Push the current work on the Physics2D module

This commit is contained in:
Lynix 2016-10-14 17:07:13 +02:00
parent 080db76ac1
commit 9a7767867b
16 changed files with 883 additions and 0 deletions

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MODULE.Name = "Physics2D"
MODULE.Libraries = {
"NazaraCore",
"chipmunk-s"
}

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// Copyright (C) 2015 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
#pragma once
#ifndef NAZARA_COLLIDER2D_HPP
#define NAZARA_COLLIDER2D_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/ObjectRef.hpp>
#include <Nazara/Core/ObjectLibrary.hpp>
#include <Nazara/Core/Signal.hpp>
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Physics2D/Config.hpp>
#include <Nazara/Physics2D/Enums.hpp>
#include <vector>
struct cpShape;
struct cpSpace;
namespace Nz
{
class Collider2D;
class RigidBody2D;
using Collider2DConstRef = ObjectRef<const Collider2D>;
using Collider2DLibrary = ObjectLibrary<Collider2D>;
using Collider2DRef = ObjectRef<Collider2D>;
class NAZARA_PHYSICS2D_API Collider2D : public RefCounted
{
friend Collider2DLibrary;
friend RigidBody2D;
public:
Collider2D() = default;
Collider2D(const Collider2D&) = delete;
Collider2D(Collider2D&&) = delete;
virtual ~Collider2D();
virtual float ComputeInertialMatrix(float mass) const = 0;
virtual ColliderType2D GetType() const = 0;
Collider2D& operator=(const Collider2D&) = delete;
Collider2D& operator=(Collider2D&&) = delete;
// Signals:
NazaraSignal(OnColliderRelease, const Collider2D* /*collider*/);
protected:
virtual std::vector<cpShape*> CreateShapes(RigidBody2D* body) const = 0;
static Collider2DLibrary::LibraryMap s_library;
};
class CircleCollider2D;
using CircleCollider2DConstRef = ObjectRef<const CircleCollider2D>;
using CircleCollider2DRef = ObjectRef<CircleCollider2D>;
class NAZARA_PHYSICS2D_API CircleCollider2D : public Collider2D
{
public:
CircleCollider2D(float radius, const Vector2f& offset = Vector2f::Zero());
float ComputeInertialMatrix(float mass) const override;
inline float GetRadius() const;
ColliderType2D GetType() const override;
template<typename... Args> static CircleCollider2DRef New(Args&&... args);
private:
std::vector<cpShape*> CreateShapes(RigidBody2D* body) const override;
Vector2f m_offset;
float m_radius;
};
class NullCollider2D;
using NullCollider2DConstRef = ObjectRef<const NullCollider2D>;
using NullCollider2DRef = ObjectRef<NullCollider2D>;
class NAZARA_PHYSICS2D_API NullCollider2D : public Collider2D
{
public:
NullCollider2D() = default;
float ComputeInertialMatrix(float mass) const override;
ColliderType2D GetType() const override;
template<typename... Args> static NullCollider2DRef New(Args&&... args);
private:
std::vector<cpShape*> CreateShapes(RigidBody2D* body) const override;
};
}
#include <Nazara/Physics2D/Collider2D.inl>
#endif // NAZARA_COLLIDER2D_HPP

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// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Physics 3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <memory>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
inline float CircleCollider2D::GetRadius() const
{
return m_radius;
}
template<typename... Args>
CircleCollider2DRef CircleCollider2D::New(Args&&... args)
{
std::unique_ptr<CircleCollider2D> object(new CircleCollider2D(std::forward<Args>(args)...));
object->SetPersistent(false);
return object.release();
}
template<typename... Args>
NullCollider2DRef NullCollider2D::New(Args&&... args)
{
std::unique_ptr<NullCollider2D> object(new NullCollider2D(std::forward<Args>(args)...));
object->SetPersistent(false);
return object.release();
}
}
#include <Nazara/Physics2D/DebugOff.hpp>

