Rename ChipmunkPhysics2D and JoltPhysics3D to Physics[2D|3D]
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130
include/Nazara/Physics2D/Systems/Physics2DSystem.inl
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130
include/Nazara/Physics2D/Systems/Physics2DSystem.inl
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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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#include <Nazara/Physics2D/Debug.hpp>
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namespace Nz
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{
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inline PhysWorld2D& Physics2DSystem::GetPhysWorld()
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{
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return m_physWorld;
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}
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inline const PhysWorld2D& Physics2DSystem::GetPhysWorld() const
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{
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return m_physWorld;
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}
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inline entt::handle Physics2DSystem::GetRigidBodyEntity(UInt32 bodyIndex) const
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{
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return entt::handle(m_registry, m_bodyIndicesToEntity[bodyIndex]);
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}
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inline bool Physics2DSystem::NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, entt::handle* nearestEntity)
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{
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RigidBody2D* nearestBody;
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if (!m_physWorld.NearestBodyQuery(from, maxDistance, collisionGroup, categoryMask, collisionMask, &nearestBody))
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return false;
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if (nearestEntity)
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{
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if (nearestBody)
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*nearestEntity = GetRigidBodyEntity(nearestBody->GetBodyIndex());
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else
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*nearestEntity = {};
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}
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return true;
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}
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inline bool Physics2DSystem::NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, NearestQueryResult* result)
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{
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if (!m_physWorld.NearestBodyQuery(from, maxDistance, collisionGroup, categoryMask, collisionMask, result))
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return false;
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if (result)
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{
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if (result->nearestBody)
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result->nearestEntity = GetRigidBodyEntity(result->nearestBody->GetBodyIndex());
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else
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result->nearestEntity = {};
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}
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return true;
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}
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inline void Physics2DSystem::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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{
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return m_physWorld.RaycastQuery(from, to, radius, collisionGroup, categoryMask, collisionMask, [&](const PhysWorld2D::RaycastHit& hitInfo)
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{
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RaycastHit extendedHitInfo;
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static_cast<PhysWorld2D::RaycastHit&>(extendedHitInfo) = hitInfo;
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if (extendedHitInfo.nearestBody)
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extendedHitInfo.nearestEntity = GetRigidBodyEntity(extendedHitInfo.nearestBody->GetBodyIndex());
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callback(extendedHitInfo);
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});
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}
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inline bool Physics2DSystem::RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<RaycastHit>* hitInfos)
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{
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NazaraAssert(hitInfos, "invalid output pointer");
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std::size_t originalSize = hitInfos->size();
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RaycastQuery(from, to, radius, collisionGroup, categoryMask, collisionMask, [&](const RaycastHit& hitInfo)
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{
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hitInfos->emplace_back(hitInfo);
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});
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return hitInfos->size() != originalSize;
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}
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inline bool Physics2DSystem::RaycastQueryFirst(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, RaycastHit* hitInfo)
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{
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if (!m_physWorld.RaycastQueryFirst(from, to, radius, collisionGroup, categoryMask, collisionMask, hitInfo))
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return false;
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if (hitInfo)
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{
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if (hitInfo->nearestBody)
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hitInfo->nearestEntity = GetRigidBodyEntity(hitInfo->nearestBody->GetBodyIndex());
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else
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hitInfo->nearestEntity = {};
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}
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return true;
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}
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inline void Physics2DSystem::RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(entt::handle)>& callback)
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{
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return m_physWorld.RegionQuery(boundingBox, collisionGroup, categoryMask, collisionMask, [&](RigidBody2D* body)
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{
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callback(GetRigidBodyEntity(body->GetBodyIndex()));
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});
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}
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inline void Physics2DSystem::RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<entt::handle>* bodies)
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{
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NazaraAssert(bodies, "invalid output pointer");
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return m_physWorld.RegionQuery(boundingBox, collisionGroup, categoryMask, collisionMask, [&](RigidBody2D* body)
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{
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bodies->emplace_back(GetRigidBodyEntity(body->GetBodyIndex()));
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});
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}
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inline void Physics2DSystem::RegisterCallbacks(unsigned int collisionId, ContactCallbacks callbacks)
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{
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return m_physWorld.RegisterCallbacks(collisionId, SetupContactCallbacks(std::move(callbacks)));
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}
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inline void Physics2DSystem::RegisterCallbacks(unsigned int collisionIdA, unsigned int collisionIdB, ContactCallbacks callbacks)
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{
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return m_physWorld.RegisterCallbacks(collisionIdA, collisionIdB, SetupContactCallbacks(std::move(callbacks)));
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}
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}
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#include <Nazara/Physics2D/DebugOff.hpp>
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