Physics2D/PhysWorld2D: Add RaycastQuery and RegionQuery overloads taking a callback
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@ -188,6 +188,7 @@ Nazara Engine:
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- Fixed TextSprite not handling multiple textures well
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- ⚠ TextSprite will now use multiple render layers by itself (the current one and the one right before, ex: [-1, 0] if base layer is 0) if you use text outlines.
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- ⚠ SimpleTextDrawer no longer supports faux bold rendering
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- Added PhysWorld2D::[RaycastQuery, RegionQuery] overloads taking a callback
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Nazara Development Kit:
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- Added ImageWidget (#139)
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@ -263,6 +264,7 @@ Nazara Development Kit:
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- Added CollisionComponent2D::SetGeomOffset and CollisionComponent2D::Recenter
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- Added LifetimeComponent and LifetimeSystem
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- Fixed a subtle bug regarding entities invalidation and kill (ex: if an entity #2 kills entity #1 during Entity::Destroy callbacks, entity #1 will survive destruction).
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- Added PhysicsSystem2D::[RaycastQuery, RegionQuery] overloads taking a callback
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# 0.4:
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@ -51,9 +51,11 @@ namespace Ndk
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bool NearestBodyQuery(const Nz::Vector2f& from, float maxDistance, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, EntityHandle* nearestBody = nullptr);
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bool NearestBodyQuery(const Nz::Vector2f& from, float maxDistance, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, NearestQueryResult* result);
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void RaycastQuery(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, const std::function<void(const RaycastHit&)>& callback);
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bool RaycastQuery(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<RaycastHit>* hitInfos);
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bool RaycastQueryFirst(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, RaycastHit* hitInfo = nullptr);
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void RegionQuery(const Nz::Rectf& boundingBox, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, const std::function<void(const EntityHandle&)>& callback);
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void RegionQuery(const Nz::Rectf& boundingBox, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<EntityHandle>* bodies);
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void RegisterCallbacks(unsigned int collisionId, Callback callbacks);
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@ -99,6 +99,19 @@ namespace Ndk
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return false;
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}
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void PhysicsSystem2D::RaycastQuery(const Nz::Vector2f & from, const Nz::Vector2f & to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, const std::function<void(const RaycastHit&)>& callback)
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{
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return GetPhysWorld().RaycastQuery(from, to, radius, collisionGroup, categoryMask, collisionMask, [this, &callback](const Nz::PhysWorld2D::RaycastHit& hitInfo)
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{
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callback({
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GetEntityFromBody(*hitInfo.nearestBody),
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hitInfo.hitPos,
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hitInfo.hitNormal,
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hitInfo.fraction
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});
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});
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}
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bool PhysicsSystem2D::RaycastQuery(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<RaycastHit>* hitInfos)
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{
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std::vector<Nz::PhysWorld2D::RaycastHit> queryResult;
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@ -133,6 +146,14 @@ namespace Ndk
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return false;
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}
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void PhysicsSystem2D::RegionQuery(const Nz::Rectf& boundingBox, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, const std::function<void(const EntityHandle&)>& callback)
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{
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return GetPhysWorld().RegionQuery(boundingBox, collisionGroup, categoryMask, collisionMask, [this, &callback](Nz::RigidBody2D* body)
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{
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callback(GetEntityFromBody(*body));
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});
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}
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void PhysicsSystem2D::RegionQuery(const Nz::Rectf& boundingBox, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<EntityHandle>* bodies)
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{
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std::vector<Nz::RigidBody2D*> queryResult;
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@ -64,9 +64,11 @@ namespace Nz
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bool NearestBodyQuery(const Vector2f& from, float maxDistance, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, RigidBody2D** nearestBody = nullptr);
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bool NearestBodyQuery(const Vector2f& from, float maxDistance, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, NearestQueryResult* result);
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void RaycastQuery(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, const std::function<void(const RaycastHit&)>& callback);
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bool RaycastQuery(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<RaycastHit>* hitInfos);
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bool RaycastQueryFirst(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, RaycastHit* hitInfo = nullptr);
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void RegionQuery(const Nz::Rectf& boundingBox, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, const std::function<void(Nz::RigidBody2D*)>& callback);
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void RegionQuery(const Nz::Rectf& boundingBox, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<Nz::RigidBody2D*>* bodies);
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void RegisterCallbacks(unsigned int collisionId, Callback callbacks);
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@ -205,6 +205,27 @@ namespace Nz
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}
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}
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void PhysWorld2D::RaycastQuery(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, const std::function<void(const RaycastHit&)>& callback)
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{
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using CallbackType = const std::function<void(const RaycastHit&)>;
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auto cpCallback = [](cpShape* shape, cpVect point, cpVect normal, cpFloat alpha, void* data)
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{
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CallbackType& callback = *static_cast<CallbackType*>(data);
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RaycastHit hitInfo;
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hitInfo.fraction = float(alpha);
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hitInfo.hitNormal.Set(Nz::Vector2<cpFloat>(normal.x, normal.y));
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hitInfo.hitPos.Set(Nz::Vector2<cpFloat>(point.x, point.y));
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hitInfo.nearestBody = static_cast<Nz::RigidBody2D*>(cpShapeGetUserData(shape));
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callback(hitInfo);
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};
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cpShapeFilter filter = cpShapeFilterNew(collisionGroup, categoryMask, collisionMask);
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cpSpaceSegmentQuery(m_handle, { from.x, from.y }, { to.x, to.y }, radius, filter, cpCallback, const_cast<void*>(static_cast<const void*>(&callback)));
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}
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bool PhysWorld2D::RaycastQuery(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<RaycastHit>* hitInfos)
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{
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using ResultType = decltype(hitInfos);
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@ -259,6 +280,20 @@ namespace Nz
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}
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}
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void PhysWorld2D::RegionQuery(const Nz::Rectf& boundingBox, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, const std::function<void(Nz::RigidBody2D*)>& callback)
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{
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using CallbackType = const std::function<void(Nz::RigidBody2D*)>;
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auto cpCallback = [](cpShape* shape, void* data)
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{
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CallbackType& callback = *static_cast<CallbackType*>(data);
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callback(static_cast<Nz::RigidBody2D*>(cpShapeGetUserData(shape)));
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};
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cpShapeFilter filter = cpShapeFilterNew(collisionGroup, categoryMask, collisionMask);
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cpSpaceBBQuery(m_handle, cpBBNew(boundingBox.x, boundingBox.y, boundingBox.x + boundingBox.width, boundingBox.y + boundingBox.height), filter, cpCallback, const_cast<void*>(static_cast<const void*>(&callback)));
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}
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void PhysWorld2D::RegionQuery(const Nz::Rectf& boundingBox, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<Nz::RigidBody2D*>* bodies)
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{
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using ResultType = decltype(bodies);
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