::ChipmunkPhysWorld2D world;
world.SetMaxStepCount(std::numeric_limits<std::size_t>::max());
Nz::Rectf aabb(3.f, 4.f, 1.f, 2.f);
WHEN("We get a rigid body from a function")
{
std::vector<Nz::RigidBody2D> tmp;
std::vector<Nz::ChipmunkRigidBody2D> tmp;
tmp.push_back(CreateBody(world));
tmp.push_back(CreateBody(world));
@ -108,14 +108,14 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
GIVEN("A physic world and a rigid body")
{
Nz::PhysWorld2D world;
Nz::ChipmunkPhysWorld2D world;
world.SetMaxStepCount(std::numeric_limits<std::size_t>::max());
Nz::Vector2f positionAABB(3.f, 4.f);
Nz::Rectf aabb(positionAABB.x, positionAABB.y, 1.f, 2.f);
std::shared_ptr<Nz::Collider2D> box = std::make_shared<Nz::BoxCollider2D>(aabb);
std::shared_ptr<Nz::ChipmunkCollider2D> box = std::make_shared<Nz::ChipmunkBoxCollider2D>(aabb);
float mass = 1.f;
Nz::RigidBody2D body(&world, mass);
Nz::ChipmunkRigidBody2D body(&world, mass);
body.SetGeom(box, true, false);
bool userData = false;
@ -211,14 +211,14 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
GIVEN("A physic world and a rigid body of circle")
{
Nz::PhysWorld2D world;
Nz::ChipmunkPhysWorld2D world;
world.SetMaxStepCount(std::numeric_limits<std::size_t>::max());
Nz::Vector2f position(3.f, 4.f);
float radius = 5.f;
std::shared_ptr<Nz::Collider2D> circle = std::make_shared<Nz::CircleCollider2D>(radius, position);
std::shared_ptr<Nz::ChipmunkCollider2D> circle = std::make_shared<Nz::ChipmunkCircleCollider2D>(radius, position);
float mass = 1.f;
Nz::RigidBody2D body(&world, mass);
Nz::ChipmunkRigidBody2D body(&world, mass);
body.SetGeom(circle, true, false);
world.Step(Nz::Time::Second());
@ -235,21 +235,21 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
GIVEN("A physic world and a rigid body of compound")
{
Nz::PhysWorld2D world;
Nz::ChipmunkPhysWorld2D world;
world.SetMaxStepCount(std::numeric_limits<std::size_t>::max());
Nz::Rectf aabb(0.f, 0.f, 1.f, 1.f);
std::shared_ptr<Nz::BoxCollider2D> box1 = std::make_shared<Nz::BoxCollider2D>(aabb);
std::shared_ptr<Nz::ChipmunkBoxCollider2D> box1 = std::make_shared<Nz::ChipmunkBoxCollider2D>(aabb);
aabb.Translate(Nz::Vector2f::Unit());
std::shared_ptr<Nz::BoxCollider2D> box2 = std::make_shared<Nz::BoxCollider2D>(aabb);
std::shared_ptr<Nz::ChipmunkBoxCollider2D> box2 = std::make_shared<Nz::ChipmunkBoxCollider2D>(aabb);
std::vector<std::shared_ptr<Nz::Collider2D>> colliders;
std::vector<std::shared_ptr<Nz::ChipmunkCollider2D>> colliders;
colliders.push_back(box1);
colliders.push_back(box2);
std::shared_ptr<Nz::CompoundCollider2D> compound = std::make_shared<Nz::CompoundCollider2D>(colliders);
std::shared_ptr<Nz::ChipmunkCompoundCollider2D> compound = std::make_shared<Nz::ChipmunkCompoundCollider2D>(colliders);
float mass = 1.f;
Nz::RigidBody2D body(&world, mass);
Nz::ChipmunkRigidBody2D body(&world, mass);
body.SetGeom(compound, true, false);
world.Step(Nz::Time::Second());
@ -266,7 +266,7 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
GIVEN("A physic world and a rigid body of circle")
{
Nz::PhysWorld2D world;
Nz::ChipmunkPhysWorld2D world;
world.SetMaxStepCount(std::numeric_limits<std::size_t>::max());
std::vector<Nz::Vector2f> vertices;
@ -276,9 +276,9 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
vertices.emplace_back(1.f, 0.f);
Nz::SparsePtr<const Nz::Vector2f> sparsePtr(vertices.data());
std::shared_ptr<Nz::ConvexCollider2D> convex = std::make_shared<Nz::ConvexCollider2D>(sparsePtr, vertices.size());
std::shared_ptr<Nz::ChipmunkConvexCollider2D> convex = std::make_shared<Nz::ChipmunkConvexCollider2D>(sparsePtr, vertices.size());
float mass = 1.f;
Nz::RigidBody2D body(&world, mass);
Nz::ChipmunkRigidBody2D body(&world, mass);
body.SetGeom(convex, true, false);
world.Step(Nz::Time::Second());
@ -295,14 +295,14 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
GIVEN("A physic world and a rigid body of segment")
{
Nz::PhysWorld2D world;
Nz::ChipmunkPhysWorld2D world;
world.SetMaxStepCount(std::numeric_limits<std::size_t>::max());
Nz::Vector2f positionA(3.f, 4.f);
Nz::Vector2f positionB(1.f, -4.f);
std::shared_ptr<Nz::Collider2D> segment = std::make_shared<Nz::SegmentCollider2D>(positionA, positionB, 0.f);
std::shared_ptr<Nz::ChipmunkCollider2D> segment = std::make_shared<Nz::ChipmunkSegmentCollider2D>(positionA, positionB, 0.f);
float mass = 1.f;
Nz::RigidBody2D body(&world, mass);
Nz::ChipmunkRigidBody2D body(&world, mass);
body.SetGeom(segment, true, false);
world.Step(Nz::Time::Second());
@ -318,20 +318,20 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
}
}
Nz::RigidBody2D CreateBody(Nz::PhysWorld2D& world)
Nz::ChipmunkRigidBody2D CreateBody(Nz::ChipmunkPhysWorld2D& world)
{
Nz::Vector2f positionAABB(3.f, 4.f);
Nz::Rectf aabb(positionAABB.x, positionAABB.y, 1.f, 2.f);
std::shared_ptr<Nz::Collider2D> box = std::make_shared<Nz::BoxCollider2D>(aabb);
std::shared_ptr<Nz::ChipmunkCollider2D> box = std::make_shared<Nz::ChipmunkBoxCollider2D>(aabb);
float mass = 1.f;
Nz::RigidBody2D body(&world, mass, box);
Nz::ChipmunkRigidBody2D body(&world, mass, box);
body.SetPosition(Nz::Vector2f::Zero());
return body;
}
void EQUALITY(const Nz::RigidBody2D& left, const Nz::RigidBody2D& right)
void EQUALITY(const Nz::ChipmunkRigidBody2D& left, const Nz::ChipmunkRigidBody2D& right)
{
CHECK(left.GetAABB() == right.GetAABB());
CHECK(left.GetAngularVelocity() == right.GetAngularVelocity());

