ChipmunkPhysics2D/PhysicsSystem: Add query functions wrappers

This commit is contained in:
SirLynix
2023-08-10 12:05:31 +02:00
parent ab95bec41b
commit 4642ea778c
6 changed files with 234 additions and 20 deletions

View File

@@ -18,10 +18,19 @@ namespace Nz
{
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkPhysics2DSystem
{
using ContactEndCallback = std::function<void(ChipmunkPhysWorld2D& world, ChipmunkArbiter2D& arbiter, entt::handle entityA, entt::handle entityB, void* userdata)>;
using ContactPostSolveCallback = std::function<void(ChipmunkPhysWorld2D& world, ChipmunkArbiter2D& arbiter, entt::handle entityA, entt::handle entityB, void* userdata)>;
using ContactPreSolveCallback = std::function<bool(ChipmunkPhysWorld2D& world, ChipmunkArbiter2D& arbiter, entt::handle entityA, entt::handle entityB, void* userdata)>;
using ContactStartCallback = std::function<bool(ChipmunkPhysWorld2D& world, ChipmunkArbiter2D& arbiter, entt::handle entityA, entt::handle entityB, void* userdata)>;
public:
static constexpr Int64 ExecutionOrder = 0;
using Components = TypeList<ChipmunkRigidBody2DComponent, class NodeComponent>;
struct ContactCallbacks;
struct NearestQueryResult;
struct RaycastHit;
ChipmunkPhysics2DSystem(entt::registry& registry);
ChipmunkPhysics2DSystem(const ChipmunkPhysics2DSystem&) = delete;
ChipmunkPhysics2DSystem(ChipmunkPhysics2DSystem&&) = delete;
@@ -29,18 +38,55 @@ namespace Nz
inline ChipmunkPhysWorld2D& GetPhysWorld();
inline const ChipmunkPhysWorld2D& GetPhysWorld() const;
inline entt::handle GetRigidBodyEntity(UInt32 bodyIndex) const;
inline bool NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, entt::handle* nearestEntity = nullptr);
inline bool NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, NearestQueryResult* result);
inline void RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(const RaycastHit&)>& callback);
inline bool RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<RaycastHit>* hitInfos);
inline bool RaycastQueryFirst(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, RaycastHit* hitInfo = nullptr);
inline void RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(entt::handle)>& callback);
inline void RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<entt::handle>* bodies);
inline void RegisterCallbacks(unsigned int collisionId, ContactCallbacks callbacks);
inline void RegisterCallbacks(unsigned int collisionIdA, unsigned int collisionIdB, ContactCallbacks callbacks);
void Update(Time elapsedTime);
ChipmunkPhysics2DSystem& operator=(const ChipmunkPhysics2DSystem&) = delete;
ChipmunkPhysics2DSystem& operator=(ChipmunkPhysics2DSystem&&) = delete;
struct ContactCallbacks
{
ContactEndCallback endCallback = nullptr;
ContactPostSolveCallback postSolveCallback = nullptr;
ContactPreSolveCallback preSolveCallback = nullptr;
ContactStartCallback startCallback = nullptr;
void* userdata = nullptr;
};
struct NearestQueryResult : ChipmunkPhysWorld2D::NearestQueryResult
{
entt::handle nearestEntity;
};
struct RaycastHit : ChipmunkPhysWorld2D::RaycastHit
{
entt::handle nearestEntity;
};
private:
void OnBodyConstruct(entt::registry& registry, entt::entity entity);
void OnBodyDestruct(entt::registry& registry, entt::entity entity);
ChipmunkPhysWorld2D::ContactCallbacks SetupContactCallbacks(ContactCallbacks callbacks);
std::vector<entt::entity> m_bodyIndicesToEntity;
entt::registry& m_registry;
entt::observer m_physicsConstructObserver;
entt::scoped_connection m_bodyConstructConnection;
entt::scoped_connection m_bodyDestructConnection;
ChipmunkPhysWorld2D m_physWorld;
};
}

