Rename ChipmunkPhysics2D and JoltPhysics3D to Physics[2D|3D]

This commit is contained in:
Lynix
2024-02-09 20:59:53 +01:00
committed by Jérôme Leclercq
parent 139bed2b0a
commit e336c8a514
116 changed files with 3044 additions and 3042 deletions

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@@ -1,457 +0,0 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - ChipmunkPhysics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ChipmunkPhysics2D/ChipmunkConstraint2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkHelper.hpp>
#include <chipmunk/chipmunk.h>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
ChipmunkConstraint2D::ChipmunkConstraint2D(ChipmunkPhysWorld2D* world, cpConstraint* constraint) :
m_constraint(constraint)
{
cpConstraintSetUserData(m_constraint, this);
cpSpaceAddConstraint(world->GetHandle(), m_constraint);
}
ChipmunkConstraint2D::ChipmunkConstraint2D(ChipmunkConstraint2D&& constraint) noexcept :
m_constraint(std::move(constraint.m_constraint))
{
if (m_constraint)
cpConstraintSetUserData(m_constraint, this);
}
ChipmunkConstraint2D::~ChipmunkConstraint2D()
{
Destroy();
}
void ChipmunkConstraint2D::EnableBodyCollision(bool enable)
{
cpConstraintSetCollideBodies(m_constraint, (enable) ? cpTrue : cpFalse);
}
ChipmunkRigidBody2D& ChipmunkConstraint2D::GetBodyA()
{
return *static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyA(m_constraint)));
}
const ChipmunkRigidBody2D& ChipmunkConstraint2D::GetBodyA() const
{
return *static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyA(m_constraint)));
}
ChipmunkRigidBody2D& ChipmunkConstraint2D::GetBodyB()
{
NazaraAssert(!IsSingleBody(), "constraint is not attached to a second body");
return *static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyB(m_constraint)));
}
const ChipmunkRigidBody2D& ChipmunkConstraint2D::GetBodyB() const
{
NazaraAssert(!IsSingleBody(), "constraint is not attached to a second body");
return *static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyB(m_constraint)));
}
float ChipmunkConstraint2D::GetErrorBias() const
{
return float(cpConstraintGetErrorBias(m_constraint));
}
float ChipmunkConstraint2D::GetLastImpulse() const
{
return float(cpConstraintGetImpulse(m_constraint));
}
float ChipmunkConstraint2D::GetMaxBias() const
{
return float(cpConstraintGetMaxBias(m_constraint));
}
float ChipmunkConstraint2D::GetMaxForce() const
{
return float(cpConstraintGetMaxForce(m_constraint));
}
ChipmunkPhysWorld2D& ChipmunkConstraint2D::GetWorld()
{
return *static_cast<ChipmunkPhysWorld2D*>(cpSpaceGetUserData(cpConstraintGetSpace(m_constraint)));
}
const ChipmunkPhysWorld2D& ChipmunkConstraint2D::GetWorld() const
{
return *static_cast<ChipmunkPhysWorld2D*>(cpSpaceGetUserData(cpConstraintGetSpace(m_constraint)));
}
bool ChipmunkConstraint2D::IsBodyCollisionEnabled() const
{
return cpConstraintGetCollideBodies(m_constraint) == cpTrue;
}
bool ChipmunkConstraint2D::IsSingleBody() const
{
return cpConstraintGetBodyB(m_constraint) == cpSpaceGetStaticBody(cpConstraintGetSpace(m_constraint));
}
void ChipmunkConstraint2D::SetErrorBias(float bias)
{
cpConstraintSetErrorBias(m_constraint, bias);
}
void ChipmunkConstraint2D::SetMaxBias(float bias)
{
cpConstraintSetMaxBias(m_constraint, bias);
}
void ChipmunkConstraint2D::SetMaxForce(float force)
{
cpConstraintSetMaxForce(m_constraint, force);
}
ChipmunkConstraint2D& ChipmunkConstraint2D::operator=(ChipmunkConstraint2D&& rhs) noexcept
{
Destroy();
m_constraint = std::move(rhs.m_constraint);
if (m_constraint)
cpConstraintSetUserData(m_constraint, this);
return *this;
}
void ChipmunkConstraint2D::Destroy()
{
if (m_constraint)
{
cpSpaceRemoveConstraint(cpConstraintGetSpace(m_constraint), m_constraint);
cpConstraintDestroy(m_constraint);
m_constraint = nullptr;
}
}
ChipmunkDampedSpringConstraint2D::ChipmunkDampedSpringConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float restLength, float stiffness, float damping) :
ChipmunkConstraint2D(first.GetWorld(), cpDampedSpringNew(first.GetHandle(), second.GetHandle(), ToChipmunk(firstAnchor), ToChipmunk(secondAnchor), restLength, stiffness, damping))
{
}
float ChipmunkDampedSpringConstraint2D::GetDamping() const
{
return float(cpDampedSpringGetDamping(m_constraint));
}
Vector2f ChipmunkDampedSpringConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpDampedSpringGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float ChipmunkDampedSpringConstraint2D::GetRestLength() const
{
return float(cpDampedSpringGetRestLength(m_constraint));
}
Vector2f ChipmunkDampedSpringConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpDampedSpringGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float ChipmunkDampedSpringConstraint2D::GetStiffness() const
{
return float(cpDampedSpringGetStiffness(m_constraint));
}
void ChipmunkDampedSpringConstraint2D::SetDamping(float newDamping)
{
cpDampedSpringSetDamping(m_constraint, newDamping);
}
void ChipmunkDampedSpringConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpDampedSpringSetAnchorA(m_constraint, ToChipmunk(firstAnchor));
}
void ChipmunkDampedSpringConstraint2D::SetRestLength(float newLength)
{
cpDampedSpringSetRestLength(m_constraint, newLength);
}
void ChipmunkDampedSpringConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpDampedSpringSetAnchorB(m_constraint, ToChipmunk(firstAnchor));
}
void ChipmunkDampedSpringConstraint2D::SetStiffness(float newStiffness)
{
cpDampedSpringSetStiffness(m_constraint, newStiffness);
}
ChipmunkDampedRotarySpringConstraint2D::ChipmunkDampedRotarySpringConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const RadianAnglef& restAngle, float stiffness, float damping) :
ChipmunkConstraint2D(first.GetWorld(), cpDampedRotarySpringNew(first.GetHandle(), second.GetHandle(), restAngle.value, stiffness, damping))
{
}
float ChipmunkDampedRotarySpringConstraint2D::GetDamping() const
{
return float(cpDampedRotarySpringGetDamping(m_constraint));
}
RadianAnglef ChipmunkDampedRotarySpringConstraint2D::GetRestAngle() const
{
return float(cpDampedRotarySpringGetRestAngle(m_constraint));
}
float ChipmunkDampedRotarySpringConstraint2D::GetStiffness() const
{
return float(cpDampedRotarySpringGetStiffness(m_constraint));
}
void ChipmunkDampedRotarySpringConstraint2D::SetDamping(float newDamping)
{
cpDampedSpringSetDamping(m_constraint, newDamping);
}
void ChipmunkDampedRotarySpringConstraint2D::SetRestAngle(const RadianAnglef& newAngle)
{
cpDampedRotarySpringSetRestAngle(m_constraint, newAngle.value);
}
void ChipmunkDampedRotarySpringConstraint2D::SetStiffness(float newStiffness)
{
cpDampedRotarySpringSetStiffness(m_constraint, newStiffness);
}
ChipmunkGearConstraint2D::ChipmunkGearConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, float phase, float ratio) :
ChipmunkConstraint2D(first.GetWorld(), cpGearJointNew(first.GetHandle(), second.GetHandle(), phase, ratio))
{
}
float ChipmunkGearConstraint2D::GetPhase() const
{
return float(cpGearJointGetPhase(m_constraint));
}
float ChipmunkGearConstraint2D::GetRatio() const
{
return float(cpGearJointGetRatio(m_constraint));
}
void ChipmunkGearConstraint2D::SetPhase(float phase)
{
cpGearJointSetPhase(m_constraint, phase);
}
void ChipmunkGearConstraint2D::SetRatio(float ratio)
{
cpGearJointSetRatio(m_constraint, ratio);
}
ChipmunkMotorConstraint2D::ChipmunkMotorConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, float rate) :
ChipmunkConstraint2D(first.GetWorld(), cpSimpleMotorNew(first.GetHandle(), second.GetHandle(), rate))
{
}
float ChipmunkMotorConstraint2D::GetRate() const
{
return float(cpSimpleMotorGetRate(m_constraint));
}
void ChipmunkMotorConstraint2D::SetRate(float rate)
{
cpSimpleMotorSetRate(m_constraint, rate);
}
ChipmunkPinConstraint2D::ChipmunkPinConstraint2D(ChipmunkRigidBody2D& body, const Vector2f& anchor) :
ChipmunkConstraint2D(body.GetWorld(), cpPinJointNew(body.GetHandle(), cpSpaceGetStaticBody(body.GetWorld()->GetHandle()), ToChipmunk(body.ToLocal(anchor)), ToChipmunk(body.ToLocal(anchor))))
{
}
ChipmunkPinConstraint2D::ChipmunkPinConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor) :
ChipmunkConstraint2D(first.GetWorld(), cpPinJointNew(first.GetHandle(), second.GetHandle(), ToChipmunk(firstAnchor), ToChipmunk(secondAnchor)))
{
}
float ChipmunkPinConstraint2D::GetDistance() const
{
return float(cpPinJointGetDist(m_constraint));
}
Vector2f ChipmunkPinConstraint2D::GetFirstAnchor() const
{
return FromChipmunk(cpBodyLocalToWorld(cpConstraintGetBodyA(m_constraint), cpPinJointGetAnchorA(m_constraint)));
}
Vector2f ChipmunkPinConstraint2D::GetSecondAnchor() const
{
return FromChipmunk(cpBodyLocalToWorld(cpConstraintGetBodyB(m_constraint), cpPinJointGetAnchorB(m_constraint)));
}
void ChipmunkPinConstraint2D::SetDistance(float newDistance)
{
cpPinJointSetDist(m_constraint, newDistance);
}
void ChipmunkPinConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpPinJointSetAnchorA(m_constraint, cpBodyWorldToLocal(cpConstraintGetBodyA(m_constraint), ToChipmunk(firstAnchor)));
}
void ChipmunkPinConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpPinJointSetAnchorB(m_constraint, cpBodyWorldToLocal(cpConstraintGetBodyB(m_constraint), ToChipmunk(firstAnchor)));
}
ChipmunkPivotConstraint2D::ChipmunkPivotConstraint2D(ChipmunkRigidBody2D& body, const Vector2f& anchor) :
ChipmunkConstraint2D(body.GetWorld(), cpPivotJointNew(cpSpaceGetStaticBody(body.GetWorld()->GetHandle()), body.GetHandle(), ToChipmunk(anchor)))
{
}
ChipmunkPivotConstraint2D::ChipmunkPivotConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& anchor) :
ChipmunkConstraint2D(first.GetWorld(), cpPivotJointNew(first.GetHandle(), second.GetHandle(), ToChipmunk(anchor)))
{
}
ChipmunkPivotConstraint2D::ChipmunkPivotConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor) :
ChipmunkConstraint2D(first.GetWorld(), cpPivotJointNew2(first.GetHandle(), second.GetHandle(), ToChipmunk(firstAnchor), ToChipmunk(secondAnchor)))
{
}
Vector2f ChipmunkPivotConstraint2D::GetFirstAnchor() const
{
return FromChipmunk(cpBodyLocalToWorld(cpConstraintGetBodyA(m_constraint), cpPivotJointGetAnchorA(m_constraint)));
}
Vector2f ChipmunkPivotConstraint2D::GetSecondAnchor() const
{
return FromChipmunk(cpBodyLocalToWorld(cpConstraintGetBodyB(m_constraint), cpPivotJointGetAnchorB(m_constraint)));
}
void ChipmunkPivotConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpPivotJointSetAnchorA(m_constraint, cpBodyWorldToLocal(cpConstraintGetBodyA(m_constraint), ToChipmunk(firstAnchor)));
}
void ChipmunkPivotConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpPivotJointSetAnchorB(m_constraint, cpBodyWorldToLocal(cpConstraintGetBodyB(m_constraint), ToChipmunk(firstAnchor)));
}
ChipmunkRatchetConstraint2D::ChipmunkRatchetConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, float phase, float ratchet) :
ChipmunkConstraint2D(first.GetWorld(), cpRatchetJointNew(first.GetHandle(), second.GetHandle(), phase, ratchet))
{
}
RadianAnglef ChipmunkRatchetConstraint2D::GetAngle() const
{
return float(cpRatchetJointGetAngle(m_constraint));
}
float ChipmunkRatchetConstraint2D::GetPhase() const
{
return float(cpRatchetJointGetPhase(m_constraint));
}
float ChipmunkRatchetConstraint2D::GetRatchet() const
{
return float(cpRatchetJointGetRatchet(m_constraint));
}
void ChipmunkRatchetConstraint2D::SetAngle(const RadianAnglef& angle)
{
cpRatchetJointSetAngle(m_constraint, angle.value);
}
void ChipmunkRatchetConstraint2D::SetPhase(float phase)
{
cpRatchetJointSetPhase(m_constraint, phase);
}
void ChipmunkRatchetConstraint2D::SetRatchet(float ratchet)
{
cpRatchetJointSetRatchet(m_constraint, ratchet);
}
ChipmunkRotaryLimitConstraint2D::ChipmunkRotaryLimitConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const RadianAnglef& minAngle, const RadianAnglef& maxAngle) :
ChipmunkConstraint2D(first.GetWorld(), cpRotaryLimitJointNew(first.GetHandle(), second.GetHandle(), minAngle.value, maxAngle.value))
{
}
RadianAnglef ChipmunkRotaryLimitConstraint2D::GetMaxAngle() const
{
return float(cpRotaryLimitJointGetMax(m_constraint));
}
RadianAnglef ChipmunkRotaryLimitConstraint2D::GetMinAngle() const
{
return float(cpRotaryLimitJointGetMax(m_constraint));
}
void ChipmunkRotaryLimitConstraint2D::SetMaxAngle(const RadianAnglef& maxAngle)
{
cpRotaryLimitJointSetMax(m_constraint, maxAngle.value);
}
void ChipmunkRotaryLimitConstraint2D::SetMinAngle(const RadianAnglef& minAngle)
{
cpRotaryLimitJointSetMin(m_constraint, minAngle.value);
}
ChipmunkSlideConstraint2D::ChipmunkSlideConstraint2D(ChipmunkRigidBody2D& first, ChipmunkRigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float min, float max) :
ChipmunkConstraint2D(first.GetWorld(), cpSlideJointNew(first.GetHandle(), second.GetHandle(), ToChipmunk(firstAnchor), ToChipmunk(secondAnchor), min, max))
{
}
Vector2f ChipmunkSlideConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpSlideJointGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float ChipmunkSlideConstraint2D::GetMaxDistance() const
{
return float(cpSlideJointGetMax(m_constraint));
}
float ChipmunkSlideConstraint2D::GetMinDistance() const
{
return float(cpSlideJointGetMin(m_constraint));
}
Vector2f ChipmunkSlideConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpSlideJointGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
void ChipmunkSlideConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpSlideJointSetAnchorA(m_constraint, ToChipmunk(firstAnchor));
}
void ChipmunkSlideConstraint2D::SetMaxDistance(float newMaxDistance)
{
cpSlideJointSetMax(m_constraint, newMaxDistance);
}
void ChipmunkSlideConstraint2D::SetMinDistance(float newMinDistance)
{
cpSlideJointSetMin(m_constraint, newMinDistance);
}
void ChipmunkSlideConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpSlideJointSetAnchorB(m_constraint, ToChipmunk(firstAnchor));
}
}

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@@ -1,16 +0,0 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - ChipmunkPhysics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ChipmunkPhysics2D/ChipmunkPhysics2D.hpp>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
ChipmunkPhysics2D::ChipmunkPhysics2D(Config /*config*/) :
ModuleBase("ChipmunkPhysics2D", this)
{
}
ChipmunkPhysics2D* ChipmunkPhysics2D::s_instance = nullptr;
}

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@@ -1,11 +0,0 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - JoltPhysics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/JoltPhysics3D/JoltAbstractBody.hpp>
#include <Nazara/JoltPhysics3D/Debug.hpp>
namespace Nz
{
JoltAbstractBody::~JoltAbstractBody() = default;
}

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@@ -1,19 +0,0 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - JoltPhysics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/JoltPhysics3D/JoltPhysicsStepListener.hpp>
#include <Nazara/JoltPhysics3D/Debug.hpp>
namespace Nz
{
JoltPhysicsStepListener::~JoltPhysicsStepListener() = default;
void JoltPhysicsStepListener::PostSimulate(float /*elapsedTime*/)
{
}
void JoltPhysicsStepListener::PreSimulate(float /*elapsedTime*/)
{
}
}

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@@ -1,11 +1,11 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - ChipmunkPhysics2D module"
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_CHIPMUNKPHYSICS2D_CHIPMUNKHELPER_HPP
#define NAZARA_CHIPMUNKPHYSICS2D_CHIPMUNKHELPER_HPP
#ifndef NAZARA_PHYSICS2D_CHIPMUNKHELPER_HPP
#define NAZARA_PHYSICS2D_CHIPMUNKHELPER_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Math/Vector2.hpp>
@@ -17,6 +17,6 @@ namespace Nz
inline cpVect ToChipmunk(const Vector2f& vec);
}
#include <Nazara/ChipmunkPhysics2D/ChipmunkHelper.inl>
#include <Nazara/Physics2D/ChipmunkHelper.inl>
#endif // NAZARA_CHIPMUNKPHYSICS2D_CHIPMUNKHELPER_HPP
#endif // NAZARA_PHYSICS2D_CHIPMUNKHELPER_HPP

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@@ -1,8 +1,8 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - ChipmunkPhysics2D module"
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
@@ -17,4 +17,4 @@ namespace Nz
}
}
#include <Nazara/ChipmunkPhysics2D/DebugOff.hpp>
#include <Nazara/Physics2D/DebugOff.hpp>

