ChipmunkPhysics2D/Constraint2D: Fix leak and implement single body constraints

Also move anchors to world space
This commit is contained in:
SirLynix 2023-08-12 12:12:20 +02:00
parent 65a1c195ac
commit 689ea06fe1
2 changed files with 64 additions and 30 deletions

View File

@ -15,7 +15,6 @@
#include <Nazara/Core/ObjectHandle.hpp>
#include <Nazara/Math/Angle.hpp>
#include <NazaraUtils/MovablePtr.hpp>
#include <vector>
struct cpConstraint;
@ -29,7 +28,7 @@ namespace Nz
{
public:
ChipmunkConstraint2D(const ChipmunkConstraint2D&) = delete;
ChipmunkConstraint2D(ChipmunkConstraint2D&& rhs);
ChipmunkConstraint2D(ChipmunkConstraint2D&& constraint) noexcept;
virtual ~ChipmunkConstraint2D();
void EnableBodyCollision(bool enable);
@ -46,18 +45,22 @@ namespace Nz
const ChipmunkPhysWorld2D& GetWorld() const;
bool IsBodyCollisionEnabled() const;
bool IsSingleBody() const;
void SetErrorBias(float bias);
void SetMaxBias(float bias);
void SetMaxForce(float force);
ChipmunkConstraint2D& operator=(const ChipmunkConstraint2D&) = delete;
ChipmunkConstraint2D& operator=(ChipmunkConstraint2D&& rhs);
ChipmunkConstraint2D& operator=(ChipmunkConstraint2D&& constraint) noexcept;
protected:
ChipmunkConstraint2D(ChipmunkPhysWorld2D* world, cpConstraint* constraint);
MovablePtr<cpConstraint> m_constraint;
private:
void Destroy();
};
class ChipmunkDampedSpringConstraint2D;
@ -140,6 +143,7 @@ namespace Nz
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkPinConstraint2D : public ChipmunkConstraint2D
{
public:
ChipmunkPinConstraint2D(ChipmunkRigidBody2D& body, const Vector2f& anchor);
ChipmunkPinConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor);
~ChipmunkPinConstraint2D() = default;
@ -159,6 +163,7 @@ namespace Nz
class NAZARA_CHIPMUNKPHYSICS2D_API ChipmunkPivotConstraint2D : public ChipmunkConstraint2D
{
public:
ChipmunkPivotConstraint2D(ChipmunkRigidBody2D& body, const Vector2f& anchor);
ChipmunkPivotConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& anchor);
ChipmunkPivotConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor);
~ChipmunkPivotConstraint2D() = default;