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@@ -15,6 +15,117 @@ namespace Nz
{
return m_physWorld;
}
inline entt::handle ChipmunkPhysics2DSystem::GetRigidBodyEntity(UInt32 bodyIndex) const
{
return entt::handle(m_registry, m_bodyIndicesToEntity[bodyIndex]);
}
inline bool ChipmunkPhysics2DSystem::NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, entt::handle* nearestEntity)
{
ChipmunkRigidBody2D* nearestBody;
if (!m_physWorld.NearestBodyQuery(from, maxDistance, collisionGroup, categoryMask, collisionMask, &nearestBody))
return false;
if (nearestEntity)
{
if (nearestBody)
*nearestEntity = GetRigidBodyEntity(nearestBody->GetBodyIndex());
else
*nearestEntity = {};
}
return true;
}
inline bool ChipmunkPhysics2DSystem::NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, NearestQueryResult* result)
{
if (!m_physWorld.NearestBodyQuery(from, maxDistance, collisionGroup, categoryMask, collisionMask, result))
return false;
if (result)
{
if (result->nearestBody)
result->nearestEntity = GetRigidBodyEntity(result->nearestBody->GetBodyIndex());
else
result->nearestEntity = {};
}
return true;
}
inline void ChipmunkPhysics2DSystem::RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(const RaycastHit&)>& callback)
{
return m_physWorld.RaycastQuery(from, to, radius, collisionGroup, categoryMask, collisionMask, [&](const ChipmunkPhysWorld2D::RaycastHit& hitInfo)
{
RaycastHit extendedHitInfo;
static_cast<ChipmunkPhysWorld2D::RaycastHit&>(extendedHitInfo) = hitInfo;
if (extendedHitInfo.nearestBody)
extendedHitInfo.nearestEntity = GetRigidBodyEntity(extendedHitInfo.nearestBody->GetBodyIndex());
callback(extendedHitInfo);
});
}
inline bool ChipmunkPhysics2DSystem::RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<RaycastHit>* hitInfos)
{
NazaraAssert(hitInfos, "invalid output pointer");
std::size_t originalSize = hitInfos->size();
RaycastQuery(from, to, radius, collisionGroup, categoryMask, collisionMask, [&](const RaycastHit& hitInfo)
{
hitInfos->emplace_back(hitInfo);
});
return hitInfos->size() != originalSize;
}
inline bool ChipmunkPhysics2DSystem::RaycastQueryFirst(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, RaycastHit* hitInfo)
{
if (!m_physWorld.RaycastQueryFirst(from, to, radius, collisionGroup, categoryMask, collisionMask, hitInfo))
return false;
if (hitInfo)
{
if (hitInfo->nearestBody)
hitInfo->nearestEntity = GetRigidBodyEntity(hitInfo->nearestBody->GetBodyIndex());
else
hitInfo->nearestEntity = {};
}
return true;
}
inline void ChipmunkPhysics2DSystem::RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(entt::handle)>& callback)
{
return m_physWorld.RegionQuery(boundingBox, collisionGroup, categoryMask, collisionMask, [&](ChipmunkRigidBody2D* body)
{
callback(GetRigidBodyEntity(body->GetBodyIndex()));
});
}
inline void ChipmunkPhysics2DSystem::RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<entt::handle>* bodies)
{
NazaraAssert(bodies, "invalid output pointer");
return m_physWorld.RegionQuery(boundingBox, collisionGroup, categoryMask, collisionMask, [&](ChipmunkRigidBody2D* body)
{
bodies->emplace_back(GetRigidBodyEntity(body->GetBodyIndex()));
});
}
inline void ChipmunkPhysics2DSystem::RegisterCallbacks(unsigned int collisionId, ContactCallbacks callbacks)
{
return m_physWorld.RegisterCallbacks(collisionId, SetupContactCallbacks(std::move(callbacks)));
}
inline void ChipmunkPhysics2DSystem::RegisterCallbacks(unsigned int collisionIdA, unsigned int collisionIdB, ContactCallbacks callbacks)
{
return m_physWorld.RegisterCallbacks(collisionIdA, collisionIdB, SetupContactCallbacks(std::move(callbacks)));
}
}
#include <Nazara/ChipmunkPhysics2D/DebugOff.hpp>