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@@ -1,15 +1,15 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - ChipmunkPhysics2D module"
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ChipmunkPhysics2D/ChipmunkCollider2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkHelper.hpp>
#include <Nazara/Physics2D/Collider2D.hpp>
#include <Nazara/Physics2D/ChipmunkHelper.hpp>
#include <NazaraUtils/CallOnExit.hpp>
#include <NazaraUtils/StackArray.hpp>
#include <chipmunk/chipmunk.h>
#include <chipmunk/chipmunk_structs.h>
#include <array>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
@@ -18,9 +18,9 @@ namespace Nz
constexpr cpSpaceDebugColor s_chipmunkWhite = { 1.f, 1.f, 1.f, 1.f };
}
ChipmunkCollider2D::~ChipmunkCollider2D() = default;
Collider2D::~Collider2D() = default;
void ChipmunkCollider2D::ForEachPolygon(const FunctionRef<void(const Vector2f* vertices, std::size_t vertexCount)>& callback) const
void Collider2D::ForEachPolygon(const FunctionRef<void(const Vector2f* vertices, std::size_t vertexCount)>& callback) const
{
// Currently, the only way to get only the polygons of a shape is to create a temporary cpSpace containing only this shape
// A better way to do this would be to reimplement this function in every subclass type in the very same way chipmunk does
@@ -126,7 +126,7 @@ namespace Nz
cpSpaceDebugDraw(space, &drawOptions);
}
std::size_t ChipmunkCollider2D::GenerateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
std::size_t Collider2D::GenerateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
{
std::size_t shapeCount = CreateShapes(body, shapes);
@@ -148,33 +148,33 @@ namespace Nz
/******************************** BoxCollider2D *********************************/
ChipmunkBoxCollider2D::ChipmunkBoxCollider2D(const Vector2f& size, float radius) :
ChipmunkBoxCollider2D(Rectf(-size.x / 2.f, -size.y / 2.f, size.x, size.y), radius)
BoxCollider2D::BoxCollider2D(const Vector2f& size, float radius) :
BoxCollider2D(Rectf(-size.x / 2.f, -size.y / 2.f, size.x, size.y), radius)
{
}
ChipmunkBoxCollider2D::ChipmunkBoxCollider2D(const Rectf& rect, float radius) :
BoxCollider2D::BoxCollider2D(const Rectf& rect, float radius) :
m_rect(rect),
m_radius(radius)
{
}
Vector2f ChipmunkBoxCollider2D::ComputeCenterOfMass() const
Vector2f BoxCollider2D::ComputeCenterOfMass() const
{
return m_rect.GetCenter();
}
float ChipmunkBoxCollider2D::ComputeMomentOfInertia(float mass) const
float BoxCollider2D::ComputeMomentOfInertia(float mass) const
{
return SafeCast<float>(cpMomentForBox2(mass, cpBBNew(m_rect.x, m_rect.y, m_rect.x + m_rect.width, m_rect.y + m_rect.height)));
}
ChipmunkColliderType2D ChipmunkBoxCollider2D::GetType() const
ColliderType2D BoxCollider2D::GetType() const
{
return ChipmunkColliderType2D::Box;
return ColliderType2D::Box;
}
std::size_t ChipmunkBoxCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
std::size_t BoxCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
{
shapes->push_back(cpBoxShapeNew2(body, cpBBNew(m_rect.x, m_rect.y, m_rect.x + m_rect.width, m_rect.y + m_rect.height), m_radius));
return 1;
@@ -182,28 +182,28 @@ namespace Nz
/******************************** CircleCollider2D *********************************/
ChipmunkCircleCollider2D::ChipmunkCircleCollider2D(float radius, const Vector2f& offset) :
CircleCollider2D::CircleCollider2D(float radius, const Vector2f& offset) :
m_offset(offset),
m_radius(radius)
{
}
Vector2f ChipmunkCircleCollider2D::ComputeCenterOfMass() const
Vector2f CircleCollider2D::ComputeCenterOfMass() const
{
return m_offset;
}
float ChipmunkCircleCollider2D::ComputeMomentOfInertia(float mass) const
float CircleCollider2D::ComputeMomentOfInertia(float mass) const
{
return SafeCast<float>(cpMomentForCircle(mass, 0.f, m_radius, cpv(m_offset.x, m_offset.y)));
}
ChipmunkColliderType2D ChipmunkCircleCollider2D::GetType() const
ColliderType2D CircleCollider2D::GetType() const
{
return ChipmunkColliderType2D::Circle;
return ColliderType2D::Circle;
}
std::size_t ChipmunkCircleCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
std::size_t CircleCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
{
shapes->push_back(cpCircleShapeNew(body, m_radius, cpv(m_offset.x, m_offset.y)));
return 1;
@@ -211,13 +211,13 @@ namespace Nz
/******************************** CompoundCollider2D *********************************/
ChipmunkCompoundCollider2D::ChipmunkCompoundCollider2D(std::vector<std::shared_ptr<ChipmunkCollider2D>> geoms) :
CompoundCollider2D::CompoundCollider2D(std::vector<std::shared_ptr<Collider2D>> geoms) :
m_geoms(std::move(geoms)),
m_doesOverrideCollisionProperties(true)
{
}
Vector2f ChipmunkCompoundCollider2D::ComputeCenterOfMass() const
Vector2f CompoundCollider2D::ComputeCenterOfMass() const
{
Vector2f centerOfMass = Vector2f::Zero();
for (const auto& geom : m_geoms)
@@ -226,7 +226,7 @@ namespace Nz
return centerOfMass / float(m_geoms.size());
}
float ChipmunkCompoundCollider2D::ComputeMomentOfInertia(float mass) const
float CompoundCollider2D::ComputeMomentOfInertia(float mass) const
{
///TODO: Correctly compute moment using parallel axis theorem:
/// https://chipmunk-physics.net/forum/viewtopic.php?t=1056
@@ -237,12 +237,12 @@ namespace Nz
return momentOfInertia;
}
ChipmunkColliderType2D ChipmunkCompoundCollider2D::GetType() const
ColliderType2D CompoundCollider2D::GetType() const
{
return ChipmunkColliderType2D::Compound;
return ColliderType2D::Compound;
}
std::size_t ChipmunkCompoundCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
std::size_t CompoundCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
{
// Since C++ does not allow protected call from other objects, we have to be a friend of Collider2D, yay
@@ -253,11 +253,11 @@ namespace Nz
return shapeCount;
}
std::size_t ChipmunkCompoundCollider2D::GenerateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
std::size_t CompoundCollider2D::GenerateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
{
// This is our parent's default behavior
if (m_doesOverrideCollisionProperties)
return ChipmunkCollider2D::GenerateShapes(body, shapes);
return Collider2D::GenerateShapes(body, shapes);
else
{
std::size_t shapeCount = 0;
@@ -270,7 +270,7 @@ namespace Nz
/******************************** ConvexCollider2D *********************************/
ChipmunkConvexCollider2D::ChipmunkConvexCollider2D(SparsePtr<const Vector2f> vertices, std::size_t vertexCount, float radius) :
ConvexCollider2D::ConvexCollider2D(SparsePtr<const Vector2f> vertices, std::size_t vertexCount, float radius) :
m_radius(radius)
{
m_vertices.resize(vertexCount);
@@ -278,7 +278,7 @@ namespace Nz
m_vertices[i] = Vector2<cpFloat>(*vertices++);
}
Vector2f ChipmunkConvexCollider2D::ComputeCenterOfMass() const
Vector2f ConvexCollider2D::ComputeCenterOfMass() const
{
static_assert(sizeof(cpVect) == sizeof(Vector2d), "Chipmunk vector is not equivalent to Vector2d");
@@ -287,19 +287,19 @@ namespace Nz
return Vector2f(float(center.x), float(center.y));
}
float ChipmunkConvexCollider2D::ComputeMomentOfInertia(float mass) const
float ConvexCollider2D::ComputeMomentOfInertia(float mass) const
{
static_assert(sizeof(cpVect) == sizeof(Vector2d), "Chipmunk vector is not equivalent to Vector2d");
return SafeCast<float>(cpMomentForPoly(mass, int(m_vertices.size()), reinterpret_cast<const cpVect*>(m_vertices.data()), cpv(0.0, 0.0), m_radius));
}
ChipmunkColliderType2D ChipmunkConvexCollider2D::GetType() const
ColliderType2D ConvexCollider2D::GetType() const
{
return ChipmunkColliderType2D::Convex;
return ColliderType2D::Convex;
}
std::size_t ChipmunkConvexCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
std::size_t ConvexCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
{
shapes->push_back(cpPolyShapeNew(body, int(m_vertices.size()), reinterpret_cast<const cpVect*>(m_vertices.data()), cpTransformIdentity, m_radius));
return 1;
@@ -307,44 +307,44 @@ namespace Nz
/********************************* NullCollider2D **********************************/
ChipmunkColliderType2D ChipmunkNullCollider2D::GetType() const
ColliderType2D NullCollider2D::GetType() const
{
return ChipmunkColliderType2D::Null;
return ColliderType2D::Null;
}
Vector2f ChipmunkNullCollider2D::ComputeCenterOfMass() const
Vector2f NullCollider2D::ComputeCenterOfMass() const
{
return Vector2f::Zero();
}
float ChipmunkNullCollider2D::ComputeMomentOfInertia(float mass) const
float NullCollider2D::ComputeMomentOfInertia(float mass) const
{
return (mass > 0.f) ? 1.f : 0.f; //< Null inertia is only possible for static/kinematic objects
}
std::size_t ChipmunkNullCollider2D::CreateShapes(cpBody* /*body*/, std::vector<cpShape*>* /*shapes*/) const
std::size_t NullCollider2D::CreateShapes(cpBody* /*body*/, std::vector<cpShape*>* /*shapes*/) const
{
return 0;
}
/******************************** SegmentCollider2D *********************************/
Vector2f ChipmunkSegmentCollider2D::ComputeCenterOfMass() const
Vector2f SegmentCollider2D::ComputeCenterOfMass() const
{
return (m_first + m_second) / 2.f;
}
float ChipmunkSegmentCollider2D::ComputeMomentOfInertia(float mass) const
float SegmentCollider2D::ComputeMomentOfInertia(float mass) const
{
return SafeCast<float>(cpMomentForSegment(mass, cpv(m_first.x, m_first.y), cpv(m_second.x, m_second.y), m_thickness));
}
ChipmunkColliderType2D ChipmunkSegmentCollider2D::GetType() const
ColliderType2D SegmentCollider2D::GetType() const
{
return ChipmunkColliderType2D::Segment;
return ColliderType2D::Segment;
}
std::size_t ChipmunkSegmentCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
std::size_t SegmentCollider2D::CreateShapes(cpBody* body, std::vector<cpShape*>* shapes) const
{
cpShape* segment = cpSegmentShapeNew(body, cpv(m_first.x, m_first.y), cpv(m_second.x, m_second.y), m_thickness);
cpSegmentShapeSetNeighbors(segment, cpv(m_firstNeighbor.x, m_firstNeighbor.y), cpv(m_secondNeighbor.x, m_secondNeighbor.y));

View File

@@ -1,101 +1,101 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - ChipmunkPhysics2D module"
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ChipmunkPhysics2D/ChipmunkArbiter2D.hpp>
#include <Nazara/Physics2D/PhysArbiter2D.hpp>
#include <chipmunk/chipmunk.h>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
float ChipmunkArbiter2D::ComputeTotalKinematicEnergy() const
float PhysArbiter2D::ComputeTotalKinematicEnergy() const
{
return float(cpArbiterTotalKE(m_arbiter));
}
Vector2f ChipmunkArbiter2D::ComputeTotalImpulse() const
Vector2f PhysArbiter2D::ComputeTotalImpulse() const
{
cpVect impulse = cpArbiterTotalImpulse(m_arbiter);
return Vector2f(Vector2<cpFloat>(impulse.x, impulse.y));
}
std::pair<ChipmunkRigidBody2D*, ChipmunkRigidBody2D*> ChipmunkArbiter2D::GetBodies() const
std::pair<RigidBody2D*, RigidBody2D*> PhysArbiter2D::GetBodies() const
{
std::pair<ChipmunkRigidBody2D*, ChipmunkRigidBody2D*> bodies;
std::pair<RigidBody2D*, RigidBody2D*> bodies;
cpBody* firstBody;
cpBody* secondBody;
cpArbiterGetBodies(m_arbiter, &firstBody, &secondBody);
bodies.first = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(firstBody));
bodies.second = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(secondBody));
bodies.first = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
bodies.second = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
return bodies;
}
std::size_t ChipmunkArbiter2D::GetContactCount() const
std::size_t PhysArbiter2D::GetContactCount() const
{
return cpArbiterGetCount(m_arbiter);
}
float ChipmunkArbiter2D::GetContactDepth(std::size_t i) const
float PhysArbiter2D::GetContactDepth(std::size_t i) const
{
return float(cpArbiterGetDepth(m_arbiter, int(i)));
}
Vector2f ChipmunkArbiter2D::GetContactPointA(std::size_t i) const
Vector2f PhysArbiter2D::GetContactPointA(std::size_t i) const
{
cpVect point = cpArbiterGetPointA(m_arbiter, int(i));
return Vector2f(Vector2<cpFloat>(point.x, point.y));
}
Vector2f ChipmunkArbiter2D::GetContactPointB(std::size_t i) const
Vector2f PhysArbiter2D::GetContactPointB(std::size_t i) const
{
cpVect point = cpArbiterGetPointB(m_arbiter, int(i));
return Vector2f(Vector2<cpFloat>(point.x, point.y));
}
float ChipmunkArbiter2D::GetElasticity() const
float PhysArbiter2D::GetElasticity() const
{
return float(cpArbiterGetRestitution(m_arbiter));
}
float ChipmunkArbiter2D::GetFriction() const
float PhysArbiter2D::GetFriction() const
{
return float(cpArbiterGetFriction(m_arbiter));
}
Vector2f ChipmunkArbiter2D::GetNormal() const
Vector2f PhysArbiter2D::GetNormal() const
{
cpVect normal = cpArbiterGetNormal(m_arbiter);
return Vector2f(Vector2<cpFloat>(normal.x, normal.y));
}
Vector2f ChipmunkArbiter2D::GetSurfaceVelocity() const
Vector2f PhysArbiter2D::GetSurfaceVelocity() const
{
cpVect velocity = cpArbiterGetNormal(m_arbiter);
return Vector2f(Vector2<cpFloat>(velocity.x, velocity.y));
}
bool ChipmunkArbiter2D::IsFirstContact() const
bool PhysArbiter2D::IsFirstContact() const
{
return cpArbiterIsFirstContact(m_arbiter) == cpTrue;
}
bool ChipmunkArbiter2D::IsRemoval() const
bool PhysArbiter2D::IsRemoval() const
{
return cpArbiterIsRemoval(m_arbiter) == cpTrue;
}
void ChipmunkArbiter2D::SetElasticity(float elasticity)
void PhysArbiter2D::SetElasticity(float elasticity)
{
cpArbiterSetRestitution(m_arbiter, elasticity);
}
void ChipmunkArbiter2D::SetFriction(float friction)
void PhysArbiter2D::SetFriction(float friction)
{
cpArbiterSetFriction(m_arbiter, friction);
}
void ChipmunkArbiter2D::SetSurfaceVelocity(const Vector2f& surfaceVelocity)
void PhysArbiter2D::SetSurfaceVelocity(const Vector2f& surfaceVelocity)
{
cpArbiterSetSurfaceVelocity(m_arbiter, cpv(surfaceVelocity.x, surfaceVelocity.y));
}