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/*
Nazara Engine - Physics 3D module
Copyright (C) 2015 Jérôme "Lynix" Leclercq (Lynix680@gmail.com)
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#pragma once
#ifndef NAZARA_CONFIG_PHYSICS2D_HPP
#define NAZARA_CONFIG_PHYSICS2D_HPP
/// Chaque modification d'un paramètre du module nécessite une recompilation de celui-ci
// Utilise un manager de mémoire pour gérer les allocations dynamiques (détecte les leaks au prix d'allocations/libérations dynamiques plus lentes)
#define NAZARA_PHYSICS2D_MANAGE_MEMORY 0
// Active les tests de sécurité basés sur le code (Conseillé pour le développement)
#define NAZARA_PHYSICS2D_SAFE 1
/// Vérification des valeurs et types de certaines constantes
#include <Nazara/Physics2D/ConfigCheck.hpp>
#if defined(NAZARA_STATIC)
#define NAZARA_PHYSICS2D_API
#else
#ifdef NAZARA_PHYSICS2D_BUILD
#define NAZARA_PHYSICS2D_API NAZARA_EXPORT
#else
#define NAZARA_PHYSICS2D_API NAZARA_IMPORT
#endif
#endif
#endif // NAZARA_CONFIG_PHYSICS3D_HPP

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// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Physics 3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_CONFIG_CHECK_PHYSICS_HPP
#define NAZARA_CONFIG_CHECK_PHYSICS_HPP
/// Ce fichier sert à vérifier la valeur des constantes du fichier Config.hpp
// On force la valeur de MANAGE_MEMORY en mode debug
#if defined(NAZARA_DEBUG) && !NAZARA_PHYSICS_MANAGE_MEMORY
#undef NAZARA_PHYSICS_MANAGE_MEMORY
#define NAZARA_PHYSICS3D_MANAGE_MEMORY 0
#endif
#endif // NAZARA_CONFIG_CHECK_PHYSICS_HPP

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// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Physics 3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics3D/Config.hpp>
#if NAZARA_PHYSICS_MANAGE_MEMORY
#include <Nazara/Core/Debug/NewRedefinition.hpp>
#endif

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// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Physics 3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
// On suppose que Debug.hpp a déjà été inclus, tout comme Config.hpp
#if NAZARA_PHYSICS_MANAGE_MEMORY
#undef delete
#undef new
#endif

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// Copyright (C) 2015 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
#pragma once
#ifndef NAZARA_ENUMS_PHYSICS2D_HPP
#define NAZARA_ENUMS_PHYSICS2D_HPP
namespace Nz
{
enum ColliderType2D
{
ColliderType2D_Box,
ColliderType2D_Convex,
ColliderType2D_Circle,
ColliderType2D_Null,
ColliderType2D_Segment,
ColliderType2D_Max = ColliderType2D_Segment
};
}
#endif // NAZARA_ENUMS_PHYSICS2D_HPP

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// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Physics 3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_PHYSWORLD2D_HPP
#define NAZARA_PHYSWORLD2D_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Physics2D/Config.hpp>
struct cpSpace;
namespace Nz
{
class NAZARA_PHYSICS2D_API PhysWorld2D
{
public:
PhysWorld2D();
PhysWorld2D(const PhysWorld2D&) = delete;
PhysWorld2D(PhysWorld2D&&) = delete; ///TODO
~PhysWorld2D();
Vector2f GetGravity() const;
cpSpace* GetHandle() const;
float GetStepSize() const;
void SetGravity(const Vector2f& gravity);
void SetSolverModel(unsigned int model);
void SetStepSize(float stepSize);
void Step(float timestep);
PhysWorld2D& operator=(const PhysWorld2D&) = delete;
PhysWorld2D& operator=(PhysWorld2D&&) = delete; ///TODO
private:
cpSpace* m_handle;
float m_stepSize;
float m_timestepAccumulator;
};
}
#endif // NAZARA_PHYSWORLD2D_HPP

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// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Physics 3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_PHYSICS2D_HPP
#define NAZARA_PHYSICS2D_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/Initializer.hpp>
#include <Nazara/Physics2D/Config.hpp>
namespace Nz
{
class NAZARA_PHYSICS2D_API Physics2D
{
public:
Physics2D() = delete;
~Physics2D() = delete;
static bool Initialize();
static bool IsInitialized();
static void Uninitialize();
private:
static unsigned int s_moduleReferenceCounter;
};
}
#endif // NAZARA_PHYSICS2D_HPP

