Physics2D: Add constraint support

This commit is contained in:
Lynix
2017-10-10 20:33:31 +02:00
parent 08645f669d
commit 75a5ccad2a
4 changed files with 627 additions and 0 deletions

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// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Engine - Physics 2D 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::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;
}
DampedSpring2D::DampedSpring2D(PhysWorld2D& world, RigidBody2D& first, const Vector2f& firstAnchor, RigidBody2D& second, const Vector2f& secondAnchor, float restLength, float stiffness, float damping) :
Constraint2D(world, cpDampedSpringNew(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y), restLength, stiffness, damping))
{
}
float DampedSpring2D::GetDamping() const
{
return float(cpDampedSpringGetDamping(m_constraint));
}
Vector2f DampedSpring2D::GetFirstAnchor() const
{
cpVect anchor = cpDampedSpringGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float DampedSpring2D::GetRestLength() const
{
return float(cpDampedSpringGetRestLength(m_constraint));
}
Vector2f DampedSpring2D::GetSecondAnchor() const
{
cpVect anchor = cpDampedSpringGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float DampedSpring2D::GetStiffness() const
{
return float(cpDampedSpringGetStiffness(m_constraint));
}
void DampedSpring2D::SetDamping(float newDamping)
{
cpDampedSpringSetDamping(m_constraint, newDamping);
}
void DampedSpring2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpDampedSpringSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void DampedSpring2D::SetRestLength(float newLength)
{
cpDampedSpringSetRestLength(m_constraint, newLength);
}
void DampedSpring2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpDampedSpringSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void DampedSpring2D::SetStiffness(float newStiffness)
{
cpDampedSpringSetStiffness(m_constraint, newStiffness);
}
DampedRotarySpring2D::DampedRotarySpring2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float restAngle, float stiffness, float damping) :
Constraint2D(world, cpDampedRotarySpringNew(first.GetHandle(), second.GetHandle(), restAngle, stiffness, damping))
{
}
float DampedRotarySpring2D::GetDamping() const
{
return float(cpDampedRotarySpringGetDamping(m_constraint));
}
float DampedRotarySpring2D::GetRestAngle() const
{
return float(cpDampedRotarySpringGetRestAngle(m_constraint));
}
float DampedRotarySpring2D::GetStiffness() const
{
return float(cpDampedRotarySpringGetStiffness(m_constraint));
}
void DampedRotarySpring2D::SetDamping(float newDamping)
{
cpDampedSpringSetDamping(m_constraint, newDamping);
}
void DampedRotarySpring2D::SetRestAngle(float newAngle)
{
cpDampedRotarySpringSetRestAngle(m_constraint, newAngle);
}
void DampedRotarySpring2D::SetStiffness(float newStiffness)
{
cpDampedRotarySpringSetStiffness(m_constraint, newStiffness);
}
GearJoint2D::GearJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float phase, float ratio) :
Constraint2D(world, cpGearJointNew(first.GetHandle(), second.GetHandle(), phase, ratio))
{
}
float GearJoint2D::GetPhase() const
{
return float(cpGearJointGetPhase(m_constraint));
}
float GearJoint2D::GetRatio() const
{
return float(cpGearJointGetRatio(m_constraint));
}
void GearJoint2D::SetPhase(float phase)
{
cpGearJointSetPhase(m_constraint, phase);
}
void GearJoint2D::SetRatio(float ratio)
{
cpGearJointSetRatio(m_constraint, ratio);
}
MotorJoint2D::MotorJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float rate) :
Constraint2D(world, cpSimpleMotorNew(first.GetHandle(), second.GetHandle(), rate))
{
}
float MotorJoint2D::GetRate() const
{
return float(cpSimpleMotorGetRate(m_constraint));
}
void MotorJoint2D::SetRate(float rate)
{
cpSimpleMotorSetRate(m_constraint, rate);
}
PinJoint2D::PinJoint2D(PhysWorld2D& world, RigidBody2D& first, const Vector2f& firstAnchor, RigidBody2D& second, const Vector2f& secondAnchor) :
Constraint2D(world, cpPinJointNew(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y)))
{
}
float PinJoint2D::GetDistance() const
{
return float(cpPinJointGetDist(m_constraint));
}
Vector2f PinJoint2D::GetFirstAnchor() const
{