View File

@@ -0,0 +1,457 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/PhysConstraint2D.hpp>
#include <Nazara/Physics2D/ChipmunkHelper.hpp>
#include <chipmunk/chipmunk.h>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
PhysConstraint2D::PhysConstraint2D(PhysWorld2D* world, cpConstraint* constraint) :
m_constraint(constraint)
{
cpConstraintSetUserData(m_constraint, this);
cpSpaceAddConstraint(world->GetHandle(), m_constraint);
}
PhysConstraint2D::PhysConstraint2D(PhysConstraint2D&& constraint) noexcept :
m_constraint(std::move(constraint.m_constraint))
{
if (m_constraint)
cpConstraintSetUserData(m_constraint, this);
}
PhysConstraint2D::~PhysConstraint2D()
{
Destroy();
}
void PhysConstraint2D::EnableBodyCollision(bool enable)
{
cpConstraintSetCollideBodies(m_constraint, (enable) ? cpTrue : cpFalse);
}
RigidBody2D& PhysConstraint2D::GetBodyA()
{
return *static_cast<RigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyA(m_constraint)));
}
const RigidBody2D& PhysConstraint2D::GetBodyA() const
{
return *static_cast<RigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyA(m_constraint)));
}
RigidBody2D& PhysConstraint2D::GetBodyB()
{
NazaraAssert(!IsSingleBody(), "constraint is not attached to a second body");
return *static_cast<RigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyB(m_constraint)));
}
const RigidBody2D& PhysConstraint2D::GetBodyB() const
{
NazaraAssert(!IsSingleBody(), "constraint is not attached to a second body");
return *static_cast<RigidBody2D*>(cpBodyGetUserData(cpConstraintGetBodyB(m_constraint)));
}
float PhysConstraint2D::GetErrorBias() const
{
return float(cpConstraintGetErrorBias(m_constraint));
}
float PhysConstraint2D::GetLastImpulse() const
{
return float(cpConstraintGetImpulse(m_constraint));
}
float PhysConstraint2D::GetMaxBias() const
{
return float(cpConstraintGetMaxBias(m_constraint));
}
float PhysConstraint2D::GetMaxForce() const
{
return float(cpConstraintGetMaxForce(m_constraint));
}
PhysWorld2D& PhysConstraint2D::GetWorld()
{
return *static_cast<PhysWorld2D*>(cpSpaceGetUserData(cpConstraintGetSpace(m_constraint)));
}
const PhysWorld2D& PhysConstraint2D::GetWorld() const
{
return *static_cast<PhysWorld2D*>(cpSpaceGetUserData(cpConstraintGetSpace(m_constraint)));
}
bool PhysConstraint2D::IsBodyCollisionEnabled() const
{
return cpConstraintGetCollideBodies(m_constraint) == cpTrue;
}
bool PhysConstraint2D::IsSingleBody() const
{
return cpConstraintGetBodyB(m_constraint) == cpSpaceGetStaticBody(cpConstraintGetSpace(m_constraint));
}
void PhysConstraint2D::SetErrorBias(float bias)
{
cpConstraintSetErrorBias(m_constraint, bias);
}
void PhysConstraint2D::SetMaxBias(float bias)
{
cpConstraintSetMaxBias(m_constraint, bias);
}
void PhysConstraint2D::SetMaxForce(float force)
{
cpConstraintSetMaxForce(m_constraint, force);
}
PhysConstraint2D& PhysConstraint2D::operator=(PhysConstraint2D&& rhs) noexcept
{
Destroy();
m_constraint = std::move(rhs.m_constraint);
if (m_constraint)
cpConstraintSetUserData(m_constraint, this);
return *this;
}
void PhysConstraint2D::Destroy()
{
if (m_constraint)
{
cpSpaceRemoveConstraint(cpConstraintGetSpace(m_constraint), m_constraint);
cpConstraintDestroy(m_constraint);
m_constraint = nullptr;
}
}
PhysDampedSpringConstraint2D::PhysDampedSpringConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float restLength, float stiffness, float damping) :
PhysConstraint2D(first.GetWorld(), cpDampedSpringNew(first.GetHandle(), second.GetHandle(), ToChipmunk(firstAnchor), ToChipmunk(secondAnchor), restLength, stiffness, damping))
{
}
float PhysDampedSpringConstraint2D::GetDamping() const
{
return float(cpDampedSpringGetDamping(m_constraint));
}
Vector2f PhysDampedSpringConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpDampedSpringGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float PhysDampedSpringConstraint2D::GetRestLength() const
{
return float(cpDampedSpringGetRestLength(m_constraint));
}
Vector2f PhysDampedSpringConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpDampedSpringGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float PhysDampedSpringConstraint2D::GetStiffness() const
{
return float(cpDampedSpringGetStiffness(m_constraint));
}
void PhysDampedSpringConstraint2D::SetDamping(float newDamping)
{
cpDampedSpringSetDamping(m_constraint, newDamping);
}
void PhysDampedSpringConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpDampedSpringSetAnchorA(m_constraint, ToChipmunk(firstAnchor));
}
void PhysDampedSpringConstraint2D::SetRestLength(float newLength)
{
cpDampedSpringSetRestLength(m_constraint, newLength);
}
void PhysDampedSpringConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpDampedSpringSetAnchorB(m_constraint, ToChipmunk(firstAnchor));
}
void PhysDampedSpringConstraint2D::SetStiffness(float newStiffness)
{
cpDampedSpringSetStiffness(m_constraint, newStiffness);
}
PhysDampedRotarySpringConstraint2D::PhysDampedRotarySpringConstraint2D(RigidBody2D& first, RigidBody2D& second, const RadianAnglef& restAngle, float stiffness, float damping) :
PhysConstraint2D(first.GetWorld(), cpDampedRotarySpringNew(first.GetHandle(), second.GetHandle(), restAngle.value, stiffness, damping))
{
}
float PhysDampedRotarySpringConstraint2D::GetDamping() const
{
return float(cpDampedRotarySpringGetDamping(m_constraint));
}
RadianAnglef PhysDampedRotarySpringConstraint2D::GetRestAngle() const
{
return float(cpDampedRotarySpringGetRestAngle(m_constraint));
}
float PhysDampedRotarySpringConstraint2D::GetStiffness() const
{
return float(cpDampedRotarySpringGetStiffness(m_constraint));
}
void PhysDampedRotarySpringConstraint2D::SetDamping(float newDamping)
{
cpDampedSpringSetDamping(m_constraint, newDamping);
}
void PhysDampedRotarySpringConstraint2D::SetRestAngle(const RadianAnglef& newAngle)
{
cpDampedRotarySpringSetRestAngle(m_constraint, newAngle.value);
}
void PhysDampedRotarySpringConstraint2D::SetStiffness(float newStiffness)
{
cpDampedRotarySpringSetStiffness(m_constraint, newStiffness);
}
PhysGearConstraint2D::PhysGearConstraint2D(RigidBody2D& first, RigidBody2D& second, float phase, float ratio) :
PhysConstraint2D(first.GetWorld(), cpGearJointNew(first.GetHandle(), second.GetHandle(), phase, ratio))
{
}
float PhysGearConstraint2D::GetPhase() const
{
return float(cpGearJointGetPhase(m_constraint));
}
float PhysGearConstraint2D::GetRatio() const
{
return float(cpGearJointGetRatio(m_constraint));
}
void PhysGearConstraint2D::SetPhase(float phase)
{
cpGearJointSetPhase(m_constraint, phase);
}
void PhysGearConstraint2D::SetRatio(float ratio)
{
cpGearJointSetRatio(m_constraint, ratio);
}
PhysMotorConstraint2D::PhysMotorConstraint2D(RigidBody2D& first, RigidBody2D& second, float rate) :
PhysConstraint2D(first.GetWorld(), cpSimpleMotorNew(first.GetHandle(), second.GetHandle(), rate))
{
}
float PhysMotorConstraint2D::GetRate() const
{
return float(cpSimpleMotorGetRate(m_constraint));
}
void PhysMotorConstraint2D::SetRate(float rate)
{
cpSimpleMotorSetRate(m_constraint, rate);
}
PhysPinConstraint2D::PhysPinConstraint2D(RigidBody2D& body, const Vector2f& anchor) :
PhysConstraint2D(body.GetWorld(), cpPinJointNew(body.GetHandle(), cpSpaceGetStaticBody(body.GetWorld()->GetHandle()), ToChipmunk(body.ToLocal(anchor)), ToChipmunk(body.ToLocal(anchor))))
{
}
PhysPinConstraint2D::PhysPinConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor) :
PhysConstraint2D(first.GetWorld(), cpPinJointNew(first.GetHandle(), second.GetHandle(), ToChipmunk(firstAnchor), ToChipmunk(secondAnchor)))
{
}
float PhysPinConstraint2D::GetDistance() const
{
return float(cpPinJointGetDist(m_constraint));
}
Vector2f PhysPinConstraint2D::GetFirstAnchor() const
{
return FromChipmunk(cpBodyLocalToWorld(cpConstraintGetBodyA(m_constraint), cpPinJointGetAnchorA(m_constraint)));
}
Vector2f PhysPinConstraint2D::GetSecondAnchor() const
{
return FromChipmunk(cpBodyLocalToWorld(cpConstraintGetBodyB(m_constraint), cpPinJointGetAnchorB(m_constraint)));
}
void PhysPinConstraint2D::SetDistance(float newDistance)
{
cpPinJointSetDist(m_constraint, newDistance);
}
void PhysPinConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpPinJointSetAnchorA(m_constraint, cpBodyWorldToLocal(cpConstraintGetBodyA(m_constraint), ToChipmunk(firstAnchor)));
}
void PhysPinConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpPinJointSetAnchorB(m_constraint, cpBodyWorldToLocal(cpConstraintGetBodyB(m_constraint), ToChipmunk(firstAnchor)));
}
PhysPivotConstraint2D::PhysPivotConstraint2D(RigidBody2D& body, const Vector2f& anchor) :
PhysConstraint2D(body.GetWorld(), cpPivotJointNew(cpSpaceGetStaticBody(body.GetWorld()->GetHandle()), body.GetHandle(), ToChipmunk(anchor)))
{
}
PhysPivotConstraint2D::PhysPivotConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& anchor) :
PhysConstraint2D(first.GetWorld(), cpPivotJointNew(first.GetHandle(), second.GetHandle(), ToChipmunk(anchor)))
{
}
PhysPivotConstraint2D::PhysPivotConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor) :
PhysConstraint2D(first.GetWorld(), cpPivotJointNew2(first.GetHandle(), second.GetHandle(), ToChipmunk(firstAnchor), ToChipmunk(secondAnchor)))
{
}
Vector2f PhysPivotConstraint2D::GetFirstAnchor() const
{
return FromChipmunk(cpBodyLocalToWorld(cpConstraintGetBodyA(m_constraint), cpPivotJointGetAnchorA(m_constraint)));
}
Vector2f PhysPivotConstraint2D::GetSecondAnchor() const
{
return FromChipmunk(cpBodyLocalToWorld(cpConstraintGetBodyB(m_constraint), cpPivotJointGetAnchorB(m_constraint)));
}
void PhysPivotConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpPivotJointSetAnchorA(m_constraint, cpBodyWorldToLocal(cpConstraintGetBodyA(m_constraint), ToChipmunk(firstAnchor)));
}
void PhysPivotConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpPivotJointSetAnchorB(m_constraint, cpBodyWorldToLocal(cpConstraintGetBodyB(m_constraint), ToChipmunk(firstAnchor)));
}
PhysRatchetConstraint2D::PhysRatchetConstraint2D(RigidBody2D& first, RigidBody2D& second, float phase, float ratchet) :
PhysConstraint2D(first.GetWorld(), cpRatchetJointNew(first.GetHandle(), second.GetHandle(), phase, ratchet))
{
}
RadianAnglef PhysRatchetConstraint2D::GetAngle() const
{
return float(cpRatchetJointGetAngle(m_constraint));
}
float PhysRatchetConstraint2D::GetPhase() const
{
return float(cpRatchetJointGetPhase(m_constraint));
}
float PhysRatchetConstraint2D::GetRatchet() const
{
return float(cpRatchetJointGetRatchet(m_constraint));
}
void PhysRatchetConstraint2D::SetAngle(const RadianAnglef& angle)
{
cpRatchetJointSetAngle(m_constraint, angle.value);
}
void PhysRatchetConstraint2D::SetPhase(float phase)
{
cpRatchetJointSetPhase(m_constraint, phase);
}
void PhysRatchetConstraint2D::SetRatchet(float ratchet)
{
cpRatchetJointSetRatchet(m_constraint, ratchet);
}
PhysRotaryLimitConstraint2D::PhysRotaryLimitConstraint2D(RigidBody2D& first, RigidBody2D& second, const RadianAnglef& minAngle, const RadianAnglef& maxAngle) :
PhysConstraint2D(first.GetWorld(), cpRotaryLimitJointNew(first.GetHandle(), second.GetHandle(), minAngle.value, maxAngle.value))
{
}
RadianAnglef PhysRotaryLimitConstraint2D::GetMaxAngle() const
{
return float(cpRotaryLimitJointGetMax(m_constraint));
}
RadianAnglef PhysRotaryLimitConstraint2D::GetMinAngle() const
{
return float(cpRotaryLimitJointGetMax(m_constraint));
}
void PhysRotaryLimitConstraint2D::SetMaxAngle(const RadianAnglef& maxAngle)
{
cpRotaryLimitJointSetMax(m_constraint, maxAngle.value);
}
void PhysRotaryLimitConstraint2D::SetMinAngle(const RadianAnglef& minAngle)
{
cpRotaryLimitJointSetMin(m_constraint, minAngle.value);
}
PhysSlideConstraint2D::PhysSlideConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float min, float max) :
PhysConstraint2D(first.GetWorld(), cpSlideJointNew(first.GetHandle(), second.GetHandle(), ToChipmunk(firstAnchor), ToChipmunk(secondAnchor), min, max))
{
}
Vector2f PhysSlideConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpSlideJointGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float PhysSlideConstraint2D::GetMaxDistance() const
{
return float(cpSlideJointGetMax(m_constraint));
}
float PhysSlideConstraint2D::GetMinDistance() const
{
return float(cpSlideJointGetMin(m_constraint));
}
Vector2f PhysSlideConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpSlideJointGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
void PhysSlideConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpSlideJointSetAnchorA(m_constraint, ToChipmunk(firstAnchor));
}
void PhysSlideConstraint2D::SetMaxDistance(float newMaxDistance)
{
cpSlideJointSetMax(m_constraint, newMaxDistance);
}
void PhysSlideConstraint2D::SetMinDistance(float newMinDistance)
{
cpSlideJointSetMin(m_constraint, newMinDistance);
}
void PhysSlideConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpSlideJointSetAnchorB(m_constraint, ToChipmunk(firstAnchor));
}
}

View File

@@ -1,12 +1,12 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - ChipmunkPhysics2D module"
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ChipmunkPhysics2D/ChipmunkPhysWorld2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkArbiter2D.hpp>
#include <Nazara/Physics2D/PhysWorld2D.hpp>
#include <Nazara/Physics2D/PhysArbiter2D.hpp>
#include <NazaraUtils/StackArray.hpp>
#include <chipmunk/chipmunk.h>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
@@ -24,21 +24,21 @@ namespace Nz
void CpCircleCallback(cpVect pos, cpFloat angle, cpFloat radius, cpSpaceDebugColor outlineColor, cpSpaceDebugColor fillColor, cpDataPointer userdata)
{
auto drawOptions = static_cast<ChipmunkPhysWorld2D::DebugDrawOptions*>(userdata);
auto drawOptions = static_cast<PhysWorld2D::DebugDrawOptions*>(userdata);
if (drawOptions->circleCallback)
drawOptions->circleCallback(Vector2f(float(pos.x), float(pos.y)), RadianAnglef(float(angle)), float(radius), CpDebugColorToColor(outlineColor), CpDebugColorToColor(fillColor), drawOptions->userdata);
}
void CpDotCallback(cpFloat size, cpVect pos, cpSpaceDebugColor color, cpDataPointer userdata)
{
auto drawOptions = static_cast<ChipmunkPhysWorld2D::DebugDrawOptions*>(userdata);
auto drawOptions = static_cast<PhysWorld2D::DebugDrawOptions*>(userdata);
if (drawOptions->dotCallback)
drawOptions->dotCallback(Vector2f(float(pos.x), float(pos.y)), float(size), CpDebugColorToColor(color), drawOptions->userdata);
}
void CpPolygonCallback(int vertexCount, const cpVect* vertices, cpFloat radius, cpSpaceDebugColor outlineColor, cpSpaceDebugColor fillColor, cpDataPointer userdata)
{
auto drawOptions = static_cast<ChipmunkPhysWorld2D::DebugDrawOptions*>(userdata);
auto drawOptions = static_cast<PhysWorld2D::DebugDrawOptions*>(userdata);
if (drawOptions->polygonCallback)
{
if constexpr (sizeof(cpVect) == sizeof(Vector2f))
@@ -56,24 +56,24 @@ namespace Nz
void CpSegmentCallback(cpVect a, cpVect b, cpSpaceDebugColor color, cpDataPointer userdata)
{
