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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@@ -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())

View File

@@ -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));
}
}

View File

@@ -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));
}
}

View File

@@ -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;
}