View File

@ -3,6 +3,7 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ChipmunkPhysics2D/ChipmunkConstraint2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkHelper.hpp>
#include <chipmunk/chipmunk.h>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
@ -15,15 +16,16 @@ namespace Nz
cpSpaceAddConstraint(world->GetHandle(), m_constraint);
}
ChipmunkConstraint2D::ChipmunkConstraint2D(ChipmunkConstraint2D&& rhs) :
m_constraint(std::move(rhs.m_constraint))
ChipmunkConstraint2D::ChipmunkConstraint2D(ChipmunkConstraint2D&& constraint) noexcept :
m_constraint(std::move(constraint.m_constraint))
{
if (m_constraint)
cpConstraintSetUserData(m_constraint, this);
}
ChipmunkConstraint2D::~ChipmunkConstraint2D()
{
cpSpaceRemoveConstraint(cpConstraintGetSpace(m_constraint), m_constraint);
Destroy();
}
void ChipmunkConstraint2D::EnableBodyCollision(bool enable)
@ -43,11 +45,13 @@ namespace Nz
ChipmunkRigidBody2D& ChipmunkConstraint2D::GetBodyB()
{
NazaraAssert(!IsSingleBody(), "constraint is not attached to a second body");
return *static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyB(m_constraint)));
}
const ChipmunkRigidBody2D& ChipmunkConstraint2D::GetBodyB() const
{
NazaraAssert(!IsSingleBody(), "constraint is not attached to a second body");
return *static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyB(m_constraint)));
}
@ -86,6 +90,11 @@ namespace Nz
return cpConstraintGetCollideBodies(m_constraint) == cpTrue;
}
bool ChipmunkConstraint2D::IsSingleBody() const
{
return cpConstraintGetBodyB(m_constraint) == cpSpaceGetStaticBody(cpConstraintGetSpace(m_constraint));
}
void ChipmunkConstraint2D::SetErrorBias(float bias)
{
cpConstraintSetErrorBias(m_constraint, bias);
@ -101,17 +110,31 @@ namespace Nz
cpConstraintSetMaxForce(m_constraint, force);
}
ChipmunkConstraint2D& ChipmunkConstraint2D::operator=(ChipmunkConstraint2D && rhs)
ChipmunkConstraint2D& ChipmunkConstraint2D::operator=(ChipmunkConstraint2D&& rhs) noexcept
{
Destroy();
m_constraint = std::move(rhs.m_constraint);
if (m_constraint)
cpConstraintSetUserData(m_constraint, this);
return *this;
}
void ChipmunkConstraint2D::Destroy()
{
if (m_constraint)
{
cpSpaceRemoveConstraint(cpConstraintGetSpace(m_constraint), m_constraint);
cpConstraintDestroy(m_constraint);
m_constraint = nullptr;
}
}
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))
ChipmunkConstraint2D(first.GetWorld(), cpDampedSpringNew(first.GetHandle(), second.GetHandle(), ToChipmunk(firstAnchor), ToChipmunk(secondAnchor), restLength, stiffness, damping))
{
}
@ -149,7 +172,7 @@ namespace Nz
void ChipmunkDampedSpringConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpDampedSpringSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
cpDampedSpringSetAnchorA(m_constraint, ToChipmunk(firstAnchor));
}
void ChipmunkDampedSpringConstraint2D::SetRestLength(float newLength)
@ -159,7 +182,7 @@ namespace Nz
void ChipmunkDampedSpringConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpDampedSpringSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
cpDampedSpringSetAnchorB(m_constraint, ToChipmunk(firstAnchor));
}
void ChipmunkDampedSpringConstraint2D::SetStiffness(float newStiffness)
@ -246,8 +269,13 @@ namespace Nz
}
ChipmunkPinConstraint2D::ChipmunkPinConstraint2D(ChipmunkRigidBody2D& body, const Vector2f& anchor) :
ChipmunkConstraint2D(body.GetWorld(), cpPinJointNew(body.GetHandle(), cpSpaceGetStaticBody(body.GetWorld()->GetHandle()), ToChipmunk(body.ToLocal(anchor)), ToChipmunk(body.ToLocal(anchor))))
{
}
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)))
ChipmunkConstraint2D(first.GetWorld(), cpPinJointNew(first.GetHandle(), second.GetHandle(), ToChipmunk(firstAnchor), ToChipmunk(secondAnchor)))
{
}
@ -258,14 +286,12 @@ namespace Nz
Vector2f ChipmunkPinConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpPinJointGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
return FromChipmunk(cpBodyLocalToWorld(cpConstraintGetBodyA(m_constraint), cpPinJointGetAnchorA(m_constraint)));
}
Vector2f ChipmunkPinConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpPinJointGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
return FromChipmunk(cpBodyLocalToWorld(cpConstraintGetBodyB(m_constraint), cpPinJointGetAnchorB(m_constraint)));
}
void ChipmunkPinConstraint2D::SetDistance(float newDistance)
@ -275,45 +301,48 @@ namespace Nz
void ChipmunkPinConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpPinJointSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
cpPinJointSetAnchorA(m_constraint, cpBodyWorldToLocal(cpConstraintGetBodyA(m_constraint), ToChipmunk(firstAnchor)));
}
void ChipmunkPinConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpPinJointSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
cpPinJointSetAnchorB(m_constraint, cpBodyWorldToLocal(cpConstraintGetBodyB(m_constraint), ToChipmunk(firstAnchor)));
}
ChipmunkPivotConstraint2D::ChipmunkPivotConstraint2D(ChipmunkRigidBody2D& body, const Vector2f& anchor) :
ChipmunkConstraint2D(body.GetWorld(), cpPivotJointNew(cpSpaceGetStaticBody(body.GetWorld()->GetHandle()), body.GetHandle(), ToChipmunk(anchor)))
{
}
ChipmunkPivotConstraint2D::ChipmunkPivotConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& anchor) :
ChipmunkConstraint2D(first.GetWorld(), cpPivotJointNew(first.GetHandle(), second.GetHandle(), cpv(anchor.x, anchor.y)))
ChipmunkConstraint2D(first.GetWorld(), cpPivotJointNew(first.GetHandle(), second.GetHandle(), ToChipmunk(anchor)))
{
}
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)))
ChipmunkConstraint2D(first.GetWorld(), cpPivotJointNew2(first.GetHandle(), second.GetHandle(), ToChipmunk(firstAnchor), ToChipmunk(secondAnchor)))
{
}
Vector2f ChipmunkPivotConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpPivotJointGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
return FromChipmunk(cpBodyLocalToWorld(cpConstraintGetBodyA(m_constraint), cpPivotJointGetAnchorA(m_constraint)));
}
Vector2f ChipmunkPivotConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpPivotJointGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
return FromChipmunk(cpBodyLocalToWorld(cpConstraintGetBodyB(m_constraint), cpPivotJointGetAnchorB(m_constraint)));
}
void ChipmunkPivotConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpPivotJointSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
cpPivotJointSetAnchorA(m_constraint, cpBodyWorldToLocal(cpConstraintGetBodyA(m_constraint), ToChipmunk(firstAnchor)));
}
void ChipmunkPivotConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpPivotJointSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
cpPivotJointSetAnchorB(m_constraint, cpBodyWorldToLocal(cpConstraintGetBodyB(m_constraint), ToChipmunk(firstAnchor)));
}
@ -380,7 +409,7 @@ namespace Nz
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))
ChipmunkConstraint2D(first.GetWorld(), cpSlideJointNew(first.GetHandle(), second.GetHandle(), ToChipmunk(firstAnchor), ToChipmunk(secondAnchor), min, max))
{
}
@ -408,7 +437,7 @@ namespace Nz
void ChipmunkSlideConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpSlideJointSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
cpSlideJointSetAnchorA(m_constraint, ToChipmunk(firstAnchor));
}
void ChipmunkSlideConstraint2D::SetMaxDistance(float newMaxDistance)
@ -423,6 +452,6 @@ namespace Nz
void ChipmunkSlideConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpSlideJointSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
cpSlideJointSetAnchorB(m_constraint, ToChipmunk(firstAnchor));
}
}