auto drawOptions = static_cast<ChipmunkPhysWorld2D::DebugDrawOptions*>(userdata);
auto drawOptions = static_cast<PhysWorld2D::DebugDrawOptions*>(userdata);
if (drawOptions->segmentCallback)
drawOptions->segmentCallback(Vector2f(float(a.x), float(a.y)), Vector2f(float(b.x), float(b.y)), CpDebugColorToColor(color), drawOptions->userdata);
}
void CpThickSegmentCallback(cpVect a, cpVect b, cpFloat radius, cpSpaceDebugColor outlineColor, cpSpaceDebugColor fillColor, cpDataPointer userdata)
{
auto drawOptions = static_cast<ChipmunkPhysWorld2D::DebugDrawOptions*>(userdata);
auto drawOptions = static_cast<PhysWorld2D::DebugDrawOptions*>(userdata);
if (drawOptions->thickSegmentCallback)
drawOptions->thickSegmentCallback(Vector2f(float(a.x), float(a.y)), Vector2f(float(b.x), float(b.y)), float(radius), CpDebugColorToColor(outlineColor), CpDebugColorToColor(fillColor), drawOptions->userdata);
}
cpSpaceDebugColor CpShapeColorCallback(cpShape* shape, cpDataPointer userdata)
{
auto drawOptions = static_cast<ChipmunkPhysWorld2D::DebugDrawOptions*>(userdata);
auto drawOptions = static_cast<PhysWorld2D::DebugDrawOptions*>(userdata);
if (drawOptions->colorCallback)
{
ChipmunkRigidBody2D& rigidBody = *static_cast<ChipmunkRigidBody2D*>(cpShapeGetUserData(shape));
RigidBody2D& rigidBody = *static_cast<RigidBody2D*>(cpShapeGetUserData(shape));
return ColorToCpDebugColor(drawOptions->colorCallback(rigidBody, rigidBody.GetShapeIndex(shape), drawOptions->userdata));
}
else
@@ -81,7 +81,7 @@ namespace Nz
}
}
ChipmunkPhysWorld2D::ChipmunkPhysWorld2D() :
PhysWorld2D::PhysWorld2D() :
m_maxStepCount(50),
m_stepSize(Time::TickDuration(120)),
m_timestepAccumulator(Time::Zero())
@@ -90,12 +90,12 @@ namespace Nz
cpSpaceSetUserData(m_handle, this);
}
ChipmunkPhysWorld2D::~ChipmunkPhysWorld2D()
PhysWorld2D::~PhysWorld2D()
{
cpSpaceFree(m_handle);
}
void ChipmunkPhysWorld2D::DebugDraw(const DebugDrawOptions& options, bool drawShapes, bool drawConstraints, bool drawCollisions) const
void PhysWorld2D::DebugDraw(const DebugDrawOptions& options, bool drawShapes, bool drawConstraints, bool drawCollisions) const
{
auto ColorToCpDebugColor = [](Color c) -> cpSpaceDebugColor
{
@@ -131,45 +131,45 @@ namespace Nz
cpSpaceDebugDraw(m_handle, &drawOptions);
}
float ChipmunkPhysWorld2D::GetDamping() const
float PhysWorld2D::GetDamping() const
{
return float(cpSpaceGetDamping(m_handle));
}
Vector2f ChipmunkPhysWorld2D::GetGravity() const
Vector2f PhysWorld2D::GetGravity() const
{
cpVect gravity = cpSpaceGetGravity(m_handle);
return Vector2f(Vector2<cpFloat>(gravity.x, gravity.y));
}
cpSpace* ChipmunkPhysWorld2D::GetHandle() const
cpSpace* PhysWorld2D::GetHandle() const
{
return m_handle;
}
std::size_t ChipmunkPhysWorld2D::GetIterationCount() const
std::size_t PhysWorld2D::GetIterationCount() const
{
return cpSpaceGetIterations(m_handle);
}
std::size_t ChipmunkPhysWorld2D::GetMaxStepCount() const
std::size_t PhysWorld2D::GetMaxStepCount() const
{
return m_maxStepCount;
}
Time ChipmunkPhysWorld2D::GetStepSize() const
Time PhysWorld2D::GetStepSize() const
{
return m_stepSize;
}
bool ChipmunkPhysWorld2D::NearestBodyQuery(const Vector2f & from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, ChipmunkRigidBody2D** nearestBody)
bool PhysWorld2D::NearestBodyQuery(const Vector2f & from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, RigidBody2D** nearestBody)
{
cpShapeFilter filter = cpShapeFilterNew(collisionGroup, categoryMask, collisionMask);
if (cpShape* shape = cpSpacePointQueryNearest(m_handle, {from.x, from.y}, maxDistance, filter, nullptr))
{
if (nearestBody)
*nearestBody = static_cast<ChipmunkRigidBody2D*>(cpShapeGetUserData(shape));
*nearestBody = static_cast<RigidBody2D*>(cpShapeGetUserData(shape));
return true;
}
@@ -177,7 +177,7 @@ namespace Nz
return false;
}
bool ChipmunkPhysWorld2D::NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, NearestQueryResult* result)
bool PhysWorld2D::NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, NearestQueryResult* result)
{
cpShapeFilter filter = cpShapeFilterNew(collisionGroup, categoryMask, collisionMask);
@@ -190,7 +190,7 @@ namespace Nz
result->closestPoint = Vector2f(Vector2<cpFloat>(queryInfo.point.x, queryInfo.point.y));
result->distance = float(queryInfo.distance);
result->fraction = Vector2f(Vector2<cpFloat>(queryInfo.gradient.x, queryInfo.gradient.y));
result->nearestBody = static_cast<ChipmunkRigidBody2D*>(cpShapeGetUserData(queryInfo.shape));
result->nearestBody = static_cast<RigidBody2D*>(cpShapeGetUserData(queryInfo.shape));
return true;
}
@@ -206,7 +206,7 @@ namespace Nz
}
}
void ChipmunkPhysWorld2D::RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(const RaycastHit&)>& callback)
void PhysWorld2D::RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(const RaycastHit&)>& callback)
{
using CallbackType = std::remove_reference_t<decltype(callback)>;
@@ -218,7 +218,7 @@ namespace Nz
hitInfo.fraction = float(alpha);
hitInfo.hitNormal = Vector2f(Vector2<cpFloat>(normal.x, normal.y));
hitInfo.hitPos = Vector2f(Vector2<cpFloat>(point.x, point.y));
hitInfo.nearestBody = static_cast<ChipmunkRigidBody2D*>(cpShapeGetUserData(shape));
hitInfo.nearestBody = static_cast<RigidBody2D*>(cpShapeGetUserData(shape));
callback(hitInfo);
};
@@ -227,7 +227,7 @@ namespace Nz
cpSpaceSegmentQuery(m_handle, { from.x, from.y }, { to.x, to.y }, radius, filter, cpCallback, const_cast<void*>(static_cast<const void*>(&callback)));
}
bool ChipmunkPhysWorld2D::RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<RaycastHit>* hitInfos)
bool PhysWorld2D::RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<RaycastHit>* hitInfos)
{
using ResultType = decltype(hitInfos);
@@ -239,7 +239,7 @@ namespace Nz
hitInfo.fraction = float(alpha);
hitInfo.hitNormal = Vector2f(Vector2<cpFloat>(normal.x, normal.y));
hitInfo.hitPos = Vector2f(Vector2<cpFloat>(point.x, point.y));
hitInfo.nearestBody = static_cast<ChipmunkRigidBody2D*>(cpShapeGetUserData(shape));
hitInfo.nearestBody = static_cast<RigidBody2D*>(cpShapeGetUserData(shape));
results->emplace_back(std::move(hitInfo));
};
@@ -252,7 +252,7 @@ namespace Nz
return hitInfos->size() != previousSize;
}
bool ChipmunkPhysWorld2D::RaycastQueryFirst(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, RaycastHit* hitInfo)
bool PhysWorld2D::RaycastQueryFirst(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, RaycastHit* hitInfo)
{
cpShapeFilter filter = cpShapeFilterNew(collisionGroup, categoryMask, collisionMask);
@@ -265,7 +265,7 @@ namespace Nz
hitInfo->fraction = float(queryInfo.alpha);
hitInfo->hitNormal = Vector2f(Vector2<cpFloat>(queryInfo.normal.x, queryInfo.normal.y));
hitInfo->hitPos = Vector2f(Vector2<cpFloat>(queryInfo.point.x, queryInfo.point.y));
hitInfo->nearestBody = static_cast<ChipmunkRigidBody2D*>(cpShapeGetUserData(queryInfo.shape));
hitInfo->nearestBody = static_cast<RigidBody2D*>(cpShapeGetUserData(queryInfo.shape));
return true;
}
@@ -281,65 +281,65 @@ namespace Nz
}
}
void ChipmunkPhysWorld2D::RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(ChipmunkRigidBody2D*)>& callback)
void PhysWorld2D::RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(RigidBody2D*)>& callback)
{
using CallbackType = std::remove_reference_t<decltype(callback)>;
auto cpCallback = [](cpShape* shape, void* data)
{
CallbackType& callback = *static_cast<CallbackType*>(data);
callback(static_cast<ChipmunkRigidBody2D*>(cpShapeGetUserData(shape)));
callback(static_cast<RigidBody2D*>(cpShapeGetUserData(shape)));
};
cpShapeFilter filter = cpShapeFilterNew(collisionGroup, categoryMask, collisionMask);
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)));
}
void ChipmunkPhysWorld2D::RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<ChipmunkRigidBody2D*>* bodies)
void PhysWorld2D::RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<RigidBody2D*>* bodies)
{
using ResultType = decltype(bodies);
auto callback = [] (cpShape* shape, void* data)
{
ResultType results = static_cast<ResultType>(data);
results->push_back(static_cast<ChipmunkRigidBody2D*>(cpShapeGetUserData(shape)));
results->push_back(static_cast<RigidBody2D*>(cpShapeGetUserData(shape)));
};
cpShapeFilter filter = cpShapeFilterNew(collisionGroup, categoryMask, collisionMask);
cpSpaceBBQuery(m_handle, cpBBNew(boundingBox.x, boundingBox.y, boundingBox.x + boundingBox.width, boundingBox.y + boundingBox.height), filter, callback, bodies);
}
void ChipmunkPhysWorld2D::RegisterCallbacks(unsigned int collisionId, ContactCallbacks callbacks)
void PhysWorld2D::RegisterCallbacks(unsigned int collisionId, ContactCallbacks callbacks)
{
InitCallbacks(cpSpaceAddWildcardHandler(m_handle, collisionId), std::move(callbacks));
}
void ChipmunkPhysWorld2D::RegisterCallbacks(unsigned int collisionIdA, unsigned int collisionIdB, ContactCallbacks callbacks)
void PhysWorld2D::RegisterCallbacks(unsigned int collisionIdA, unsigned int collisionIdB, ContactCallbacks callbacks)
{
InitCallbacks(cpSpaceAddCollisionHandler(m_handle, collisionIdA, collisionIdB), std::move(callbacks));
}
void ChipmunkPhysWorld2D::SetDamping(float dampingValue)
void PhysWorld2D::SetDamping(float dampingValue)
{
cpSpaceSetDamping(m_handle, dampingValue);
}
void ChipmunkPhysWorld2D::SetGravity(const Vector2f& gravity)
void PhysWorld2D::SetGravity(const Vector2f& gravity)
{
cpSpaceSetGravity(m_handle, cpv(gravity.x, gravity.y));
}
void ChipmunkPhysWorld2D::SetIterationCount(std::size_t iterationCount)
void PhysWorld2D::SetIterationCount(std::size_t iterationCount)
{
cpSpaceSetIterations(m_handle, SafeCast<int>(iterationCount));
}
void ChipmunkPhysWorld2D::SetMaxStepCount(std::size_t maxStepCount)
void PhysWorld2D::SetMaxStepCount(std::size_t maxStepCount)
{
m_maxStepCount = maxStepCount;
}
void ChipmunkPhysWorld2D::SetSleepTime(Time sleepTime)
void PhysWorld2D::SetSleepTime(Time sleepTime)
{
if (sleepTime > Time::Zero())
cpSpaceSetSleepTimeThreshold(m_handle, sleepTime.AsSeconds<cpFloat>());
@@ -347,12 +347,12 @@ namespace Nz
cpSpaceSetSleepTimeThreshold(m_handle, std::numeric_limits<cpFloat>::infinity());
}
void ChipmunkPhysWorld2D::SetStepSize(Time stepSize)
void PhysWorld2D::SetStepSize(Time stepSize)
{
m_stepSize = stepSize;
}
void ChipmunkPhysWorld2D::Step(Time timestep)
void PhysWorld2D::Step(Time timestep)
{
m_timestepAccumulator += timestep;
@@ -371,7 +371,7 @@ namespace Nz
{
for (auto&& [bodyIndex, callbackVec] : m_rigidBodyPostSteps)
{
ChipmunkRigidBody2D* rigidBody = m_bodies[bodyIndex];
RigidBody2D* rigidBody = m_bodies[bodyIndex];
assert(rigidBody);
for (const auto& step : callbackVec)
@@ -385,12 +385,12 @@ namespace Nz
}
}
void ChipmunkPhysWorld2D::UseSpatialHash(float cellSize, std::size_t entityCount)
void PhysWorld2D::UseSpatialHash(float cellSize, std::size_t entityCount)
{
cpSpaceUseSpatialHash(m_handle, cpFloat(cellSize), int(entityCount));
}
void ChipmunkPhysWorld2D::InitCallbacks(cpCollisionHandler* handler, ContactCallbacks callbacks)
void PhysWorld2D::InitCallbacks(cpCollisionHandler* handler, ContactCallbacks callbacks)
{
auto it = m_callbacks.find(handler);
if (it == m_callbacks.end())
@@ -409,11 +409,11 @@ namespace Nz
cpBody* secondBody;
cpArbiterGetBodies(arb, &firstBody, &secondBody);
ChipmunkPhysWorld2D* world = static_cast<ChipmunkPhysWorld2D*>(cpSpaceGetUserData(space));
ChipmunkRigidBody2D* firstRigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(firstBody));
ChipmunkRigidBody2D* secondRigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(secondBody));
PhysWorld2D* world = static_cast<PhysWorld2D*>(cpSpaceGetUserData(space));
RigidBody2D* firstRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
RigidBody2D* secondRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
ChipmunkArbiter2D arbiter(arb);
PhysArbiter2D arbiter(arb);
const ContactCallbacks* customCallbacks = static_cast<const ContactCallbacks*>(data);
if (customCallbacks->startCallback(*world, arbiter, *firstRigidBody, *secondRigidBody, customCallbacks->userdata))
@@ -438,11 +438,11 @@ namespace Nz
cpBody* secondBody;
cpArbiterGetBodies(arb, &firstBody, &secondBody);
ChipmunkPhysWorld2D* world = static_cast<ChipmunkPhysWorld2D*>(cpSpaceGetUserData(space));
ChipmunkRigidBody2D* firstRigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(firstBody));
ChipmunkRigidBody2D* secondRigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(secondBody));
PhysWorld2D* world = static_cast<PhysWorld2D*>(cpSpaceGetUserData(space));
RigidBody2D* firstRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
RigidBody2D* secondRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
ChipmunkArbiter2D arbiter(arb);
PhysArbiter2D arbiter(arb);
const ContactCallbacks* customCallbacks = static_cast<const ContactCallbacks*>(data);
customCallbacks->endCallback(*world, arbiter, *firstRigidBody, *secondRigidBody, customCallbacks->userdata);
@@ -463,11 +463,11 @@ namespace Nz
cpBody* secondBody;
cpArbiterGetBodies(arb, &firstBody, &secondBody);
ChipmunkPhysWorld2D* world = static_cast<ChipmunkPhysWorld2D*>(cpSpaceGetUserData(space));
ChipmunkRigidBody2D* firstRigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(firstBody));
ChipmunkRigidBody2D* secondRigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(secondBody));
PhysWorld2D* world = static_cast<PhysWorld2D*>(cpSpaceGetUserData(space));
RigidBody2D* firstRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
RigidBody2D* secondRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
ChipmunkArbiter2D arbiter(arb);
PhysArbiter2D arbiter(arb);
const ContactCallbacks* customCallbacks = static_cast<const ContactCallbacks*>(data);
if (customCallbacks->preSolveCallback(*world, arbiter, *firstRigidBody, *secondRigidBody, customCallbacks->userdata))
@@ -492,11 +492,11 @@ namespace Nz
cpBody* secondBody;
cpArbiterGetBodies(arb, &firstBody, &secondBody);
ChipmunkPhysWorld2D* world = static_cast<ChipmunkPhysWorld2D*>(cpSpaceGetUserData(space));
ChipmunkRigidBody2D* firstRigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(firstBody));
ChipmunkRigidBody2D* secondRigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(secondBody));
PhysWorld2D* world = static_cast<PhysWorld2D*>(cpSpaceGetUserData(space));
RigidBody2D* firstRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(firstBody));
RigidBody2D* secondRigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(secondBody));
ChipmunkArbiter2D arbiter(arb);
PhysArbiter2D arbiter(arb);
const ContactCallbacks* customCallbacks = static_cast<const ContactCallbacks*>(data);
customCallbacks->postSolveCallback(*world, arbiter, *firstRigidBody, *secondRigidBody, customCallbacks->userdata);
@@ -510,7 +510,7 @@ namespace Nz
}
}
void ChipmunkPhysWorld2D::DeferBodyAction(ChipmunkRigidBody2D& rigidBody, PostStep&& func)
void PhysWorld2D::DeferBodyAction(RigidBody2D& rigidBody, PostStep&& func)
{
// If space isn't locked, no need to wait
if (!cpSpaceIsLocked(m_handle))