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// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Physics 3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_RIGIDBODY2D_HPP
#define NAZARA_RIGIDBODY2D_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/Enums.hpp>
#include <Nazara/Math/Matrix4.hpp>
#include <Nazara/Math/Quaternion.hpp>
#include <Nazara/Math/Rect.hpp>
#include <Nazara/Math/Vector3.hpp>
#include <Nazara/Physics2D/Config.hpp>
#include <Nazara/Physics2D/Collider2D.hpp>
struct cpBody;
namespace Nz
{
class PhysWorld2D;
class NAZARA_PHYSICS2D_API RigidBody2D
{
public:
RigidBody2D(PhysWorld2D* world, float mass);
RigidBody2D(PhysWorld2D* world, float mass, Collider2DRef geom);
RigidBody2D(const RigidBody2D& object);
RigidBody2D(RigidBody2D&& object);
~RigidBody2D();
void AddForce(const Vector2f& force, CoordSys coordSys = CoordSys_Global);
void AddForce(const Vector2f& force, const Vector2f& point, CoordSys coordSys = CoordSys_Global);
void AddTorque(float torque);
Rectf GetAABB() const;
float GetAngularVelocity() const;
Vector2f GetCenterOfGravity(CoordSys coordSys = CoordSys_Local) const;
const Collider2DRef& GetGeom() const;
float GetGravityFactor() const;
cpBody* GetHandle() const;
float GetMass() const;
Vector2f GetPosition() const;
float GetRotation() const;
Vector2f GetVelocity() const;
bool IsMoveable() const;
bool IsSleeping() const;
void SetAngularVelocity(float angularVelocity);
void SetGeom(Collider2DRef geom);
void SetGravityFactor(float gravityFactor);
void SetMass(float mass);
void SetMassCenter(const Vector2f& center);
void SetPosition(const Vector2f& position);
void SetRotation(float rotation);
void SetVelocity(const Vector2f& velocity);
RigidBody2D& operator=(const RigidBody2D& object);
RigidBody2D& operator=(RigidBody2D&& object);
private:
std::vector<cpShape*> m_shapes;
Collider2DRef m_geom;
Vector3f m_forceAccumulator;
Vector3f m_torqueAccumulator;
cpBody* m_handle;
PhysWorld2D* m_world;
float m_gravityFactor;
float m_mass;
};
}
#endif // NAZARA_RIGIDBODY3D_HPP

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// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Physics 3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/Collider2D.hpp>
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <chipmunk/chipmunk.h>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
Collider2D::~Collider2D() = default;
/******************************** CircleCollider2D *********************************/
CircleCollider2D::CircleCollider2D(float radius, const Vector2f& offset) :
m_offset(offset),
m_radius(radius)
{
}
float CircleCollider2D::ComputeInertialMatrix(float mass) const
{
return cpMomentForCircle(mass, 0.f, m_radius, cpv(m_offset.x, m_offset.y));
}
ColliderType2D CircleCollider2D::GetType() const
{
return ColliderType2D_Circle;
}
std::vector<cpShape*> CircleCollider2D::CreateShapes(RigidBody2D* body) const
{
std::vector<cpShape*> shapes;
shapes.push_back(cpCircleShapeNew(body->GetHandle(), m_radius, cpv(m_offset.x, m_offset.y)));
return shapes;
}
/********************************* NullCollider2D **********************************/
ColliderType2D NullCollider2D::GetType() const
{
return ColliderType2D_Null;
}
float NullCollider2D::ComputeInertialMatrix(float mass) const
{
return 0.f;
}
std::vector<cpShape*> NullCollider2D::CreateShapes(RigidBody2D* body) const
{
return std::vector<cpShape*>();
}
}

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// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Physics 3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics3D/Config.hpp>
#if NAZARA_PHYSICS_MANAGE_MEMORY
#include <Nazara/Core/MemoryManager.hpp>
#include <new> // Nécessaire ?
void* operator new(std::size_t size)
{
return Nz::MemoryManager::Allocate(size, false);
}
void* operator new[](std::size_t size)
{
return Nz::MemoryManager::Allocate(size, true);
}
void operator delete(void* pointer) noexcept
{
Nz::MemoryManager::Free(pointer, false);
}
void operator delete[](void* pointer) noexcept
{
Nz::MemoryManager::Free(pointer, true);
}
#endif // NAZARA_PHYSICS_MANAGE_MEMORY

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// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Physics 3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/PhysWorld2D.hpp>
#include <chipmunk/chipmunk.h>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
PhysWorld2D::PhysWorld2D() :
m_stepSize(0.005f),
m_timestepAccumulator(0.f)
{
m_handle = cpSpaceNew();
cpSpaceSetUserData(m_handle, this);
}
PhysWorld2D::~PhysWorld2D()
{
cpSpaceFree(m_handle);
}
Vector2f PhysWorld2D::GetGravity() const
{
cpVect gravity = cpSpaceGetGravity(m_handle);
return Vector2f(gravity.x, gravity.y);
}
cpSpace* PhysWorld2D::GetHandle() const
{
return m_handle;
}
float PhysWorld2D::GetStepSize() const
{
return m_stepSize;
}
void PhysWorld2D::SetGravity(const Vector2f& gravity)
{
cpSpaceSetGravity(m_handle, cpv(gravity.x, gravity.y));
}
void PhysWorld2D::SetStepSize(float stepSize)
{
m_stepSize = stepSize;
}
void PhysWorld2D::Step(float timestep)
{
m_timestepAccumulator += timestep;
while (m_timestepAccumulator >= m_stepSize)
{
cpSpaceStep(m_handle, m_stepSize);
m_timestepAccumulator -= m_stepSize;
}
}
}