cpVect anchor = cpPinJointGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
Vector2f PinJoint2D::GetSecondAnchor() const
{
cpVect anchor = cpPinJointGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
void PinJoint2D::SetDistance(float newDistance)
{
cpPinJointSetDist(m_constraint, newDistance);
}
void PinJoint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpPinJointSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void PinJoint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpPinJointSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
PivotJoint2D::PivotJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, const Vector2f& anchor) :
Constraint2D(world, cpPivotJointNew(first.GetHandle(), second.GetHandle(), cpv(anchor.x, anchor.y)))
{
}
PivotJoint2D::PivotJoint2D(PhysWorld2D& world, RigidBody2D& first, const Vector2f& firstAnchor, RigidBody2D& second, const Vector2f& secondAnchor) :
Constraint2D(world, cpPivotJointNew2(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y)))
{
}
Vector2f PivotJoint2D::GetFirstAnchor() const
{
cpVect anchor = cpPivotJointGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
Vector2f PivotJoint2D::GetSecondAnchor() const
{
cpVect anchor = cpPivotJointGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
void PivotJoint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpPivotJointSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void PivotJoint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpPivotJointSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
RatchetJoint2D::RatchetJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float phase, float ratchet) :
Constraint2D(world, cpRatchetJointNew(first.GetHandle(), second.GetHandle(), phase, ratchet))
{
}
float RatchetJoint2D::GetAngle() const
{
return float(cpRatchetJointGetAngle(m_constraint));
}
float RatchetJoint2D::GetPhase() const
{
return float(cpRatchetJointGetPhase(m_constraint));
}
float RatchetJoint2D::GetRatchet() const
{
return float(cpRatchetJointGetRatchet(m_constraint));
}
void RatchetJoint2D::SetAngle(float angle)
{
cpRatchetJointSetAngle(m_constraint, angle);
}
void RatchetJoint2D::SetPhase(float phase)
{
cpRatchetJointSetPhase(m_constraint, phase);
}
void RatchetJoint2D::SetRatchet(float ratchet)
{
cpRatchetJointSetRatchet(m_constraint, ratchet);
}
RotaryLimitJoint2D::RotaryLimitJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float minAngle, float maxAngle) :
Constraint2D(world, cpRotaryLimitJointNew(first.GetHandle(), second.GetHandle(), minAngle, maxAngle))
{
}
float RotaryLimitJoint2D::GetMaxAngle() const
{
return float(cpRotaryLimitJointGetMax(m_constraint));
}
float RotaryLimitJoint2D::GetMinAngle() const
{
return float(cpRotaryLimitJointGetMax(m_constraint));
}
void RotaryLimitJoint2D::SetMaxAngle(float maxAngle)
{
cpRotaryLimitJointSetMax(m_constraint, maxAngle);
}
void RotaryLimitJoint2D::SetMinAngle(float minAngle)
{
cpRotaryLimitJointSetMin(m_constraint, minAngle);
}
SlideJoint2D::SlideJoint2D(PhysWorld2D& world, RigidBody2D& first, const Vector2f& firstAnchor, RigidBody2D& second, const Vector2f& secondAnchor, float min, float max) :
Constraint2D(world, cpSlideJointNew(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y), min, max))
{
}
Vector2f SlideJoint2D::GetFirstAnchor() const
{
cpVect anchor = cpSlideJointGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float SlideJoint2D::GetMaxDistance() const
{
return float(cpSlideJointGetMax(m_constraint));
}
float SlideJoint2D::GetMinDistance() const
{
return float(cpSlideJointGetMin(m_constraint));
}
Vector2f SlideJoint2D::GetSecondAnchor() const
{
cpVect anchor = cpSlideJointGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
void SlideJoint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpSlideJointSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void SlideJoint2D::SetMaxDistance(float newMaxDistance)
{
cpSlideJointSetMax(m_constraint, newMaxDistance);
}
void SlideJoint2D::SetMinDistance(float newMinDistance)
{
cpSlideJointSetMin(m_constraint, newMinDistance);
}
void SlideJoint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpSlideJointSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
}