View File

@@ -0,0 +1,16 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/Physics2D.hpp>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
Physics2D::Physics2D(Config /*config*/) :
ModuleBase("Physics2D", this)
{
}
Physics2D* Physics2D::s_instance = nullptr;
}

View File

@@ -1,20 +1,20 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - ChipmunkPhysics2D module"
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ChipmunkPhysics2D/ChipmunkRigidBody2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkArbiter2D.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkHelper.hpp>
#include <Nazara/ChipmunkPhysics2D/ChipmunkPhysWorld2D.hpp>
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <Nazara/Physics2D/ChipmunkHelper.hpp>
#include <Nazara/Physics2D/PhysArbiter2D.hpp>
#include <Nazara/Physics2D/PhysWorld2D.hpp>
#include <chipmunk/chipmunk.h>
#include <chipmunk/chipmunk_private.h>
#include <algorithm>
#include <cmath>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
ChipmunkRigidBody2D::ChipmunkRigidBody2D(const ChipmunkRigidBody2D& object) :
RigidBody2D::RigidBody2D(const RigidBody2D& object) :
m_geom(object.m_geom),
m_world(object.m_world),
m_positionOffset(object.m_positionOffset),
@@ -43,7 +43,7 @@ namespace Nz
}
}
ChipmunkRigidBody2D::ChipmunkRigidBody2D(ChipmunkRigidBody2D&& object) noexcept :
RigidBody2D::RigidBody2D(RigidBody2D&& object) noexcept :
m_shapes(std::move(object.m_shapes)),
m_geom(std::move(object.m_geom)),
m_handle(object.m_handle),
@@ -69,7 +69,7 @@ namespace Nz
object.m_handle = nullptr;
}
void ChipmunkRigidBody2D::AddForce(const Vector2f& force, const Vector2f& point, CoordSys coordSys)
void RigidBody2D::AddForce(const Vector2f& force, const Vector2f& point, CoordSys coordSys)
{
switch (coordSys)
{
@@ -83,7 +83,7 @@ namespace Nz
}
}
void ChipmunkRigidBody2D::AddImpulse(const Vector2f& impulse, const Vector2f& point, CoordSys coordSys)
void RigidBody2D::AddImpulse(const Vector2f& impulse, const Vector2f& point, CoordSys coordSys)
{
switch (coordSys)
{
@@ -97,12 +97,12 @@ namespace Nz
}
}
void ChipmunkRigidBody2D::AddTorque(const RadianAnglef& torque)
void RigidBody2D::AddTorque(const RadianAnglef& torque)
{
cpBodySetTorque(m_handle, cpBodyGetTorque(m_handle) + torque.value);
}
bool ChipmunkRigidBody2D::ClosestPointQuery(const Vector2f& position, Vector2f* closestPoint, float* closestDistance) const
bool RigidBody2D::ClosestPointQuery(const Vector2f& position, Vector2f* closestPoint, float* closestDistance) const
{
cpVect pos = cpv(cpFloat(position.x), cpFloat(position.y));
@@ -133,7 +133,7 @@ namespace Nz
return true;
}
void ChipmunkRigidBody2D::EnableSimulation(bool simulation)
void RigidBody2D::EnableSimulation(bool simulation)
{
if (m_isSimulationEnabled != simulation)
{
@@ -146,7 +146,7 @@ namespace Nz
}
}
void ChipmunkRigidBody2D::ForEachArbiter(const FunctionRef<void(ChipmunkArbiter2D&)>& callback)
void RigidBody2D::ForEachArbiter(const FunctionRef<void(PhysArbiter2D&)>& callback)
{
using CallbackType = std::remove_reference_t<decltype(callback)>;
@@ -154,23 +154,23 @@ namespace Nz
{
CallbackType& cb = *static_cast<CallbackType*>(data);
ChipmunkArbiter2D wrappedArbiter(arbiter);
PhysArbiter2D wrappedArbiter(arbiter);
cb(wrappedArbiter);
};
cpBodyEachArbiter(m_handle, Trampoline, const_cast<void*>(static_cast<const void*>(&callback)));
}
void ChipmunkRigidBody2D::ForceSleep()
void RigidBody2D::ForceSleep()
{
m_world->DeferBodyAction(*this, [](ChipmunkRigidBody2D* body)
m_world->DeferBodyAction(*this, [](RigidBody2D* body)
{
if (cpBodyGetType(body->GetHandle()) == CP_BODY_TYPE_DYNAMIC)
cpBodySleep(body->GetHandle());
});
}
Rectf ChipmunkRigidBody2D::GetAABB() const
Rectf RigidBody2D::GetAABB() const
{
if (m_shapes.empty())
return Rectf::Zero();
@@ -183,24 +183,24 @@ namespace Nz
return Rectf(Rect<cpFloat>(bb.l, bb.b, bb.r - bb.l, bb.t - bb.b));
}
RadianAnglef ChipmunkRigidBody2D::GetAngularVelocity() const
RadianAnglef RigidBody2D::GetAngularVelocity() const
{
return float(cpBodyGetAngularVelocity(m_handle));
}
float ChipmunkRigidBody2D::GetElasticity(std::size_t shapeIndex) const
float RigidBody2D::GetElasticity(std::size_t shapeIndex) const
{
assert(shapeIndex < m_shapes.size());
return float(cpShapeGetElasticity(m_shapes[shapeIndex]));
}
float ChipmunkRigidBody2D::GetFriction(std::size_t shapeIndex) const
float RigidBody2D::GetFriction(std::size_t shapeIndex) const
{
assert(shapeIndex < m_shapes.size());
return float(cpShapeGetFriction(m_shapes[shapeIndex]));
}
Vector2f ChipmunkRigidBody2D::GetMassCenter(CoordSys coordSys) const
Vector2f RigidBody2D::GetMassCenter(CoordSys coordSys) const
{
cpVect massCenter = cpBodyGetCenterOfGravity(m_handle);
@@ -217,77 +217,77 @@ namespace Nz
return Vector2f(static_cast<float>(massCenter.x), static_cast<float>(massCenter.y));
}
float ChipmunkRigidBody2D::GetMomentOfInertia() const
float RigidBody2D::GetMomentOfInertia() const
{
return float(cpBodyGetMoment(m_handle));
}
Vector2f ChipmunkRigidBody2D::GetPosition() const
Vector2f RigidBody2D::GetPosition() const
{
cpVect pos = cpBodyLocalToWorld(m_handle, cpv(-m_positionOffset.x, -m_positionOffset.y));
return Vector2f(static_cast<float>(pos.x), static_cast<float>(pos.y));
}
RadianAnglef ChipmunkRigidBody2D::GetRotation() const
RadianAnglef RigidBody2D::GetRotation() const
{
return float(cpBodyGetAngle(m_handle));
}
Vector2f ChipmunkRigidBody2D::GetSurfaceVelocity(std::size_t shapeIndex) const
Vector2f RigidBody2D::GetSurfaceVelocity(std::size_t shapeIndex) const
{
assert(shapeIndex < m_shapes.size());
cpVect vel = cpShapeGetSurfaceVelocity(m_shapes[shapeIndex]);
return Vector2f(static_cast<float>(vel.x), static_cast<float>(vel.y));
}
Vector2f ChipmunkRigidBody2D::GetVelocity() const
Vector2f RigidBody2D::GetVelocity() const
{
cpVect vel = cpBodyGetVelocity(m_handle);
return Vector2f(static_cast<float>(vel.x), static_cast<float>(vel.y));
}
bool ChipmunkRigidBody2D::IsSleeping() const
bool RigidBody2D::IsSleeping() const
{
return cpBodyIsSleeping(m_handle) != 0;
}
void ChipmunkRigidBody2D::ResetVelocityFunction()
void RigidBody2D::ResetVelocityFunction()
{
m_handle->velocity_func = cpBodyUpdateVelocity;
}
void ChipmunkRigidBody2D::SetAngularVelocity(const RadianAnglef& angularVelocity)
void RigidBody2D::SetAngularVelocity(const RadianAnglef& angularVelocity)
{
cpBodySetAngularVelocity(m_handle, angularVelocity.value);
}
void ChipmunkRigidBody2D::SetElasticity(float friction)
void RigidBody2D::SetElasticity(float friction)
{
cpFloat frict(friction);
for (cpShape* shape : m_shapes)
cpShapeSetElasticity(shape, frict);
}
void ChipmunkRigidBody2D::SetElasticity(std::size_t shapeIndex, float friction)
void RigidBody2D::SetElasticity(std::size_t shapeIndex, float friction)
{
assert(shapeIndex < m_shapes.size());
cpShapeSetElasticity(m_shapes[shapeIndex], cpFloat(friction));
}
void ChipmunkRigidBody2D::SetFriction(float friction)
void RigidBody2D::SetFriction(float friction)
{
cpFloat frict(friction);
for (cpShape* shape : m_shapes)
cpShapeSetFriction(shape, frict);
}
void ChipmunkRigidBody2D::SetFriction(std::size_t shapeIndex, float friction)
void RigidBody2D::SetFriction(std::size_t shapeIndex, float friction)
{
assert(shapeIndex < m_shapes.size());
cpShapeSetFriction(m_shapes[shapeIndex], cpFloat(friction));
}
void ChipmunkRigidBody2D::SetGeom(std::shared_ptr<ChipmunkCollider2D> geom, bool recomputeMoment, bool recomputeMassCenter)
void RigidBody2D::SetGeom(std::shared_ptr<Collider2D> geom, bool recomputeMoment, bool recomputeMassCenter)
{
// We have no public way of getting rid of an existing geom without removing the whole body
// So let's save some attributes of the body, destroy it and rebuild it
@@ -315,7 +315,7 @@ namespace Nz
if (geom)
m_geom = std::move(geom);
else
m_geom = std::make_shared<ChipmunkNullCollider2D>();
m_geom = std::make_shared<NullCollider2D>();
m_geom->GenerateShapes(m_handle, &m_shapes);
@@ -335,13 +335,13 @@ namespace Nz
SetMassCenter(m_geom->ComputeCenterOfMass());
}
void ChipmunkRigidBody2D::SetMass(float mass, bool recomputeMoment)
void RigidBody2D::SetMass(float mass, bool recomputeMoment)
{
if (m_mass > 0.f)
{
if (mass > 0.f)
{
m_world->DeferBodyAction(*this, [mass, recomputeMoment](ChipmunkRigidBody2D* body)
m_world->DeferBodyAction(*this, [mass, recomputeMoment](RigidBody2D* body)
{
cpBodySetMass(body->GetHandle(), mass);
@@ -350,11 +350,11 @@ namespace Nz
});
}
else
m_world->DeferBodyAction(*this, [](ChipmunkRigidBody2D* body) { cpBodySetType(body->GetHandle(), (body->IsStatic()) ? CP_BODY_TYPE_STATIC : CP_BODY_TYPE_KINEMATIC); } );
m_world->DeferBodyAction(*this, [](RigidBody2D* body) { cpBodySetType(body->GetHandle(), (body->IsStatic()) ? CP_BODY_TYPE_STATIC : CP_BODY_TYPE_KINEMATIC); } );
}
else if (mass > 0.f)
{
m_world->DeferBodyAction(*this, [mass, recomputeMoment](ChipmunkRigidBody2D* body)
m_world->DeferBodyAction(*this, [mass, recomputeMoment](RigidBody2D* body)
{
if (cpBodyGetType(body->GetHandle()) != CP_BODY_TYPE_DYNAMIC)
{
@@ -370,7 +370,7 @@ namespace Nz
m_mass = mass;
}
void ChipmunkRigidBody2D::SetMassCenter(const Vector2f& center, CoordSys coordSys)
void RigidBody2D::SetMassCenter(const Vector2f& center, CoordSys coordSys)
{
cpVect massCenter = ToChipmunk(center);
@@ -387,64 +387,64 @@ namespace Nz
cpBodySetCenterOfGravity(m_handle, massCenter);
}
void ChipmunkRigidBody2D::SetMomentOfInertia(float moment)
void RigidBody2D::SetMomentOfInertia(float moment)
{
// Even though Chipmunk allows us to change this anytime, we need to do it in a post-step to prevent other post-steps to override this
m_world->DeferBodyAction(*this, [moment] (ChipmunkRigidBody2D* body)
m_world->DeferBodyAction(*this, [moment] (RigidBody2D* body)
{
cpBodySetMoment(body->GetHandle(), moment);
});
}
void ChipmunkRigidBody2D::SetPosition(const Vector2f& position)
void RigidBody2D::SetPosition(const Vector2f& position)
{
// Use cpTransformVect to rotate/scale the position offset
cpBodySetPosition(m_handle, cpvadd(ToChipmunk(position), cpTransformVect(m_handle->transform, ToChipmunk(m_positionOffset))));
if (m_isStatic)
{
m_world->DeferBodyAction(*this, [](ChipmunkRigidBody2D* body)
m_world->DeferBodyAction(*this, [](RigidBody2D* body)
{
cpSpaceReindexShapesForBody(body->GetWorld()->GetHandle(), body->GetHandle());
});
}
}
void ChipmunkRigidBody2D::SetPositionOffset(const Vector2f& offset)
void RigidBody2D::SetPositionOffset(const Vector2f& offset)
{
Vector2f position = GetPosition();
m_positionOffset = offset;
SetPosition(position);
}
void ChipmunkRigidBody2D::SetRotation(const RadianAnglef& rotation)
void RigidBody2D::SetRotation(const RadianAnglef& rotation)
{
cpBodySetAngle(m_handle, rotation.value);
if (m_isStatic)
{
m_world->DeferBodyAction(*this, [](ChipmunkRigidBody2D* body)
m_world->DeferBodyAction(*this, [](RigidBody2D* body)
{
cpSpaceReindexShapesForBody(body->GetWorld()->GetHandle(), body->GetHandle());
});
}
}
void ChipmunkRigidBody2D::SetSurfaceVelocity(const Vector2f& surfaceVelocity)
void RigidBody2D::SetSurfaceVelocity(const Vector2f& surfaceVelocity)
{
Vector2<cpFloat> velocity(surfaceVelocity.x, surfaceVelocity.y);
for (cpShape* shape : m_shapes)
cpShapeSetSurfaceVelocity(shape, cpv(velocity.x, velocity.y));
}
void ChipmunkRigidBody2D::SetSurfaceVelocity(std::size_t shapeIndex, const Vector2f& surfaceVelocity)
void RigidBody2D::SetSurfaceVelocity(std::size_t shapeIndex, const Vector2f& surfaceVelocity)
{
assert(shapeIndex < m_shapes.size());
cpShapeSetSurfaceVelocity(m_shapes[shapeIndex], cpv(cpFloat(surfaceVelocity.x), cpFloat(surfaceVelocity.y)));
}
void ChipmunkRigidBody2D::SetStatic(bool setStaticBody)
void RigidBody2D::SetStatic(bool setStaticBody)
{
m_isStatic = setStaticBody;
m_world->DeferBodyAction(*this, [](ChipmunkRigidBody2D* body)
m_world->DeferBodyAction(*this, [](RigidBody2D* body)
{
if (body->IsStatic())
{
@@ -458,12 +458,12 @@ namespace Nz
});
}
void ChipmunkRigidBody2D::SetVelocity(const Vector2f& velocity)
void RigidBody2D::SetVelocity(const Vector2f& velocity)
{
cpBodySetVelocity(m_handle, ToChipmunk(velocity));
}
void ChipmunkRigidBody2D::SetVelocityFunction(VelocityFunc velocityFunc)
void RigidBody2D::SetVelocityFunction(VelocityFunc velocityFunc)
{
m_velocityFunc = std::move(velocityFunc);
@@ -471,7 +471,7 @@ namespace Nz
{
m_handle->velocity_func = [](cpBody* body, cpVect gravity, cpFloat damping, cpFloat dt)
{
ChipmunkRigidBody2D* rigidBody = static_cast<ChipmunkRigidBody2D*>(cpBodyGetUserData(body));
RigidBody2D* rigidBody = static_cast<RigidBody2D*>(cpBodyGetUserData(body));
const auto& callback = rigidBody->GetVelocityFunction();
assert(callback);
@@ -482,48 +482,48 @@ namespace Nz
m_handle->velocity_func = cpBodyUpdateVelocity;
}
void ChipmunkRigidBody2D::TeleportTo(const Vector2f& position, const RadianAnglef& rotation)
void RigidBody2D::TeleportTo(const Vector2f& position, const RadianAnglef& rotation)
{
// Use cpTransformVect to rotate/scale the position offset
cpBodySetPosition(m_handle, cpvadd(ToChipmunk(position), cpTransformVect(m_handle->transform, ToChipmunk(m_positionOffset))));
cpBodySetAngle(m_handle, rotation.value);
if (m_isStatic)
{
m_world->DeferBodyAction(*this, [](ChipmunkRigidBody2D* body)
m_world->DeferBodyAction(*this, [](RigidBody2D* body)
{
cpSpaceReindexShapesForBody(body->GetWorld()->GetHandle(), body->GetHandle());
});
}
}
RadianAnglef ChipmunkRigidBody2D::ToLocal(const RadianAnglef& worldRotation)
RadianAnglef RigidBody2D::ToLocal(const RadianAnglef& worldRotation)
{
return worldRotation - GetRotation();
}
Vector2f ChipmunkRigidBody2D::ToLocal(const Vector2f& worldPosition)
Vector2f RigidBody2D::ToLocal(const Vector2f& worldPosition)
{
return FromChipmunk(cpBodyWorldToLocal(m_handle, ToChipmunk(worldPosition)));
}
RadianAnglef ChipmunkRigidBody2D::ToWorld(const RadianAnglef& localRotation)
RadianAnglef RigidBody2D::ToWorld(const RadianAnglef& localRotation)
{
return GetRotation() + localRotation;
}
Vector2f ChipmunkRigidBody2D::ToWorld(const Vector2f& localPosition)
Vector2f RigidBody2D::ToWorld(const Vector2f& localPosition)
{
return FromChipmunk(cpBodyLocalToWorld(m_handle, ToChipmunk(localPosition)));
}
void ChipmunkRigidBody2D::UpdateVelocity(const Vector2f& gravity, float damping, float deltaTime)
void RigidBody2D::UpdateVelocity(const Vector2f& gravity, float damping, float deltaTime)
{
cpBodyUpdateVelocity(m_handle, ToChipmunk(gravity), damping, deltaTime);
}
void ChipmunkRigidBody2D::Wakeup()
void RigidBody2D::Wakeup()
{
m_world->DeferBodyAction(*this, [](ChipmunkRigidBody2D* body)
m_world->DeferBodyAction(*this, [](RigidBody2D* body)
{
if (cpBodyGetType(body->GetHandle()) != CP_BODY_TYPE_STATIC)
cpBodyActivate(body->GetHandle());
@@ -532,12 +532,12 @@ namespace Nz
});
}
ChipmunkRigidBody2D& ChipmunkRigidBody2D::operator=(const ChipmunkRigidBody2D& object)
RigidBody2D& RigidBody2D::operator=(const RigidBody2D& object)
{
return operator=(ChipmunkRigidBody2D(object));
return operator=(RigidBody2D(object));
}
ChipmunkRigidBody2D& ChipmunkRigidBody2D::operator=(ChipmunkRigidBody2D&& object) noexcept
RigidBody2D& RigidBody2D::operator=(RigidBody2D&& object) noexcept
{
Destroy();
@@ -569,7 +569,7 @@ namespace Nz
return *this;
}
void ChipmunkRigidBody2D::Create(ChipmunkPhysWorld2D& world, const DynamicSettings& settings)
void RigidBody2D::Create(PhysWorld2D& world, const DynamicSettings& settings)
{
m_isRegistered = false;
m_isSimulationEnabled = settings.isSimulationEnabled;
@@ -591,7 +591,7 @@ namespace Nz
SetVelocity(settings.linearVelocity);
}
void ChipmunkRigidBody2D::Create(ChipmunkPhysWorld2D& world, const StaticSettings& settings)
void RigidBody2D::Create(PhysWorld2D& world, const StaticSettings& settings)
{
m_gravityFactor = 1.f;
m_isRegistered = false;
@@ -611,7 +611,7 @@ namespace Nz
SetRotation(settings.rotation);
}
void ChipmunkRigidBody2D::Destroy()
void RigidBody2D::Destroy()
{
if (m_bodyIndex != InvalidBodyIndex)
{
@@ -622,7 +622,7 @@ namespace Nz
DestroyBody();
}
void ChipmunkRigidBody2D::DestroyBody()
void RigidBody2D::DestroyBody()
{
UnregisterFromSpace();
@@ -638,7 +638,7 @@ namespace Nz
m_shapes.clear();
}
void ChipmunkRigidBody2D::RegisterToSpace()
void RigidBody2D::RegisterToSpace()
{
if (!m_isRegistered)
{
@@ -653,7 +653,7 @@ namespace Nz
}
}
void ChipmunkRigidBody2D::UnregisterFromSpace()
void RigidBody2D::UnregisterFromSpace()
{
if (m_isRegistered)
{
@@ -668,7 +668,7 @@ namespace Nz
}
}
void ChipmunkRigidBody2D::CopyBodyData(cpBody* from, cpBody* to)
void RigidBody2D::CopyBodyData(cpBody* from, cpBody* to)
{
cpBodySetType(to, cpBodyGetType(from));
@@ -684,7 +684,7 @@ namespace Nz
to->velocity_func = from->velocity_func;
}
void ChipmunkRigidBody2D::CopyShapeData(cpShape* from, cpShape* to)
void RigidBody2D::CopyShapeData(cpShape* from, cpShape* to)
{
cpShapeSetElasticity(to, cpShapeGetElasticity(from));
cpShapeSetFriction(to, cpShapeGetFriction(from));

View File

@@ -1,11 +1,11 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - ChipmunkPhysics2D module"
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ChipmunkPhysics2D/Systems/ChipmunkPhysics2DSystem.hpp>
#include <Nazara/Core/Components/DisabledComponent.hpp>
#include <Nazara/Physics2D/Systems/Physics2DSystem.hpp>
#include <Nazara/Utility/Components/NodeComponent.hpp>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
@@ -20,30 +20,30 @@ namespace Nz
}
}
ChipmunkPhysics2DSystem::ChipmunkPhysics2DSystem(entt::registry& registry) :
Physics2DSystem::Physics2DSystem(entt::registry& registry) :
m_registry(registry),
m_physicsConstructObserver(m_registry, entt::collector.group<ChipmunkRigidBody2DComponent, NodeComponent>())
m_physicsConstructObserver(m_registry, entt::collector.group<RigidBody2DComponent, NodeComponent>())
{
m_bodyConstructConnection = registry.on_construct<ChipmunkRigidBody2DComponent>().connect<&ChipmunkPhysics2DSystem::OnBodyConstruct>(this);
m_bodyDestructConnection = registry.on_destroy<ChipmunkRigidBody2DComponent>().connect<&ChipmunkPhysics2DSystem::OnBodyDestruct>(this);
m_bodyConstructConnection = registry.on_construct<RigidBody2DComponent>().connect<&Physics2DSystem::OnBodyConstruct>(this);
m_bodyDestructConnection = registry.on_destroy<RigidBody2DComponent>().connect<&Physics2DSystem::OnBodyDestruct>(this);
}
ChipmunkPhysics2DSystem::~ChipmunkPhysics2DSystem()
Physics2DSystem::~Physics2DSystem()
{
m_physicsConstructObserver.disconnect();
// Ensure every body is destroyed before world is
auto rigidBodyView = m_registry.view<ChipmunkRigidBody2DComponent>();
auto rigidBodyView = m_registry.view<RigidBody2DComponent>();
for (auto [entity, rigidBodyComponent] : rigidBodyView.each())
rigidBodyComponent.Destroy();
}
void ChipmunkPhysics2DSystem::Update(Time elapsedTime)
void Physics2DSystem::Update(Time elapsedTime)
{
// Move newly-created physics entities to their node position/rotation
m_physicsConstructObserver.each([&](entt::entity entity)
{
ChipmunkRigidBody2DComponent& entityPhysics = m_registry.get<ChipmunkRigidBody2DComponent>(entity);
RigidBody2DComponent& entityPhysics = m_registry.get<RigidBody2DComponent>(entity);
NodeComponent& entityNode = m_registry.get<NodeComponent>(entity);
entityPhysics.TeleportTo(Vector2f(entityNode.GetPosition()), AngleFromQuaternion(entityNode.GetRotation()));
@@ -52,7 +52,7 @@ namespace Nz
m_physWorld.Step(elapsedTime);
// Replicate rigid body position to their node components
auto view = m_registry.view<NodeComponent, const ChipmunkRigidBody2DComponent>(entt::exclude<DisabledComponent>);
auto view = m_registry.view<NodeComponent, const RigidBody2DComponent>(entt::exclude<DisabledComponent>);
for (auto [entity, nodeComponent, rigidBodyComponent] : view.each())
{
if (rigidBodyComponent.IsSleeping())
@@ -62,14 +62,14 @@ namespace Nz
}
}
ChipmunkPhysWorld2D::ContactCallbacks ChipmunkPhysics2DSystem::SetupContactCallbacks(ContactCallbacks callbacks)
PhysWorld2D::ContactCallbacks Physics2DSystem::SetupContactCallbacks(ContactCallbacks callbacks)
{
ChipmunkPhysWorld2D::ContactCallbacks trampolineCallbacks;
PhysWorld2D::ContactCallbacks trampolineCallbacks;
trampolineCallbacks.userdata = callbacks.userdata;
if (callbacks.endCallback)
{
trampolineCallbacks.endCallback = [this, cb = std::move(callbacks.endCallback)](ChipmunkPhysWorld2D& world, ChipmunkArbiter2D& arbiter, ChipmunkRigidBody2D& bodyA, ChipmunkRigidBody2D& bodyB, void* userdata)
trampolineCallbacks.endCallback = [this, cb = std::move(callbacks.endCallback)](PhysWorld2D& world, PhysArbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)
{
return cb(world, arbiter, GetRigidBodyEntity(bodyA.GetBodyIndex()), GetRigidBodyEntity(bodyB.GetBodyIndex()), userdata);
};
@@ -77,7 +77,7 @@ namespace Nz
if (callbacks.preSolveCallback)
{
trampolineCallbacks.preSolveCallback = [this, cb = std::move(callbacks.preSolveCallback)](ChipmunkPhysWorld2D& world, ChipmunkArbiter2D& arbiter, ChipmunkRigidBody2D& bodyA, ChipmunkRigidBody2D& bodyB, void* userdata)
trampolineCallbacks.preSolveCallback = [this, cb = std::move(callbacks.preSolveCallback)](PhysWorld2D& world, PhysArbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)
{
return cb(world, arbiter, GetRigidBodyEntity(bodyA.GetBodyIndex()), GetRigidBodyEntity(bodyB.GetBodyIndex()), userdata);
};
@@ -85,7 +85,7 @@ namespace Nz
if (callbacks.postSolveCallback)
{
trampolineCallbacks.postSolveCallback = [this, cb = std::move(callbacks.postSolveCallback)](ChipmunkPhysWorld2D& world, ChipmunkArbiter2D& arbiter, ChipmunkRigidBody2D& bodyA, ChipmunkRigidBody2D& bodyB, void* userdata)
trampolineCallbacks.postSolveCallback = [this, cb = std::move(callbacks.postSolveCallback)](PhysWorld2D& world, PhysArbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)
{
return cb(world, arbiter, GetRigidBodyEntity(bodyA.GetBodyIndex()), GetRigidBodyEntity(bodyB.GetBodyIndex()), userdata);
};
@@ -93,7 +93,7 @@ namespace Nz
if (callbacks.startCallback)
{
trampolineCallbacks.startCallback = [this, cb = std::move(callbacks.startCallback)](ChipmunkPhysWorld2D& world, ChipmunkArbiter2D& arbiter, ChipmunkRigidBody2D& bodyA, ChipmunkRigidBody2D& bodyB, void* userdata)
trampolineCallbacks.startCallback = [this, cb = std::move(callbacks.startCallback)](PhysWorld2D& world, PhysArbiter2D& arbiter, RigidBody2D& bodyA, RigidBody2D& bodyB, void* userdata)
{
return cb(world, arbiter, GetRigidBodyEntity(bodyA.GetBodyIndex()), GetRigidBodyEntity(bodyB.GetBodyIndex()), userdata);
};
@@ -102,9 +102,9 @@ namespace Nz
return trampolineCallbacks;
}
void ChipmunkPhysics2DSystem::OnBodyConstruct(entt::registry& registry, entt::entity entity)
void Physics2DSystem::OnBodyConstruct(entt::registry& registry, entt::entity entity)
{
ChipmunkRigidBody2DComponent& rigidBody = registry.get<ChipmunkRigidBody2DComponent>(entity);
RigidBody2DComponent& rigidBody = registry.get<RigidBody2DComponent>(entity);
rigidBody.Construct(m_physWorld);
UInt32 uniqueIndex = rigidBody.GetBodyIndex();
@@ -114,10 +114,10 @@ namespace Nz
m_bodyIndicesToEntity[uniqueIndex] = entity;
}
void ChipmunkPhysics2DSystem::OnBodyDestruct(entt::registry& registry, entt::entity entity)
void Physics2DSystem::OnBodyDestruct(entt::registry& registry, entt::entity entity)
{
// Unregister owning entity
ChipmunkRigidBody2DComponent& rigidBody = registry.get<ChipmunkRigidBody2DComponent>(entity);
RigidBody2DComponent& rigidBody = registry.get<RigidBody2DComponent>(entity);
UInt32 uniqueIndex = rigidBody.GetBodyIndex();
assert(uniqueIndex <= m_bodyIndicesToEntity.size());

