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;
};
}