Rename ChipmunkPhysics2D and JoltPhysics3D to Physics[2D|3D]
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include/Nazara/Physics2D/Systems/Physics2DSystem.hpp
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96
include/Nazara/Physics2D/Systems/Physics2DSystem.hpp
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// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Physics2D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_PHYSICS2D_SYSTEMS_PHYSICS2DSYSTEM_HPP
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#define NAZARA_PHYSICS2D_SYSTEMS_PHYSICS2DSYSTEM_HPP
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#include <NazaraUtils/Prerequisites.hpp>
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#include <Nazara/Core/Time.hpp>
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#include <Nazara/Physics2D/PhysWorld2D.hpp>
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#include <Nazara/Physics2D/Components/RigidBody2DComponent.hpp>
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#include <NazaraUtils/TypeList.hpp>
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#include <entt/entt.hpp>
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namespace Nz
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{
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class NAZARA_PHYSICS2D_API Physics2DSystem
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{
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using ContactEndCallback = std::function<void(PhysWorld2D& world, PhysArbiter2D& arbiter, entt::handle entityA, entt::handle entityB, void* userdata)>;
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using ContactPostSolveCallback = std::function<void(PhysWorld2D& world, PhysArbiter2D& arbiter, entt::handle entityA, entt::handle entityB, void* userdata)>;
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using ContactPreSolveCallback = std::function<bool(PhysWorld2D& world, PhysArbiter2D& arbiter, entt::handle entityA, entt::handle entityB, void* userdata)>;
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using ContactStartCallback = std::function<bool(PhysWorld2D& world, PhysArbiter2D& arbiter, entt::handle entityA, entt::handle entityB, void* userdata)>;
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public:
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static constexpr Int64 ExecutionOrder = 0;
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using Components = TypeList<RigidBody2DComponent, class NodeComponent>;
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struct ContactCallbacks;
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struct NearestQueryResult;
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struct RaycastHit;
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Physics2DSystem(entt::registry& registry);
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Physics2DSystem(const Physics2DSystem&) = delete;
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Physics2DSystem(Physics2DSystem&&) = delete;
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~Physics2DSystem();
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inline PhysWorld2D& GetPhysWorld();
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inline const PhysWorld2D& GetPhysWorld() const;
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inline entt::handle GetRigidBodyEntity(UInt32 bodyIndex) const;
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inline bool NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, entt::handle* nearestEntity = nullptr);
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inline bool NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, NearestQueryResult* result);
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inline void RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(const RaycastHit&)>& callback);
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inline bool RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<RaycastHit>* hitInfos);
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inline bool RaycastQueryFirst(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, RaycastHit* hitInfo = nullptr);
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inline void RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(entt::handle)>& callback);
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inline void RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<entt::handle>* bodies);
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inline void RegisterCallbacks(unsigned int collisionId, ContactCallbacks callbacks);
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inline void RegisterCallbacks(unsigned int collisionIdA, unsigned int collisionIdB, ContactCallbacks callbacks);
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void Update(Time elapsedTime);
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Physics2DSystem& operator=(const Physics2DSystem&) = delete;
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Physics2DSystem& operator=(Physics2DSystem&&) = delete;
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struct ContactCallbacks
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{
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ContactEndCallback endCallback = nullptr;
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ContactPostSolveCallback postSolveCallback = nullptr;
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ContactPreSolveCallback preSolveCallback = nullptr;
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ContactStartCallback startCallback = nullptr;
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void* userdata = nullptr;
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};
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struct NearestQueryResult : PhysWorld2D::NearestQueryResult
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{
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entt::handle nearestEntity;
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};
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struct RaycastHit : PhysWorld2D::RaycastHit
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{
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entt::handle nearestEntity;
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};
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private:
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void OnBodyConstruct(entt::registry& registry, entt::entity entity);
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void OnBodyDestruct(entt::registry& registry, entt::entity entity);
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PhysWorld2D::ContactCallbacks SetupContactCallbacks(ContactCallbacks callbacks);
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std::vector<entt::entity> m_bodyIndicesToEntity;
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entt::registry& m_registry;
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entt::observer m_physicsConstructObserver;
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entt::scoped_connection m_bodyConstructConnection;
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entt::scoped_connection m_bodyDestructConnection;
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PhysWorld2D m_physWorld;
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};
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}
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#include <Nazara/Physics2D/Systems/Physics2DSystem.inl>
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#endif // NAZARA_PHYSICS2D_SYSTEMS_PHYSICS2DSYSTEM_HPP
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