View File

@@ -1,10 +1,10 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - JoltPhysics3D module"
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/JoltPhysics3D/JoltCollider3D.hpp>
#include <Nazara/Physics3D/Collider3D.hpp>
#include <Nazara/Core/PrimitiveList.hpp>
#include <Nazara/JoltPhysics3D/JoltHelper.hpp>
#include <Nazara/Physics3D/JoltHelper.hpp>
#include <Nazara/Utility/Algorithm.hpp>
#include <Nazara/Utility/IndexBuffer.hpp>
#include <Nazara/Utility/SoftwareBuffer.hpp>
@@ -21,14 +21,14 @@
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
#include <optional>
#include <unordered_map>
#include <Nazara/JoltPhysics3D/Debug.hpp>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
JoltCollider3D::JoltCollider3D() = default;
JoltCollider3D::~JoltCollider3D() = default;
Collider3D::Collider3D() = default;
Collider3D::~Collider3D() = default;
std::shared_ptr<StaticMesh> JoltCollider3D::GenerateDebugMesh() const
std::shared_ptr<StaticMesh> Collider3D::GenerateDebugMesh() const
{
std::vector<Vector3f> colliderVertices;
std::vector<UInt16> colliderIndices;
@@ -44,12 +44,12 @@ namespace Nz
return colliderSubMesh;
}
std::shared_ptr<JoltCollider3D> JoltCollider3D::Build(const PrimitiveList& list)
std::shared_ptr<Collider3D> Collider3D::Build(const PrimitiveList& list)
{
std::size_t primitiveCount = list.GetSize();
if (primitiveCount > 1)
{
std::vector<JoltCompoundCollider3D::ChildCollider> childColliders(primitiveCount);
std::vector<CompoundCollider3D::ChildCollider> childColliders(primitiveCount);
for (unsigned int i = 0; i < primitiveCount; ++i)
{
@@ -59,7 +59,7 @@ namespace Nz
childColliders[i].rotation = primitive.matrix.GetRotation();
}
return std::make_shared<JoltCompoundCollider3D>(std::move(childColliders));
return std::make_shared<CompoundCollider3D>(std::move(childColliders));
}
else if (primitiveCount > 0)
return CreateGeomFromPrimitive(list.GetPrimitive(0));
@@ -67,12 +67,12 @@ namespace Nz
return nullptr;// std::make_shared<NullCollider3D>(); //< TODO
}
void JoltCollider3D::ResetShapeSettings()
void Collider3D::ResetShapeSettings()
{
m_shapeSettings.reset();
}
void JoltCollider3D::SetupShapeSettings(std::unique_ptr<JPH::ShapeSettings>&& shapeSettings)
void Collider3D::SetupShapeSettings(std::unique_ptr<JPH::ShapeSettings>&& shapeSettings)
{
assert(!m_shapeSettings);
m_shapeSettings = std::move(shapeSettings);
@@ -82,37 +82,37 @@ namespace Nz
throw std::runtime_error(std::string("shape creation failed: ") + result.GetError().c_str());
}
std::shared_ptr<JoltCollider3D> JoltCollider3D::CreateGeomFromPrimitive(const Primitive& primitive)
std::shared_ptr<Collider3D> Collider3D::CreateGeomFromPrimitive(const Primitive& primitive)
{
switch (primitive.type)
{
case PrimitiveType::Box:
return std::make_shared<JoltBoxCollider3D>(primitive.box.lengths);
return std::make_shared<BoxCollider3D>(primitive.box.lengths);
case PrimitiveType::Cone:
return nullptr; //< TODO
//return std::make_shared<ConeCollider3D>(primitive.cone.length, primitive.cone.radius);
case PrimitiveType::Plane:
return std::make_shared<JoltBoxCollider3D>(Vector3f(primitive.plane.size.x, 0.01f, primitive.plane.size.y));
return std::make_shared<BoxCollider3D>(Vector3f(primitive.plane.size.x, 0.01f, primitive.plane.size.y));
///TODO: PlaneGeom?
case PrimitiveType::Sphere:
return std::make_shared<JoltSphereCollider3D>(primitive.sphere.size);
return std::make_shared<SphereCollider3D>(primitive.sphere.size);
}
NazaraErrorFmt("Primitive type not handled ({0:#x})", UnderlyingCast(primitive.type));
return std::shared_ptr<JoltCollider3D>();
return std::shared_ptr<Collider3D>();
}
/********************************** JoltBoxCollider3D **********************************/
/********************************** BoxCollider3D **********************************/
JoltBoxCollider3D::JoltBoxCollider3D(const Vector3f& lengths, float convexRadius)
BoxCollider3D::BoxCollider3D(const Vector3f& lengths, float convexRadius)
{
SetupShapeSettings(std::make_unique<JPH::BoxShapeSettings>(ToJolt(lengths * 0.5f), convexRadius));
}
void JoltBoxCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
void BoxCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
{
auto InsertVertex = [&](float x, float y, float z) -> UInt16
{
@@ -154,24 +154,24 @@ namespace Nz
InsertEdge(v3, v7);
}
Vector3f JoltBoxCollider3D::GetLengths() const
Vector3f BoxCollider3D::GetLengths() const
{
return FromJolt(GetShapeSettingsAs<JPH::BoxShapeSettings>()->mHalfExtent) * 2.f;
}
JoltColliderType3D JoltBoxCollider3D::GetType() const
ColliderType3D BoxCollider3D::GetType() const
{
return JoltColliderType3D::Box;
return ColliderType3D::Box;
}
/********************************** JoltCapsuleCollider3D **********************************/
/********************************** CapsuleCollider3D **********************************/
JoltCapsuleCollider3D::JoltCapsuleCollider3D(float height, float radius)
CapsuleCollider3D::CapsuleCollider3D(float height, float radius)
{
SetupShapeSettings(std::make_unique<JPH::CapsuleShapeSettings>(height * 0.5f, radius));
}
void JoltCapsuleCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
void CapsuleCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
{
constexpr unsigned int cornerStepCount = 10;
constexpr unsigned int sliceCount = 4;
@@ -237,24 +237,24 @@ namespace Nz
}
}
float JoltCapsuleCollider3D::GetHeight() const
float CapsuleCollider3D::GetHeight() const
{
return GetShapeSettingsAs<JPH::CapsuleShapeSettings>()->mHalfHeightOfCylinder * 2.0f;
}
float JoltCapsuleCollider3D::GetRadius() const
float CapsuleCollider3D::GetRadius() const
{
return GetShapeSettingsAs<JPH::CapsuleShapeSettings>()->mRadius;
}
JoltColliderType3D JoltCapsuleCollider3D::GetType() const
ColliderType3D CapsuleCollider3D::GetType() const
{
return JoltColliderType3D::Capsule;
return ColliderType3D::Capsule;
}
/******************************* JoltCompoundCollider3D ********************************/
/******************************* CompoundCollider3D ********************************/
JoltCompoundCollider3D::JoltCompoundCollider3D(std::vector<ChildCollider> childs) :
CompoundCollider3D::CompoundCollider3D(std::vector<ChildCollider> childs) :
m_childs(std::move(childs))
{
auto shapeSettings = std::make_unique<JPH::StaticCompoundShapeSettings>();
@@ -264,31 +264,31 @@ namespace Nz
SetupShapeSettings(std::move(shapeSettings));
}
JoltCompoundCollider3D::~JoltCompoundCollider3D()
CompoundCollider3D::~CompoundCollider3D()
{
// We have to destroy shape settings first as it carries references on the inner colliders
ResetShapeSettings();
}
void JoltCompoundCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
void CompoundCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
{
for (const auto& child : m_childs)
child.collider->BuildDebugMesh(vertices, indices, offsetMatrix * Matrix4f::Transform(child.offset, child.rotation));
}
auto JoltCompoundCollider3D::GetGeoms() const -> const std::vector<ChildCollider>&
auto CompoundCollider3D::GetGeoms() const -> const std::vector<ChildCollider>&
{
return m_childs;
}
JoltColliderType3D JoltCompoundCollider3D::GetType() const
ColliderType3D CompoundCollider3D::GetType() const
{
return JoltColliderType3D::Compound;
return ColliderType3D::Compound;
}
/******************************** JoltConvexHullCollider3D *********************************/
/******************************** ConvexHullCollider3D *********************************/
JoltConvexHullCollider3D::JoltConvexHullCollider3D(SparsePtr<const Vector3f> vertices, std::size_t vertexCount, float hullTolerance, float convexRadius, float maxErrorConvexRadius)
ConvexHullCollider3D::ConvexHullCollider3D(SparsePtr<const Vector3f> vertices, std::size_t vertexCount, float hullTolerance, float convexRadius, float maxErrorConvexRadius)
{
std::unique_ptr<JPH::ConvexHullShapeSettings> settings = std::make_unique<JPH::ConvexHullShapeSettings>();
settings->mHullTolerance = hullTolerance;
@@ -302,7 +302,7 @@ namespace Nz
SetupShapeSettings(std::move(settings));
}
void JoltConvexHullCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
void ConvexHullCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
{
const JPH::ConvexHullShapeSettings* settings = GetShapeSettingsAs<JPH::ConvexHullShapeSettings>();
const JPH::ConvexHullShape* shape = SafeCast<const JPH::ConvexHullShape*>(settings->Create().Get().GetPtr());
@@ -348,14 +348,14 @@ namespace Nz
}
}
JoltColliderType3D JoltConvexHullCollider3D::GetType() const
ColliderType3D ConvexHullCollider3D::GetType() const
{
return JoltColliderType3D::Convex;
return ColliderType3D::Convex;
}
/******************************** JoltMeshCollider3D *********************************/
/******************************** MeshCollider3D *********************************/
JoltMeshCollider3D::JoltMeshCollider3D(SparsePtr<const Vector3f> vertices, std::size_t vertexCount, SparsePtr<const UInt16> indices, std::size_t indexCount)
MeshCollider3D::MeshCollider3D(SparsePtr<const Vector3f> vertices, std::size_t vertexCount, SparsePtr<const UInt16> indices, std::size_t indexCount)
{
std::unique_ptr<JPH::MeshShapeSettings> settings = std::make_unique<JPH::MeshShapeSettings>();
settings->mTriangleVertices.resize(vertexCount);
@@ -380,7 +380,7 @@ namespace Nz
SetupShapeSettings(std::move(settings));
}
JoltMeshCollider3D::JoltMeshCollider3D(SparsePtr<const Vector3f> vertices, std::size_t vertexCount, SparsePtr<const UInt32> indices, std::size_t indexCount)
MeshCollider3D::MeshCollider3D(SparsePtr<const Vector3f> vertices, std::size_t vertexCount, SparsePtr<const UInt32> indices, std::size_t indexCount)
{
std::unique_ptr<JPH::MeshShapeSettings> settings = std::make_unique<JPH::MeshShapeSettings>();
settings->mTriangleVertices.resize(vertexCount);
@@ -405,59 +405,59 @@ namespace Nz
SetupShapeSettings(std::move(settings));
}
void JoltMeshCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
void MeshCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
{
}
JoltColliderType3D JoltMeshCollider3D::GetType() const
ColliderType3D MeshCollider3D::GetType() const
{
return JoltColliderType3D::Mesh;
return ColliderType3D::Mesh;
}
/******************************** JoltSphereCollider3D *********************************/
/******************************** SphereCollider3D *********************************/
JoltSphereCollider3D::JoltSphereCollider3D(float radius)
SphereCollider3D::SphereCollider3D(float radius)
{
SetupShapeSettings(std::make_unique<JPH::SphereShapeSettings>(radius));
}
void JoltSphereCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
void SphereCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
{
}
float JoltSphereCollider3D::GetRadius() const
float SphereCollider3D::GetRadius() const
{
return GetShapeSettingsAs<JPH::SphereShapeSettings>()->mRadius;
}
JoltColliderType3D JoltSphereCollider3D::GetType() const
ColliderType3D SphereCollider3D::GetType() const
{
return JoltColliderType3D::Sphere;
return ColliderType3D::Sphere;
}
/******************************** JoltTranslatedRotatedCollider3D *********************************/
/******************************** TranslatedRotatedCollider3D *********************************/
JoltTranslatedRotatedCollider3D::JoltTranslatedRotatedCollider3D(std::shared_ptr<JoltCollider3D> collider, const Vector3f& translation, const Quaternionf& rotation) :
TranslatedRotatedCollider3D::TranslatedRotatedCollider3D(std::shared_ptr<Collider3D> collider, const Vector3f& translation, const Quaternionf& rotation) :
m_collider(std::move(collider))
{
SetupShapeSettings(std::make_unique<JPH::RotatedTranslatedShapeSettings>(ToJolt(translation), ToJolt(rotation), m_collider->GetShapeSettings()));
}
JoltTranslatedRotatedCollider3D::~JoltTranslatedRotatedCollider3D()
TranslatedRotatedCollider3D::~TranslatedRotatedCollider3D()
{
// We have to destroy shape settings first as it carries references on the inner collider
ResetShapeSettings();
}
void JoltTranslatedRotatedCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
void TranslatedRotatedCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
{
const JPH::RotatedTranslatedShapeSettings* settings = GetShapeSettingsAs<JPH::RotatedTranslatedShapeSettings>();
m_collider->BuildDebugMesh(vertices, indices, offsetMatrix * Matrix4f::Transform(FromJolt(settings->mPosition), FromJolt(settings->mRotation)));
}
JoltColliderType3D JoltTranslatedRotatedCollider3D::GetType() const
ColliderType3D TranslatedRotatedCollider3D::GetType() const
{
return JoltColliderType3D::TranslatedRotatedDecoration;
return ColliderType3D::TranslatedRotatedDecoration;
}
}

View File

@@ -1,11 +1,11 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - JoltPhysics3D module"
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_JOLTPHYSICS3D_JOLTHELPER_HPP
#define NAZARA_JOLTPHYSICS3D_JOLTHELPER_HPP
#ifndef NAZARA_PHYSICS3D_JOLTHELPER_HPP
#define NAZARA_PHYSICS3D_JOLTHELPER_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Math/Matrix4.hpp>
@@ -25,6 +25,6 @@ namespace Nz
inline JPH::Vec4 ToJolt(const Vector4f& vec);
}
#include <Nazara/JoltPhysics3D/JoltHelper.inl>
#include <Nazara/Physics3D/JoltHelper.inl>
#endif // NAZARA_JOLTPHYSICS3D_JOLTHELPER_HPP
#endif // NAZARA_PHYSICS3D_JOLTHELPER_HPP

View File

@@ -1,8 +1,8 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - JoltPhysics3D module"
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/JoltPhysics3D/Debug.hpp>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
@@ -57,4 +57,4 @@ namespace Nz
}
}
#include <Nazara/JoltPhysics3D/DebugOff.hpp>
#include <Nazara/Physics3D/DebugOff.hpp>

View File

@@ -1,27 +1,27 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - JoltPhysics3D module"
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/JoltPhysics3D/JoltCharacter.hpp>
#include <Nazara/JoltPhysics3D/JoltCollider3D.hpp>
#include <Nazara/JoltPhysics3D/JoltHelper.hpp>
#include <Nazara/JoltPhysics3D/JoltPhysWorld3D.hpp>
#include <Nazara/Physics3D/PhysCharacter3D.hpp>
#include <Nazara/Physics3D/Collider3D.hpp>
#include <Nazara/Physics3D/JoltHelper.hpp>
#include <Nazara/Physics3D/PhysWorld3D.hpp>
#include <Jolt/Jolt.h>
#include <Jolt/Physics/PhysicsSystem.h>
#include <Jolt/Physics/Character/Character.h>
#include <Jolt/Physics/Collision/ObjectLayer.h>
#include <Nazara/JoltPhysics3D/Debug.hpp>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
JoltCharacter::JoltCharacter() = default;
PhysCharacter3D::PhysCharacter3D() = default;
JoltCharacter::JoltCharacter(JoltPhysWorld3D& physWorld, const Settings& settings)
PhysCharacter3D::PhysCharacter3D(PhysWorld3D& physWorld, const Settings& settings)
{
Create(physWorld, settings);
}
JoltCharacter::JoltCharacter(JoltCharacter&& character) noexcept :
PhysCharacter3D::PhysCharacter3D(PhysCharacter3D&& character) noexcept :
m_impl(std::move(character.m_impl)),
m_collider(std::move(character.m_collider)),
m_character(std::move(character.m_character)),
@@ -43,12 +43,12 @@ namespace Nz
}
}
JoltCharacter::~JoltCharacter()
PhysCharacter3D::~PhysCharacter3D()
{
Destroy();
}
void JoltCharacter::EnableSleeping(bool enable)
void PhysCharacter3D::EnableSleeping(bool enable)
{
const JPH::BodyLockInterfaceNoLock& bodyInterface = m_world->GetPhysicsSystem()->GetBodyLockInterfaceNoLock();
JPH::BodyLockWrite bodyLock(bodyInterface, m_character->GetBodyID());
@@ -58,27 +58,27 @@ namespace Nz
bodyLock.GetBody().SetAllowSleeping(enable);
}
UInt32 JoltCharacter::GetBodyIndex() const
UInt32 PhysCharacter3D::GetBodyIndex() const
{
return m_bodyIndex;
}
Vector3f JoltCharacter::GetLinearVelocity() const
Vector3f PhysCharacter3D::GetLinearVelocity() const
{
return FromJolt(m_character->GetLinearVelocity(false));
}
Quaternionf JoltCharacter::GetRotation() const
Quaternionf PhysCharacter3D::GetRotation() const
{
return FromJolt(m_character->GetRotation(false));
}
Vector3f JoltCharacter::GetPosition() const
Vector3f PhysCharacter3D::GetPosition() const
{
return FromJolt(m_character->GetPosition(false));
}
std::pair<Vector3f, Quaternionf> JoltCharacter::GetPositionAndRotation() const
std::pair<Vector3f, Quaternionf> PhysCharacter3D::GetPositionAndRotation() const
{
JPH::Vec3 position;
JPH::Quat rotation;
@@ -87,48 +87,48 @@ namespace Nz
return { FromJolt(position), FromJolt(rotation) };
}
Vector3f JoltCharacter::GetUp() const
Vector3f PhysCharacter3D::GetUp() const
{
return FromJolt(m_character->GetUp());
}
bool JoltCharacter::IsOnGround() const
bool PhysCharacter3D::IsOnGround() const
{
return m_character->GetGroundState() == JPH::Character::EGroundState::OnGround;
}
void JoltCharacter::SetFriction(float friction)
void PhysCharacter3D::SetFriction(float friction)
{
JPH::BodyInterface& bodyInterface = m_world->GetPhysicsSystem()->GetBodyInterfaceNoLock();
bodyInterface.SetFriction(m_character->GetBodyID(), friction);
}
void JoltCharacter::SetLinearVelocity(const Vector3f& linearVel)
void PhysCharacter3D::SetLinearVelocity(const Vector3f& linearVel)
{
m_character->SetLinearVelocity(ToJolt(linearVel), false);
}
void JoltCharacter::SetRotation(const Quaternionf& rotation)
void PhysCharacter3D::SetRotation(const Quaternionf& rotation)
{
m_character->SetRotation(ToJolt(rotation), JPH::EActivation::Activate, false);
}
void JoltCharacter::SetUp(const Vector3f& up)
void PhysCharacter3D::SetUp(const Vector3f& up)
{
m_character->SetUp(ToJolt(up));
}
void JoltCharacter::TeleportTo(const Vector3f& position, const Quaternionf& rotation)
void PhysCharacter3D::TeleportTo(const Vector3f& position, const Quaternionf& rotation)
{
m_character->SetPositionAndRotation(ToJolt(position), ToJolt(rotation), JPH::EActivation::Activate, false);
}
void JoltCharacter::WakeUp()
void PhysCharacter3D::WakeUp()
{
m_character->Activate(false);
}
JoltCharacter& JoltCharacter::operator=(JoltCharacter&& character) noexcept
PhysCharacter3D& PhysCharacter3D::operator=(PhysCharacter3D&& character) noexcept
{
Destroy();
@@ -155,7 +155,7 @@ namespace Nz
return *this;
}
void JoltCharacter::Create(JoltPhysWorld3D& physWorld, const Settings& settings)
void PhysCharacter3D::Create(PhysWorld3D& physWorld, const Settings& settings)
{
m_collider = settings.collider;
m_impl = physWorld.GetDefaultCharacterImpl();
@@ -180,7 +180,7 @@ namespace Nz
m_world->RegisterStepListener(this);
}
void JoltCharacter::Destroy()
void PhysCharacter3D::Destroy()
{
if (m_character)
{
@@ -197,25 +197,25 @@ namespace Nz
m_collider.reset();
}
void JoltCharacter::PostSimulate(float elapsedTime)
void PhysCharacter3D::PostSimulate(float elapsedTime)
{
m_character->PostSimulation(0.05f);
m_impl->PostSimulate(*this, elapsedTime);
}
void JoltCharacter::PreSimulate(float elapsedTime)
void PhysCharacter3D::PreSimulate(float elapsedTime)
{
m_impl->PreSimulate(*this, elapsedTime);
}
JoltCharacterImpl::~JoltCharacterImpl() = default;
PhysCharacter3DImpl::~PhysCharacter3DImpl() = default;
void JoltCharacterImpl::PostSimulate(JoltCharacter& /*character*/, float /*elapsedTime*/)
void PhysCharacter3DImpl::PostSimulate(PhysCharacter3D& /*character*/, float /*elapsedTime*/)
{
}
void JoltCharacterImpl::PreSimulate(JoltCharacter& /*character*/, float /*elapsedTime*/)
void PhysCharacter3DImpl::PreSimulate(PhysCharacter3D& /*character*/, float /*elapsedTime*/)
{
}
}