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// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Physics 3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/Physics2D.hpp>
#include <Nazara/Core/Core.hpp>
#include <Nazara/Core/Log.hpp>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
bool Physics2D::Initialize()
{
if (s_moduleReferenceCounter > 0)
{
s_moduleReferenceCounter++;
return true; // Déjà initialisé
}
// Initialisation des dépendances
if (!Core::Initialize())
{
NazaraError("Failed to initialize core module");
return false;
}
s_moduleReferenceCounter++;
NazaraNotice("Initialized: Physics2D module");
return true;
}
bool Physics2D::IsInitialized()
{
return s_moduleReferenceCounter != 0;
}
void Physics2D::Uninitialize()
{
if (s_moduleReferenceCounter != 1)
{
// Le module est soit encore utilisé, soit pas initialisé
if (s_moduleReferenceCounter > 1)
s_moduleReferenceCounter--;
return;
}
// Libération du module
s_moduleReferenceCounter = 0;
NazaraNotice("Uninitialized: Physics2D module");
// Libération des dépendances
Core::Uninitialize();
}
unsigned int Physics2D::s_moduleReferenceCounter = 0;
}

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// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Physics 3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <Nazara/Math/Algorithm.hpp>
#include <Nazara/Physics2D/Config.hpp>
#include <Nazara/Physics2D/PhysWorld2D.hpp>
#include <chipmunk/chipmunk.h>
#include <chipmunk/chipmunk_private.h>
#include <algorithm>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
RigidBody2D::RigidBody2D(PhysWorld2D* world, float mass) :
RigidBody2D(world, mass, nullptr)
{
}
RigidBody2D::RigidBody2D(PhysWorld2D* world, float mass, Collider2DRef geom) :
m_geom(),
m_forceAccumulator(Vector3f::Zero()),
m_torqueAccumulator(Vector3f::Zero()),
m_world(world),
m_gravityFactor(1.f),
m_mass(0.f)
{
NazaraAssert(m_world, "Invalid world");
m_handle = cpBodyNew(0.f, 0.f);
cpBodySetUserData(m_handle, this);
cpSpaceAddBody(m_world->GetHandle(), m_handle);
SetGeom(geom);
SetMass(mass);
}
RigidBody2D::RigidBody2D(const RigidBody2D& object) :
m_geom(object.m_geom),
m_forceAccumulator(Vector3f::Zero()),
m_torqueAccumulator(Vector3f::Zero()),
m_world(object.m_world),
m_gravityFactor(object.m_gravityFactor),
m_mass(0.f)
{
NazaraAssert(m_world, "Invalid world");
NazaraAssert(m_geom, "Invalid geometry");
m_handle = cpBodyNew(0.f, 0.f);
cpBodySetUserData(m_handle, this);
cpSpaceAddBody(m_world->GetHandle(), m_handle);
SetGeom(object.GetGeom());
SetMass(object.GetMass());
}
RigidBody2D::RigidBody2D(RigidBody2D&& object) :
m_geom(std::move(object.m_geom)),
m_forceAccumulator(std::move(object.m_forceAccumulator)),
m_torqueAccumulator(std::move(object.m_torqueAccumulator)),
m_handle(object.m_handle),
m_world(object.m_world),
m_gravityFactor(object.m_gravityFactor),
m_mass(object.m_mass)
{
object.m_handle = nullptr;
}
RigidBody2D::~RigidBody2D()
{
if (m_handle)
cpBodyFree(m_handle);
}
void RigidBody2D::AddForce(const Vector2f& force, CoordSys coordSys)
{
return AddForce(force, GetCenterOfGravity(coordSys), coordSys);
}
void RigidBody2D::AddForce(const Vector2f& force, const Vector2f& point, CoordSys coordSys)
{
switch (coordSys)
{
case CoordSys_Global:
cpBodyApplyForceAtWorldPoint(m_handle, cpv(force.x, force.y), cpv(force.x, force.y));
