ChipmunkPhysics2D/PhysicsSystem: Add query functions wrappers
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@@ -18,10 +18,19 @@ namespace Nz
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{
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class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkPhysics2DSystem
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{
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using ContactEndCallback = std::function<void(ChipmunkPhysWorld2D& world, ChipmunkArbiter2D& arbiter, entt::handle entityA, entt::handle entityB, void* userdata)>;
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using ContactPostSolveCallback = std::function<void(ChipmunkPhysWorld2D& world, ChipmunkArbiter2D& arbiter, entt::handle entityA, entt::handle entityB, void* userdata)>;
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using ContactPreSolveCallback = std::function<bool(ChipmunkPhysWorld2D& world, ChipmunkArbiter2D& arbiter, entt::handle entityA, entt::handle entityB, void* userdata)>;
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using ContactStartCallback = std::function<bool(ChipmunkPhysWorld2D& world, ChipmunkArbiter2D& arbiter, entt::handle entityA, entt::handle entityB, void* userdata)>;
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public:
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static constexpr Int64 ExecutionOrder = 0;
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using Components = TypeList<ChipmunkRigidBody2DComponent, class NodeComponent>;
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struct ContactCallbacks;
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struct NearestQueryResult;
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struct RaycastHit;
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ChipmunkPhysics2DSystem(entt::registry& registry);
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ChipmunkPhysics2DSystem(const ChipmunkPhysics2DSystem&) = delete;
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ChipmunkPhysics2DSystem(ChipmunkPhysics2DSystem&&) = delete;
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@@ -29,18 +38,55 @@ namespace Nz
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inline ChipmunkPhysWorld2D& GetPhysWorld();
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inline const ChipmunkPhysWorld2D& GetPhysWorld() const;
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inline entt::handle GetRigidBodyEntity(UInt32 bodyIndex) const;
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inline bool NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, entt::handle* nearestEntity = nullptr);
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inline bool NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, NearestQueryResult* result);
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inline void RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(const RaycastHit&)>& callback);
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inline bool RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<RaycastHit>* hitInfos);
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inline bool RaycastQueryFirst(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, RaycastHit* hitInfo = nullptr);
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inline void RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(entt::handle)>& callback);
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inline void RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<entt::handle>* bodies);
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inline void RegisterCallbacks(unsigned int collisionId, ContactCallbacks callbacks);
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inline void RegisterCallbacks(unsigned int collisionIdA, unsigned int collisionIdB, ContactCallbacks callbacks);
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void Update(Time elapsedTime);
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ChipmunkPhysics2DSystem& operator=(const ChipmunkPhysics2DSystem&) = delete;
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ChipmunkPhysics2DSystem& operator=(ChipmunkPhysics2DSystem&&) = delete;
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struct ContactCallbacks
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{
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ContactEndCallback endCallback = nullptr;
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ContactPostSolveCallback postSolveCallback = nullptr;
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ContactPreSolveCallback preSolveCallback = nullptr;
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ContactStartCallback startCallback = nullptr;
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void* userdata = nullptr;
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};
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struct NearestQueryResult : ChipmunkPhysWorld2D::NearestQueryResult
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{
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entt::handle nearestEntity;
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};
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struct RaycastHit : ChipmunkPhysWorld2D::RaycastHit
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{
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entt::handle nearestEntity;
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};
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private:
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void OnBodyConstruct(entt::registry& registry, entt::entity entity);
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void OnBodyDestruct(entt::registry& registry, entt::entity entity);
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ChipmunkPhysWorld2D::ContactCallbacks SetupContactCallbacks(ContactCallbacks callbacks);
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std::vector<entt::entity> m_bodyIndicesToEntity;
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entt::registry& m_registry;
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entt::observer m_physicsConstructObserver;
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entt::scoped_connection m_bodyConstructConnection;
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entt::scoped_connection m_bodyDestructConnection;
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ChipmunkPhysWorld2D m_physWorld;
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};
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}
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