View File

@@ -1,70 +1,70 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - JoltPhysics3D module"
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/JoltPhysics3D/JoltConstraint3D.hpp>
#include <Nazara/JoltPhysics3D/JoltHelper.hpp>
#include <Nazara/Physics3D/PhysConstraint3D.hpp>
#include <Nazara/Physics3D/JoltHelper.hpp>
#include <Jolt/Jolt.h>
#include <Jolt/Physics/PhysicsSystem.h>
#include <Jolt/Physics/Constraints/DistanceConstraint.h>
#include <Jolt/Physics/Constraints/PointConstraint.h>
#include <cassert>
#include <Nazara/JoltPhysics3D/Debug.hpp>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
JoltConstraint3D::JoltConstraint3D() = default;
PhysConstraint3D::PhysConstraint3D() = default;
JoltConstraint3D::JoltConstraint3D(JoltConstraint3D&& constraint) noexcept :
PhysConstraint3D::PhysConstraint3D(PhysConstraint3D&& constraint) noexcept :
m_constraint(std::move(constraint.m_constraint))
{
if (m_constraint)
m_constraint->SetUserData(SafeCast<UInt64>(BitCast<std::uintptr_t>(this)));
}
JoltConstraint3D::~JoltConstraint3D()
PhysConstraint3D::~PhysConstraint3D()
{
Destroy();
}
JoltRigidBody3D& JoltConstraint3D::GetBodyA()
RigidBody3D& PhysConstraint3D::GetBodyA()
{
return *BitCast<JoltRigidBody3D*>(static_cast<std::uintptr_t>(m_constraint->GetBody1()->GetUserData()));
return *BitCast<RigidBody3D*>(static_cast<std::uintptr_t>(m_constraint->GetBody1()->GetUserData()));
}
const JoltRigidBody3D& JoltConstraint3D::GetBodyA() const
const RigidBody3D& PhysConstraint3D::GetBodyA() const
{
return *BitCast<JoltRigidBody3D*>(static_cast<std::uintptr_t>(m_constraint->GetBody1()->GetUserData()));
return *BitCast<RigidBody3D*>(static_cast<std::uintptr_t>(m_constraint->GetBody1()->GetUserData()));
}
JoltRigidBody3D& JoltConstraint3D::GetBodyB()
RigidBody3D& PhysConstraint3D::GetBodyB()
{
NazaraAssert(!IsSingleBody(), "constraint is not attached to a second body");
return *BitCast<JoltRigidBody3D*>(static_cast<std::uintptr_t>(m_constraint->GetBody2()->GetUserData()));
return *BitCast<RigidBody3D*>(static_cast<std::uintptr_t>(m_constraint->GetBody2()->GetUserData()));
}
const JoltRigidBody3D& JoltConstraint3D::GetBodyB() const
const RigidBody3D& PhysConstraint3D::GetBodyB() const
{
NazaraAssert(!IsSingleBody(), "constraint is not attached to a second body");
return *BitCast<JoltRigidBody3D*>(static_cast<std::uintptr_t>(m_constraint->GetBody2()->GetUserData()));
return *BitCast<RigidBody3D*>(static_cast<std::uintptr_t>(m_constraint->GetBody2()->GetUserData()));
}
JoltPhysWorld3D& JoltConstraint3D::GetWorld()
PhysWorld3D& PhysConstraint3D::GetWorld()
{
return GetBodyA().GetWorld();
}
const JoltPhysWorld3D& JoltConstraint3D::GetWorld() const
const PhysWorld3D& PhysConstraint3D::GetWorld() const
{
return GetBodyA().GetWorld();
}
bool JoltConstraint3D::IsSingleBody() const
bool PhysConstraint3D::IsSingleBody() const
{
return m_constraint->GetBody2() == &JPH::Body::sFixedToWorld;
}
JoltConstraint3D& JoltConstraint3D::operator=(JoltConstraint3D&& constraint) noexcept
PhysConstraint3D& PhysConstraint3D::operator=(PhysConstraint3D&& constraint) noexcept
{
Destroy();
@@ -76,7 +76,7 @@ namespace Nz
return *this;
}
void JoltConstraint3D::Destroy()
void PhysConstraint3D::Destroy()
{
if (m_constraint)
{
@@ -87,7 +87,7 @@ namespace Nz
}
}
void JoltConstraint3D::SetupConstraint(std::unique_ptr<JPH::TwoBodyConstraint> constraint)
void PhysConstraint3D::SetupConstraint(std::unique_ptr<JPH::TwoBodyConstraint> constraint)
{
assert(!m_constraint);
m_constraint = std::move(constraint);
@@ -99,7 +99,7 @@ namespace Nz
}
JoltDistanceConstraint3D::JoltDistanceConstraint3D(JoltRigidBody3D& first, const Vector3f& pivot, float maxDist, float minDist)
PhysDistanceConstraint3D::PhysDistanceConstraint3D(RigidBody3D& first, const Vector3f& pivot, float maxDist, float minDist)
{
JPH::DistanceConstraintSettings settings;
settings.mPoint1 = ToJolt(pivot);
@@ -111,7 +111,7 @@ namespace Nz
SetupConstraint(std::make_unique<JPH::DistanceConstraint>(*first.GetBody(), JPH::Body::sFixedToWorld, settings));
}
JoltDistanceConstraint3D::JoltDistanceConstraint3D(JoltRigidBody3D& first, JoltRigidBody3D& second, const Vector3f& pivot, float maxDist, float minDist)
PhysDistanceConstraint3D::PhysDistanceConstraint3D(RigidBody3D& first, RigidBody3D& second, const Vector3f& pivot, float maxDist, float minDist)
{
JPH::DistanceConstraintSettings settings;
settings.mPoint1 = ToJolt(pivot);
@@ -123,7 +123,7 @@ namespace Nz
SetupConstraint(std::make_unique<JPH::DistanceConstraint>(*first.GetBody(), *second.GetBody(), settings));
}
JoltDistanceConstraint3D::JoltDistanceConstraint3D(JoltRigidBody3D& first, JoltRigidBody3D& second, const Vector3f& firstAnchor, const Vector3f& secondAnchor, float maxDist, float minDist)
PhysDistanceConstraint3D::PhysDistanceConstraint3D(RigidBody3D& first, RigidBody3D& second, const Vector3f& firstAnchor, const Vector3f& secondAnchor, float maxDist, float minDist)
{
JPH::DistanceConstraintSettings settings;
settings.mPoint1 = ToJolt(firstAnchor);
@@ -135,49 +135,49 @@ namespace Nz
SetupConstraint(std::make_unique<JPH::DistanceConstraint>(*first.GetBody(), *second.GetBody(), settings));
}
float JoltDistanceConstraint3D::GetDamping() const
float PhysDistanceConstraint3D::GetDamping() const
{
return GetConstraint<JPH::DistanceConstraint>()->GetLimitsSpringSettings().mDamping;
}
float JoltDistanceConstraint3D::GetFrequency() const
float PhysDistanceConstraint3D::GetFrequency() const
{
return GetConstraint<JPH::DistanceConstraint>()->GetLimitsSpringSettings().mFrequency;
}
float JoltDistanceConstraint3D::GetMaxDistance() const
float PhysDistanceConstraint3D::GetMaxDistance() const
{
return GetConstraint<JPH::DistanceConstraint>()->GetMaxDistance();
}
float JoltDistanceConstraint3D::GetMinDistance() const
float PhysDistanceConstraint3D::GetMinDistance() const
{
return GetConstraint<JPH::DistanceConstraint>()->GetMinDistance();
}
void JoltDistanceConstraint3D::SetDamping(float damping)
void PhysDistanceConstraint3D::SetDamping(float damping)
{
GetConstraint<JPH::DistanceConstraint>()->GetLimitsSpringSettings().mDamping = damping;
}
void JoltDistanceConstraint3D::SetDistance(float minDist, float maxDist)
void PhysDistanceConstraint3D::SetDistance(float minDist, float maxDist)
{
GetConstraint<JPH::DistanceConstraint>()->SetDistance(minDist, maxDist);
}
void JoltDistanceConstraint3D::SetFrequency(float frequency)
void PhysDistanceConstraint3D::SetFrequency(float frequency)
{
GetConstraint<JPH::DistanceConstraint>()->GetLimitsSpringSettings().mFrequency = frequency;
}
void JoltDistanceConstraint3D::SetMaxDistance(float maxDist)
void PhysDistanceConstraint3D::SetMaxDistance(float maxDist)
{
JPH::DistanceConstraint* constraint = GetConstraint<JPH::DistanceConstraint>();
constraint->SetDistance(constraint->GetMinDistance(), maxDist);
}
void JoltDistanceConstraint3D::SetMinDistance(float minDist)
void PhysDistanceConstraint3D::SetMinDistance(float minDist)
{
JPH::DistanceConstraint* constraint = GetConstraint<JPH::DistanceConstraint>();
@@ -185,7 +185,7 @@ namespace Nz
}
JoltPivotConstraint3D::JoltPivotConstraint3D(JoltRigidBody3D& first, const Vector3f& pivot)
PhysPivotConstraint3D::PhysPivotConstraint3D(RigidBody3D& first, const Vector3f& pivot)
{
JPH::PointConstraintSettings settings;
settings.mPoint1 = ToJolt(pivot);
@@ -195,7 +195,7 @@ namespace Nz
SetupConstraint(std::make_unique<JPH::PointConstraint>(*first.GetBody(), JPH::Body::sFixedToWorld, settings));
}
JoltPivotConstraint3D::JoltPivotConstraint3D(JoltRigidBody3D& first, JoltRigidBody3D& second, const Vector3f& pivot)
PhysPivotConstraint3D::PhysPivotConstraint3D(RigidBody3D& first, RigidBody3D& second, const Vector3f& pivot)
{
JPH::PointConstraintSettings settings;
settings.mPoint1 = ToJolt(pivot);
@@ -205,7 +205,7 @@ namespace Nz
SetupConstraint(std::make_unique<JPH::PointConstraint>(*first.GetBody(), *second.GetBody(), settings));
}
JoltPivotConstraint3D::JoltPivotConstraint3D(JoltRigidBody3D& first, JoltRigidBody3D& second, const Vector3f& firstAnchor, const Vector3f& secondAnchor)
PhysPivotConstraint3D::PhysPivotConstraint3D(RigidBody3D& first, RigidBody3D& second, const Vector3f& firstAnchor, const Vector3f& secondAnchor)
{
JPH::PointConstraintSettings settings;
settings.mPoint1 = ToJolt(firstAnchor);
@@ -215,27 +215,27 @@ namespace Nz
SetupConstraint(std::make_unique<JPH::PointConstraint>(*first.GetBody(), *second.GetBody(), settings));
}
Vector3f JoltPivotConstraint3D::GetFirstAnchor() const
Vector3f PhysPivotConstraint3D::GetFirstAnchor() const
{
const JPH::PointConstraint* constraint = GetConstraint<JPH::PointConstraint>();
return FromJolt(constraint->GetBody1()->GetCenterOfMassTransform() * constraint->GetLocalSpacePoint1());
}
Vector3f JoltPivotConstraint3D::GetSecondAnchor() const
Vector3f PhysPivotConstraint3D::GetSecondAnchor() const
{
const JPH::PointConstraint* constraint = GetConstraint<JPH::PointConstraint>();
return FromJolt(constraint->GetBody2()->GetCenterOfMassTransform() * constraint->GetLocalSpacePoint2());
}
void JoltPivotConstraint3D::SetFirstAnchor(const Vector3f& firstAnchor)
void PhysPivotConstraint3D::SetFirstAnchor(const Vector3f& firstAnchor)
{
GetConstraint<JPH::PointConstraint>()->SetPoint1(JPH::EConstraintSpace::WorldSpace, ToJolt(firstAnchor));
GetConstraint<JPH::PointConstraint>()->SetPoint2(JPH::EConstraintSpace::WorldSpace, ToJolt(firstAnchor));
}
void JoltPivotConstraint3D::SetSecondAnchor(const Vector3f& secondAnchor)
void PhysPivotConstraint3D::SetSecondAnchor(const Vector3f& secondAnchor)
{
GetConstraint<JPH::PointConstraint>()->SetPoint2(JPH::EConstraintSpace::WorldSpace, ToJolt(secondAnchor));
}