break;
case CoordSys_Local:
cpBodyApplyForceAtLocalPoint(m_handle, cpv(force.x, force.y), cpv(point.x, point.y));
break;
}
}
void RigidBody2D::AddTorque(float torque)
{
cpBodySetTorque(m_handle, cpBodyGetTorque(m_handle) + torque);
}
Rectf RigidBody2D::GetAABB() const
{
cpBB bb = cpBBNew(0.f, 0.f, 0.f, 0.f);
for (cpShape* shape : m_shapes)
bb = cpBBMerge(bb, cpShapeGetBB(shape));
return Rectf(bb.l, bb.t, bb.r - bb.l, bb.b - bb.t);
}
float RigidBody2D::GetAngularVelocity() const
{
return cpBodyGetAngularVelocity(m_handle);
}
const Collider2DRef& RigidBody2D::GetGeom() const
{
return m_geom;
}
float RigidBody2D::GetGravityFactor() const
{
return m_gravityFactor;
}
cpBody* RigidBody2D::GetHandle() const
{
return m_handle;
}
float RigidBody2D::GetMass() const
{
return m_mass;
}
Vector2f RigidBody2D::GetCenterOfGravity(CoordSys coordSys) const
{
cpVect cog = cpBodyGetCenterOfGravity(m_handle);
switch (coordSys)
{
case CoordSys_Global:
cog = cpBodyLocalToWorld(m_handle, cog);
break;
case CoordSys_Local:
break; // Nothing to do
}
return Vector2f(cog.x, cog.y);
}
Vector2f RigidBody2D::GetPosition() const
{
cpVect pos = cpBodyGetPosition(m_handle);
return Vector2f(pos.x, pos.y);
}
float RigidBody2D::GetRotation() const
{
return cpBodyGetAngle(m_handle);
}
Vector2f RigidBody2D::GetVelocity() const
{
cpVect vel = cpBodyGetVelocity(m_handle);
return Vector2f(vel.x, vel.y);
}
bool RigidBody2D::IsMoveable() const
{
return m_mass > 0.f;
}
bool RigidBody2D::IsSleeping() const
{
return cpBodyIsSleeping(m_handle) != 0;
}
void RigidBody2D::SetAngularVelocity(float angularVelocity)
{
cpBodySetAngularVelocity(m_handle, angularVelocity);
}
void RigidBody2D::SetGeom(Collider2DRef geom)
{
if (m_geom.Get() != geom)
{
for (cpShape* shape : m_shapes)
cpBodyRemoveShape(m_handle, shape);
if (geom)
m_geom = geom;
else
m_geom = NullCollider2D::New();
m_shapes = m_geom->CreateShapes(this);
}
}
void RigidBody2D::SetGravityFactor(float gravityFactor)
{
m_gravityFactor = gravityFactor;
}
void RigidBody2D::SetMass(float mass)
{
if (m_mass > 0.f)
{
if (mass > 0.f)
cpBodySetMass(m_handle, mass);
else
cpBodySetType(m_handle, CP_BODY_TYPE_STATIC);
}
else if (mass > 0.f)
{
if (cpBodyGetType(m_handle) == CP_BODY_TYPE_STATIC)
cpBodySetType(m_handle, CP_BODY_TYPE_DYNAMIC);
}
m_mass = mass;
}
void RigidBody2D::SetMassCenter(const Vector2f& center)
{
if (m_mass > 0.f)
cpBodySetCenterOfGravity(m_handle, cpv(center.x, center.y));
}
void RigidBody2D::SetPosition(const Vector2f& position)
{
cpBodySetPosition(m_handle, cpv(position.x, position.y));
}
void RigidBody2D::SetRotation(float rotation)
{
cpBodySetAngle(m_handle, rotation);
}
void RigidBody2D::SetVelocity(const Vector2f& velocity)
{
cpBodySetVelocity(m_handle, cpv(velocity.x, velocity.y));
}
RigidBody2D& RigidBody2D::operator=(const RigidBody2D& object)
{
RigidBody2D physObj(object);
return operator=(std::move(physObj));
}
RigidBody2D& RigidBody2D::operator=(RigidBody2D&& object)
{
if (m_handle)
cpBodyFree(m_handle);
m_handle = object.m_handle;
m_forceAccumulator = std::move(object.m_forceAccumulator);
m_geom = std::move(object.m_geom);
m_gravityFactor = object.m_gravityFactor;
m_mass = object.m_mass;
m_torqueAccumulator = std::move(object.m_torqueAccumulator);
m_world = object.m_world;
object.m_handle = nullptr;
return *this;
}
}