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@ -6,12 +6,12 @@
#include <Nazara/Core/AbstractLogger.hpp>
#include <Nazara/Core/Modules.hpp>
#include <Nazara/Network/Network.hpp>
#include <Nazara/Physics2D/Physics2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkPhysics2D.hpp>
#include <Nazara/Utility/Utility.hpp>
int main(int argc, char* argv[])
{
Nz::Modules<Nz::Audio, Nz::Network, Nz::Physics2D, Nz::Utility> nazaza;
Nz::Modules<Nz::Audio, Nz::Network, Nz::ChipmunkPhysics2D, Nz::Utility> nazaza;
return Catch::Session().run(argc, argv);
}

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@ -5,7 +5,7 @@ if is_mode("asan") then
add_defines("CATCH_CONFIG_NO_POSIX_SIGNALS")
end
add_deps("NazaraAudio", "NazaraCore", "NazaraNetwork", "NazaraPhysics2D")
add_deps("NazaraAudio", "NazaraCore", "NazaraNetwork", "NazaraChipmunkPhysics2D")
add_packages("catch2", "entt")
add_headerfiles("Engine/**.hpp", { prefixdir = "private", install = false })
add_files("resources.cpp")

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@ -74,6 +74,11 @@ local modules = {
Deps = {"NazaraUtility"},
Packages = { "bullet3", "entt" }
},
ChipmunkPhysics2D = {
Option = "chipmunkphysics",
Deps = {"NazaraUtility"},
Packages = { "chipmunk2d", "entt" }
},
Core = {
Custom = function ()
add_headerfiles("include/(Nazara/*.hpp)")
@ -133,11 +138,6 @@ local modules = {
end
end
},
Physics2D = {
Option = "chipmunkphysics",
Deps = {"NazaraUtility"},
Packages = { "chipmunk2d", "entt" }
},
Platform = {
Option = "platform",
Deps = {"NazaraUtility"},
@ -232,7 +232,7 @@ end
add_repositories("nazara-engine-repo https://github.com/NazaraEngine/xmake-repo")
add_requires("entt 3.11.1", "fmt", "frozen", "kiwisolver", "nazarautils")
add_requires("entt 3.11.1", "fmt", "frozen", "nazarautils")
-- Module dependencies
if has_config("audio") then