Physics2D: Add support for trigger and callbacks

This commit is contained in:
Jérôme Leclercq
2017-02-21 15:58:31 +01:00
parent c2e4ccaf72
commit 7b47a6ad2e
6 changed files with 179 additions and 2 deletions

View File

@@ -42,8 +42,15 @@ namespace Nz
virtual float ComputeInertialMatrix(float mass) const = 0;
inline unsigned int GetCollisionId() const;
virtual ColliderType2D GetType() const = 0;
inline bool IsTrigger() const;
inline void SetCollisionId(unsigned long typeId);
inline void SetTrigger(bool trigger);
Collider2D& operator=(const Collider2D&) = delete;
Collider2D& operator=(Collider2D&&) = delete;
@@ -53,6 +60,12 @@ namespace Nz
protected:
virtual std::vector<cpShape*> CreateShapes(RigidBody2D* body) const = 0;
bool m_trigger;
unsigned int m_collisionId;
private:
virtual std::vector<cpShape*> GenerateShapes(RigidBody2D* body) const;
static Collider2DLibrary::LibraryMap s_library;
};

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@@ -7,6 +7,26 @@
namespace Nz
{
inline unsigned int Collider2D::GetCollisionId() const
{
return m_collisionId;
}
inline bool Collider2D::IsTrigger() const
{
return m_trigger;
}
inline void Collider2D::SetCollisionId(unsigned long typeId)
{
m_collisionId = typeId;
}
inline void Collider2D::SetTrigger(bool trigger)
{
m_trigger = trigger;
}
inline const Rectf& BoxCollider2D::GetRect() const
{
return m_rect;
@@ -82,3 +102,4 @@ namespace Nz
}
#include <Nazara/Physics2D/DebugOff.hpp>
#include "Collider2D.hpp"

View File

@@ -10,14 +10,26 @@
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Physics2D/Config.hpp>
#include <memory>
#include <unordered_map>
struct cpCollisionHandler;
struct cpSpace;
namespace Nz
{
class RigidBody2D;
class NAZARA_PHYSICS2D_API PhysWorld2D
{
using ContactEndCallback = void(*)(PhysWorld2D& world, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata);
using ContactPreSolveCallback = bool(*)(PhysWorld2D& world, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata);
using ContactPostSolveCallback = void(*)(PhysWorld2D& world, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata);
using ContactStartCallback = bool(*)(PhysWorld2D& world, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata);
public:
struct Callback;
PhysWorld2D();
PhysWorld2D(const PhysWorld2D&) = delete;
PhysWorld2D(PhysWorld2D&&) = delete; ///TODO
@@ -27,8 +39,10 @@ namespace Nz
cpSpace* GetHandle() const;
float GetStepSize() const;
void RegisterCallbacks(unsigned int collisionId, const Callback& callbacks);
void RegisterCallbacks(unsigned int collisionIdA, unsigned int collisionIdB, const Callback& callbacks);
void SetGravity(const Vector2f& gravity);
void SetSolverModel(unsigned int model);
void SetStepSize(float stepSize);
void Step(float timestep);
@@ -36,7 +50,19 @@ namespace Nz
PhysWorld2D& operator=(const PhysWorld2D&) = delete;
PhysWorld2D& operator=(PhysWorld2D&&) = delete; ///TODO
struct Callback
{
ContactEndCallback endCallback;
ContactPreSolveCallback preSolveCallback;
ContactPostSolveCallback postSolveCallback;
ContactStartCallback startCallback;
void* userdata;
};
private:
void InitCallbacks(cpCollisionHandler* handler, const Callback& callbacks);
std::unordered_map<cpCollisionHandler*, std::unique_ptr<Callback>> m_callbacks;
cpSpace* m_handle;
float m_stepSize;
float m_timestepAccumulator;