Physics2D: Add Arbiter2D

This commit is contained in:
Jérôme Leclercq
2018-08-02 15:42:14 +02:00
parent 2f3f02b2fc
commit b92e23fcd6
6 changed files with 183 additions and 8 deletions

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@@ -0,0 +1,57 @@
// 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
#pragma once
#ifndef NAZARA_ARBITER2D_HPP
#define NAZARA_ARBITER2D_HPP
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Core/MovablePtr.hpp>
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Physics2D/Config.hpp>
struct cpArbiter;
namespace Nz
{
class NAZARA_PHYSICS2D_API Arbiter2D
{
public:
inline Arbiter2D(cpArbiter* arbiter);
Arbiter2D(const Arbiter2D&) = delete;
Arbiter2D(Arbiter2D&&) = default;
~Arbiter2D() = default;
float ComputeTotalKinematicEnergy() const;
Nz::Vector2f ComputeTotalImpulse() const;
std::size_t GetContactCount() const;
float GetContactDepth(std::size_t i) const;
Nz::Vector2f GetContactPointA(std::size_t i) const;
Nz::Vector2f GetContactPointB(std::size_t i) const;
float GetElasticity() const;
float GetFriction() const;
Nz::Vector2f GetNormal() const;
Nz::Vector2f GetSurfaceVelocity() const;
bool IsFirstContact() const;
bool IsRemoval() const;
void SetElasticity(float elasticity);
void SetFriction(float friction);
void SetSurfaceVelocity(const Nz::Vector2f& surfaceVelocity);
Arbiter2D& operator=(const Arbiter2D&) = delete;
Arbiter2D& operator=(Arbiter2D&&) = default;
private:
MovablePtr<cpArbiter> m_arbiter;
};
}
#include <Nazara/Physics2D/Arbiter2D.inl>
#endif // NAZARA_ARBITER2D_HPP

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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/Arbiter2D.hpp>
#include <memory>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
inline Arbiter2D::Arbiter2D(cpArbiter* arbiter) :
m_arbiter(arbiter)
{
}
}
#include <Nazara/Physics2D/DebugOff.hpp>

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@@ -22,14 +22,16 @@ struct cpSpace;
namespace Nz
{
class Arbiter2D;
class NAZARA_PHYSICS2D_API PhysWorld2D
{
friend RigidBody2D;
using ContactEndCallback = std::function<void(PhysWorld2D& world, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
using ContactPreSolveCallback = std::function<bool(PhysWorld2D& world, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
using ContactPostSolveCallback = std::function<void(PhysWorld2D& world, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
using ContactStartCallback = std::function<bool(PhysWorld2D& world, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
using ContactEndCallback = std::function<void(PhysWorld2D& world, Arbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
using ContactPreSolveCallback = std::function<bool(PhysWorld2D& world, Arbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
using ContactPostSolveCallback = std::function<void(PhysWorld2D& world, Arbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
using ContactStartCallback = std::function<bool(PhysWorld2D& world, Arbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)>;
using DebugDrawCircleCallback = std::function<void(const Vector2f& origin, float rotation, float radius, Color outlineColor, Color fillColor, void* userdata)>;
using DebugDrawDotCallback = std::function<void(const Vector2f& origin, float radius, Color color, void* userdata)>;