View File

@@ -1,13 +1,13 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - JoltPhysics3D module"
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/JoltPhysics3D/JoltPhysWorld3D.hpp>
#include <Nazara/JoltPhysics3D/JoltCharacter.hpp>
#include <Nazara/JoltPhysics3D/JoltCollider3D.hpp>
#include <Nazara/JoltPhysics3D/JoltHelper.hpp>
#include <Nazara/JoltPhysics3D/JoltPhysics3D.hpp>
#include <Nazara/JoltPhysics3D/JoltPhysicsStepListener.hpp>
#include <Nazara/Physics3D/PhysWorld3D.hpp>
#include <Nazara/Physics3D/Collider3D.hpp>
#include <Nazara/Physics3D/JoltHelper.hpp>
#include <Nazara/Physics3D/PhysCharacter3D.hpp>
#include <Nazara/Physics3D/Physics3D.hpp>
#include <Nazara/Physics3D/Physiscs3DStepListener.hpp>
#include <NazaraUtils/MemoryPool.hpp>
#include <NazaraUtils/StackVector.hpp>
#include <Jolt/Jolt.h>
@@ -26,7 +26,7 @@
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <tsl/ordered_set.h>
#include <cassert>
#include <Nazara/JoltPhysics3D/Debug.hpp>
#include <Nazara/Physics3D/Debug.hpp>
namespace DitchMeAsap
{
@@ -168,7 +168,7 @@ namespace Nz
class PointCallbackHitResult : public JPH::CollidePointCollector
{
public:
PointCallbackHitResult(const JPH::BodyLockInterface& bodyLockInterface, const FunctionRef<std::optional<float>(const JoltPhysWorld3D::PointCollisionInfo& hitInfo)>& callback) :
PointCallbackHitResult(const JPH::BodyLockInterface& bodyLockInterface, const FunctionRef<std::optional<float>(const PhysWorld3D::PointCollisionInfo& hitInfo)>& callback) :
m_bodyLockInterface(bodyLockInterface),
m_callback(callback),
m_didHit(false)
@@ -177,7 +177,7 @@ namespace Nz
void AddHit(const JPH::CollidePointResult& result) override
{
JoltPhysWorld3D::PointCollisionInfo hitInfo;
PhysWorld3D::PointCollisionInfo hitInfo;
JPH::BodyLockWrite lock(m_bodyLockInterface, result.mBodyID);
if (!lock.Succeeded())
@@ -185,7 +185,7 @@ namespace Nz
JPH::Body& body = lock.GetBody();
hitInfo.hitBody = BitCast<JoltAbstractBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
hitInfo.hitBody = BitCast<Physics3DBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
if (auto fractionOpt = m_callback(hitInfo))
{
@@ -207,14 +207,14 @@ namespace Nz
private:
const JPH::BodyLockInterface& m_bodyLockInterface;
const FunctionRef<std::optional<float>(const JoltPhysWorld3D::PointCollisionInfo& hitInfo)>& m_callback;
const FunctionRef<std::optional<float>(const PhysWorld3D::PointCollisionInfo& hitInfo)>& m_callback;
bool m_didHit;
};
class ShapeCallbackHitResult : public JPH::CollideShapeCollector
{
public:
ShapeCallbackHitResult(const JPH::BodyLockInterface& bodyLockInterface, const FunctionRef<std::optional<float>(const JoltPhysWorld3D::ShapeCollisionInfo& hitInfo)>& callback) :
ShapeCallbackHitResult(const JPH::BodyLockInterface& bodyLockInterface, const FunctionRef<std::optional<float>(const PhysWorld3D::ShapeCollisionInfo& hitInfo)>& callback) :
m_bodyLockInterface(bodyLockInterface),
m_callback(callback),
m_didHit(false)
@@ -223,7 +223,7 @@ namespace Nz
void AddHit(const JPH::CollideShapeResult& result) override
{
JoltPhysWorld3D::ShapeCollisionInfo hitInfo;
PhysWorld3D::ShapeCollisionInfo hitInfo;
hitInfo.collisionPosition1 = FromJolt(result.mContactPointOn1);
hitInfo.collisionPosition2 = FromJolt(result.mContactPointOn2);
hitInfo.penetrationAxis = FromJolt(result.mPenetrationAxis);
@@ -235,7 +235,7 @@ namespace Nz
JPH::Body& body = lock.GetBody();
hitInfo.hitBody = BitCast<JoltAbstractBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
hitInfo.hitBody = BitCast<Physics3DBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
if (auto fractionOpt = m_callback(hitInfo))
{
@@ -257,14 +257,14 @@ namespace Nz
private:
const JPH::BodyLockInterface& m_bodyLockInterface;
const FunctionRef<std::optional<float>(const JoltPhysWorld3D::ShapeCollisionInfo& hitInfo)>& m_callback;
const FunctionRef<std::optional<float>(const PhysWorld3D::ShapeCollisionInfo& hitInfo)>& m_callback;
bool m_didHit;
};
class RaycastCallbackHitResult : public JPH::CastRayCollector
{
public:
RaycastCallbackHitResult(const JPH::BodyLockInterface& bodyLockInterface, const Vector3f& from, const Vector3f& to, const FunctionRef<std::optional<float>(const JoltPhysWorld3D::RaycastHit& hitInfo)>& callback) :
RaycastCallbackHitResult(const JPH::BodyLockInterface& bodyLockInterface, const Vector3f& from, const Vector3f& to, const FunctionRef<std::optional<float>(const PhysWorld3D::RaycastHit& hitInfo)>& callback) :
m_bodyLockInterface(bodyLockInterface),
m_callback(callback),
m_from(from),
@@ -275,7 +275,7 @@ namespace Nz
void AddHit(const JPH::RayCastResult& result) override
{
JoltPhysWorld3D::RaycastHit hitInfo;
PhysWorld3D::RaycastHit hitInfo;
hitInfo.fraction = result.mFraction;
hitInfo.hitPosition = Lerp(m_from, m_to, result.mFraction);
@@ -285,7 +285,7 @@ namespace Nz
JPH::Body& body = lock.GetBody();
hitInfo.hitBody = BitCast<JoltAbstractBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
hitInfo.hitBody = BitCast<Physics3DBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
hitInfo.hitNormal = FromJolt(body.GetWorldSpaceSurfaceNormal(result.mSubShapeID2, ToJolt(hitInfo.hitPosition)));
if (auto fractionOpt = m_callback(hitInfo))
@@ -308,19 +308,19 @@ namespace Nz
private:
const JPH::BodyLockInterface& m_bodyLockInterface;
const FunctionRef<std::optional<float>(const JoltPhysWorld3D::RaycastHit& hitInfo)>& m_callback;
const FunctionRef<std::optional<float>(const PhysWorld3D::RaycastHit& hitInfo)>& m_callback;
Vector3f m_from;
Vector3f m_to;
bool m_didHit;
};
}
class JoltPhysWorld3D::BodyActivationListener : public JPH::BodyActivationListener
class PhysWorld3D::BodyActivationListener : public JPH::BodyActivationListener
{
public:
static constexpr UInt32 BodyPerBlock = 64;
BodyActivationListener(JoltPhysWorld3D& physWorld) :
BodyActivationListener(PhysWorld3D& physWorld) :
m_physWorld(physWorld)
{
}
@@ -344,13 +344,13 @@ namespace Nz
}
private:
JoltPhysWorld3D& m_physWorld;
PhysWorld3D& m_physWorld;
};
class JoltPhysWorld3D::StepListener : public JPH::PhysicsStepListener
class PhysWorld3D::StepListener : public JPH::PhysicsStepListener
{
public:
StepListener(JoltPhysWorld3D& physWorld) :
StepListener(PhysWorld3D& physWorld) :
m_physWorld(physWorld)
{
}
@@ -361,10 +361,10 @@ namespace Nz
}
private:
JoltPhysWorld3D& m_physWorld;
PhysWorld3D& m_physWorld;
};
struct JoltPhysWorld3D::JoltWorld
struct PhysWorld3D::JoltWorld
{
using BodySet = tsl::ordered_set<JPH::BodyID, std::hash<JPH::BodyID>, std::equal_to<JPH::BodyID>, std::allocator<JPH::BodyID>, std::vector<JPH::BodyID>>;
@@ -376,14 +376,14 @@ namespace Nz
std::vector<JPH::BodyID> tempBodyIDVec;
std::unique_ptr<JPH::SphereShape> nullShape;
JoltPhysWorld3D::BodyActivationListener bodyActivationListener;
JoltPhysWorld3D::StepListener stepListener;
PhysWorld3D::BodyActivationListener bodyActivationListener;
PhysWorld3D::StepListener stepListener;
DitchMeAsap::BPLayerInterfaceImpl layerInterface;
DitchMeAsap::ObjectLayerPairFilterImpl objectLayerFilter;
DitchMeAsap::ObjectVsBroadPhaseLayerFilterImpl objectBroadphaseLayerFilter;
JoltWorld(JoltPhysWorld3D& world, JPH::uint tempAllocatorSize) :
JoltWorld(PhysWorld3D& world, JPH::uint tempAllocatorSize) :
tempAllocator(tempAllocatorSize),
bodyActivationListener(world),
stepListener(world)
@@ -397,7 +397,7 @@ namespace Nz
JoltWorld& operator=(JoltWorld&&) = delete;
};
JoltPhysWorld3D::JoltPhysWorld3D() :
PhysWorld3D::PhysWorld3D() :
m_maxStepCount(50),
m_gravity(Vector3f::Zero()),
m_stepSize(Time::TickDuration(120)),
@@ -420,9 +420,9 @@ namespace Nz
m_registeredBodies[i] = 0;
}
JoltPhysWorld3D::~JoltPhysWorld3D() = default;
PhysWorld3D::~PhysWorld3D() = default;
bool JoltPhysWorld3D::CollisionQuery(const Vector3f& point, const FunctionRef<std::optional<float>(const PointCollisionInfo& collisionInfo)>& callback)
bool PhysWorld3D::CollisionQuery(const Vector3f& point, const FunctionRef<std::optional<float>(const PointCollisionInfo& collisionInfo)>& callback)
{
NAZARA_USE_ANONYMOUS_NAMESPACE
@@ -432,12 +432,12 @@ namespace Nz
return collector.DidHit();
}
bool JoltPhysWorld3D::CollisionQuery(const JoltCollider3D& collider, const Matrix4f& colliderTransform, const FunctionRef<std::optional<float>(const ShapeCollisionInfo& hitInfo)>& callback)
bool PhysWorld3D::CollisionQuery(const Collider3D& collider, const Matrix4f& colliderTransform, const FunctionRef<std::optional<float>(const ShapeCollisionInfo& hitInfo)>& callback)
{
return CollisionQuery(collider, colliderTransform, Vector3f::Unit(), callback);
}
bool JoltPhysWorld3D::CollisionQuery(const JoltCollider3D& collider, const Matrix4f& colliderTransform, const Vector3f& colliderScale, const FunctionRef<std::optional<float>(const ShapeCollisionInfo& hitInfo)>& callback)
bool PhysWorld3D::CollisionQuery(const Collider3D& collider, const Matrix4f& colliderTransform, const Vector3f& colliderScale, const FunctionRef<std::optional<float>(const ShapeCollisionInfo& hitInfo)>& callback)
{
NAZARA_USE_ANONYMOUS_NAMESPACE
@@ -451,32 +451,32 @@ namespace Nz
return collector.DidHit();
}
UInt32 JoltPhysWorld3D::GetActiveBodyCount() const
UInt32 PhysWorld3D::GetActiveBodyCount() const
{
return m_world->physicsSystem.GetNumActiveBodies(JPH::EBodyType::RigidBody);
}
Vector3f JoltPhysWorld3D::GetGravity() const
Vector3f PhysWorld3D::GetGravity() const
{
return FromJolt(m_world->physicsSystem.GetGravity());
}
std::size_t JoltPhysWorld3D::GetMaxStepCount() const
std::size_t PhysWorld3D::GetMaxStepCount() const
{
return m_maxStepCount;
}
JPH::PhysicsSystem* JoltPhysWorld3D::GetPhysicsSystem()
JPH::PhysicsSystem* PhysWorld3D::GetPhysicsSystem()
{
return &m_world->physicsSystem;
}
Time JoltPhysWorld3D::GetStepSize() const
Time PhysWorld3D::GetStepSize() const
{
return m_stepSize;
}
bool JoltPhysWorld3D::RaycastQuery(const Vector3f& from, const Vector3f& to, const FunctionRef<std::optional<float>(const RaycastHit& hitInfo)>& callback)
bool PhysWorld3D::RaycastQuery(const Vector3f& from, const Vector3f& to, const FunctionRef<std::optional<float>(const RaycastHit& hitInfo)>& callback)
{
NAZARA_USE_ANONYMOUS_NAMESPACE
@@ -492,7 +492,7 @@ namespace Nz
return collector.DidHit();
}
bool JoltPhysWorld3D::RaycastQueryFirst(const Vector3f& from, const Vector3f& to, const FunctionRef<void(const RaycastHit& hitInfo)>& callback)
bool PhysWorld3D::RaycastQueryFirst(const Vector3f& from, const Vector3f& to, const FunctionRef<void(const RaycastHit& hitInfo)>& callback)
{
JPH::RRayCast rayCast;
rayCast.mDirection = ToJolt(to - from);
@@ -515,14 +515,14 @@ namespace Nz
RaycastHit hitInfo;
hitInfo.fraction = collector.mHit.GetEarlyOutFraction();
hitInfo.hitPosition = Lerp(from, to, hitInfo.fraction);
hitInfo.hitBody = BitCast<JoltAbstractBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
hitInfo.hitBody = BitCast<Physics3DBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
hitInfo.hitNormal = FromJolt(body.GetWorldSpaceSurfaceNormal(collector.mHit.mSubShapeID2, rayCast.GetPointOnRay(collector.mHit.GetEarlyOutFraction())));
callback(hitInfo);
return true;
}
void JoltPhysWorld3D::RefreshBodies()
void PhysWorld3D::RefreshBodies()
{
// Batch add bodies (keeps the broadphase efficient)
JPH::BodyInterface& bodyInterface = m_world->physicsSystem.GetBodyInterfaceNoLock();
@@ -569,22 +569,22 @@ namespace Nz
}
}
void JoltPhysWorld3D::SetGravity(const Vector3f& gravity)
void PhysWorld3D::SetGravity(const Vector3f& gravity)
{
m_world->physicsSystem.SetGravity(ToJolt(gravity));
}
void JoltPhysWorld3D::SetMaxStepCount(std::size_t maxStepCount)
void PhysWorld3D::SetMaxStepCount(std::size_t maxStepCount)
{
m_maxStepCount = maxStepCount;
}
void JoltPhysWorld3D::SetStepSize(Time stepSize)
void PhysWorld3D::SetStepSize(Time stepSize)
{
m_stepSize = stepSize;
}
bool JoltPhysWorld3D::Step(Time timestep)
bool PhysWorld3D::Step(Time timestep)
{
m_timestepAccumulator += timestep;
if (m_timestepAccumulator < m_stepSize)
@@ -592,7 +592,7 @@ namespace Nz
RefreshBodies();
JPH::JobSystem& jobSystem = JoltPhysics3D::Instance()->GetThreadPool();
JPH::JobSystem& jobSystem = Physics3D::Instance()->GetThreadPool();
float stepSize = m_stepSize.AsSeconds<float>();
std::size_t stepCount = 0;
@@ -600,7 +600,7 @@ namespace Nz
{
m_world->physicsSystem.Update(stepSize, 1, &m_world->tempAllocator, &jobSystem);
for (JoltPhysicsStepListener* stepListener : m_stepListeners)
for (Physiscs3DStepListener* stepListener : m_stepListeners)
stepListener->PostSimulate(stepSize);
m_timestepAccumulator -= m_stepSize;
@@ -610,7 +610,7 @@ namespace Nz
return true;
}
void JoltPhysWorld3D::RegisterBody(const JPH::BodyID& bodyID, bool activate, bool removeFromDeactivationList)
void PhysWorld3D::RegisterBody(const JPH::BodyID& bodyID, bool activate, bool removeFromDeactivationList)
{
assert(removeFromDeactivationList || !m_world->pendingDeactivations.contains(bodyID));
@@ -626,7 +626,7 @@ namespace Nz
}
}
void JoltPhysWorld3D::UnregisterBody(const JPH::BodyID& bodyID, bool destroy, bool removeFromActivationList)
void PhysWorld3D::UnregisterBody(const JPH::BodyID& bodyID, bool destroy, bool removeFromActivationList)
{
// Remove from list first as bodyID may be invalidated by destruction
if (removeFromActivationList)
@@ -656,15 +656,15 @@ namespace Nz
m_world->pendingDeactivations.insert(bodyID);
}
std::shared_ptr<JoltCharacterImpl> JoltPhysWorld3D::GetDefaultCharacterImpl()
std::shared_ptr<PhysCharacter3DImpl> PhysWorld3D::GetDefaultCharacterImpl()
{
if (!m_defaultCharacterImpl)
m_defaultCharacterImpl = std::make_shared<JoltCharacterImpl>();
m_defaultCharacterImpl = std::make_shared<PhysCharacter3DImpl>();
return m_defaultCharacterImpl;
}
const JPH::Shape* JoltPhysWorld3D::GetNullShape() const
const JPH::Shape* PhysWorld3D::GetNullShape() const
{
if (!m_world->nullShape)
{
@@ -675,9 +675,9 @@ namespace Nz
return m_world->nullShape.get();
}
void JoltPhysWorld3D::OnPreStep(float deltatime)
void PhysWorld3D::OnPreStep(float deltatime)
{
for (JoltPhysicsStepListener* stepListener : m_stepListeners)
for (Physiscs3DStepListener* stepListener : m_stepListeners)
stepListener->PreSimulate(deltatime);
}
}

View File

@@ -1,19 +1,19 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - JoltPhysics3D module"
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/JoltPhysics3D/JoltPhysics3D.hpp>
#include <Nazara/Physics3D/Physics3D.hpp>
#include <Nazara/Core/Core.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Core/Log.hpp>
#include <Nazara/JoltPhysics3D/Config.hpp>
#include <Nazara/Physics3D/Config.hpp>
#include <Jolt/Jolt.h>
#include <Jolt/RegisterTypes.h>
#include <Jolt/Core/Factory.h>
#include <Jolt/Core/JobSystemThreadPool.h>
#include <Jolt/Physics/PhysicsSettings.h>
#include <cstdarg>
#include <Nazara/JoltPhysics3D/Debug.hpp>
#include <Nazara/Physics3D/Debug.hpp>
// Callback for traces, connect this to your own trace function if you have one
static void TraceImpl(const char* inFMT, ...)
@@ -31,8 +31,8 @@ static void TraceImpl(const char* inFMT, ...)
namespace Nz
{
JoltPhysics3D::JoltPhysics3D(Config /*config*/) :
ModuleBase("JoltPhysics3D", this)
Physics3D::Physics3D(Config /*config*/) :
ModuleBase("Physics3D", this)
{
JPH::RegisterDefaultAllocator();
JPH::Trace = TraceImpl;
@@ -47,7 +47,7 @@ namespace Nz
m_threadPool = std::make_unique<JPH::JobSystemThreadPool>(JPH::cMaxPhysicsJobs, JPH::cMaxPhysicsBarriers, threadCount);
}
JoltPhysics3D::~JoltPhysics3D()
Physics3D::~Physics3D()
{
m_threadPool.reset();
JPH::UnregisterTypes();
@@ -56,10 +56,10 @@ namespace Nz
JPH::Factory::sInstance = nullptr;
}
JPH::JobSystem& JoltPhysics3D::GetThreadPool()
JPH::JobSystem& Physics3D::GetThreadPool()
{
return *m_threadPool;
}
JoltPhysics3D* JoltPhysics3D::s_instance;
Physics3D* Physics3D::s_instance;
}

View File

@@ -0,0 +1,11 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics3D/Physics3DBody.hpp>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
Physics3DBody::~Physics3DBody() = default;
}

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@@ -0,0 +1,19 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics3D/Physiscs3DStepListener.hpp>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
Physiscs3DStepListener::~Physiscs3DStepListener() = default;
void Physiscs3DStepListener::PostSimulate(float /*elapsedTime*/)
{
}
void Physiscs3DStepListener::PreSimulate(float /*elapsedTime*/)
{
}
}

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@@ -1,10 +1,10 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - JoltPhysics3D module"
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/JoltPhysics3D/JoltRigidBody3D.hpp>
#include <Nazara/JoltPhysics3D/JoltHelper.hpp>
#include <Nazara/JoltPhysics3D/JoltPhysWorld3D.hpp>
#include <Nazara/Physics3D/RigidBody3D.hpp>
#include <Nazara/Physics3D/JoltHelper.hpp>
#include <Nazara/Physics3D/PhysWorld3D.hpp>
#include <NazaraUtils/MemoryHelper.hpp>
#include <Jolt/Jolt.h>
#include <Jolt/Physics/PhysicsSystem.h>
@@ -12,11 +12,11 @@
#include <algorithm>
#include <array>
#include <cmath>
#include <Nazara/JoltPhysics3D/Debug.hpp>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
JoltRigidBody3D::JoltRigidBody3D(JoltRigidBody3D&& body) noexcept :
RigidBody3D::RigidBody3D(RigidBody3D&& body) noexcept :
m_geom(std::move(body.m_geom)),
m_body(std::move(body.m_body)),
m_world(std::move(body.m_world)),
@@ -30,12 +30,12 @@ namespace Nz
m_body->SetUserData(SafeCast<UInt64>(BitCast<std::uintptr_t>(this)));
}
JoltRigidBody3D::~JoltRigidBody3D()
RigidBody3D::~RigidBody3D()
{
Destroy();
}
void JoltRigidBody3D::AddForce(const Vector3f& force, CoordSys coordSys)
void RigidBody3D::AddForce(const Vector3f& force, CoordSys coordSys)
{
switch (coordSys)
{
@@ -49,7 +49,7 @@ namespace Nz
}
}
void JoltRigidBody3D::AddForce(const Vector3f& force, const Vector3f& point, CoordSys coordSys)
void RigidBody3D::AddForce(const Vector3f& force, const Vector3f& point, CoordSys coordSys)
{
switch (coordSys)
{
@@ -63,7 +63,7 @@ namespace Nz
}
}
void JoltRigidBody3D::AddTorque(const Vector3f& torque, CoordSys coordSys)
void RigidBody3D::AddTorque(const Vector3f& torque, CoordSys coordSys)
{
switch (coordSys)
{
@@ -77,7 +77,7 @@ namespace Nz
}
}
void JoltRigidBody3D::EnableSimulation(bool enable)
void RigidBody3D::EnableSimulation(bool enable)
{
if (m_isSimulationEnabled == enable)
return;
@@ -90,24 +90,24 @@ namespace Nz
m_isSimulationEnabled = enable;
}
void JoltRigidBody3D::EnableSleeping(bool enable)
void RigidBody3D::EnableSleeping(bool enable)
{
m_body->SetAllowSleeping(enable);
}
void JoltRigidBody3D::FallAsleep()
void RigidBody3D::FallAsleep()
{
JPH::BodyInterface& bodyInterface = m_world->GetPhysicsSystem()->GetBodyInterface();
bodyInterface.DeactivateBody(m_body->GetID());
}
Boxf JoltRigidBody3D::GetAABB() const
Boxf RigidBody3D::GetAABB() const
{
const JPH::AABox& aabb = m_body->GetWorldSpaceBounds();
return Boxf(FromJolt(aabb.mMin), FromJolt(aabb.GetSize()));
}
float JoltRigidBody3D::GetAngularDamping() const
float RigidBody3D::GetAngularDamping() const
{
if NAZARA_UNLIKELY(IsStatic())
return 0.f;
@@ -115,17 +115,17 @@ namespace Nz
return m_body->GetMotionProperties()->GetAngularDamping();
}
Vector3f JoltRigidBody3D::GetAngularVelocity() const
Vector3f RigidBody3D::GetAngularVelocity() const
{
return FromJolt(m_body->GetAngularVelocity());
}
UInt32 JoltRigidBody3D::GetBodyIndex() const
UInt32 RigidBody3D::GetBodyIndex() const
{
return m_bodyIndex;
}
float JoltRigidBody3D::GetLinearDamping() const
float RigidBody3D::GetLinearDamping() const
{
if NAZARA_UNLIKELY(IsStatic())
return 0.f;
@@ -133,12 +133,12 @@ namespace Nz
return m_body->GetMotionProperties()->GetLinearDamping();
}
Vector3f JoltRigidBody3D::GetLinearVelocity() const
Vector3f RigidBody3D::GetLinearVelocity() const
{
return FromJolt(m_body->GetLinearVelocity());
}
float JoltRigidBody3D::GetMass() const
float RigidBody3D::GetMass() const
{
if NAZARA_UNLIKELY(IsStatic())
return 0.f;
@@ -146,17 +146,17 @@ namespace Nz
return 1.f / m_body->GetMotionProperties()->GetInverseMass();
}
Matrix4f JoltRigidBody3D::GetMatrix() const
Matrix4f RigidBody3D::GetMatrix() const
{
return FromJolt(m_body->GetCenterOfMassTransform());
}
Vector3f JoltRigidBody3D::GetPosition() const
Vector3f RigidBody3D::GetPosition() const
{
return FromJolt(m_body->GetPosition());
}
std::pair<Vector3f, Quaternionf> JoltRigidBody3D::GetPositionAndRotation() const
std::pair<Vector3f, Quaternionf> RigidBody3D::GetPositionAndRotation() const
{
JPH::Vec3 position = m_body->GetPosition();
JPH::Quat rotation = m_body->GetRotation();
@@ -164,27 +164,27 @@ namespace Nz
return { FromJolt(position), FromJolt(rotation) };
}
Quaternionf JoltRigidBody3D::GetRotation() const
Quaternionf RigidBody3D::GetRotation() const
{
return FromJolt(m_body->GetRotation());
}
bool JoltRigidBody3D::IsSleeping() const
bool RigidBody3D::IsSleeping() const
{
return !m_body->IsActive();
}
bool JoltRigidBody3D::IsSleepingEnabled() const
bool RigidBody3D::IsSleepingEnabled() const
{
return m_body->GetAllowSleeping();
}
bool JoltRigidBody3D::IsStatic() const
bool RigidBody3D::IsStatic() const
{
return m_body->GetMotionType() == JPH::EMotionType::Static;
}
void JoltRigidBody3D::SetAngularDamping(float angularDamping)
void RigidBody3D::SetAngularDamping(float angularDamping)
{
if NAZARA_UNLIKELY(IsStatic())
return;
@@ -192,12 +192,12 @@ namespace Nz
m_body->GetMotionProperties()->SetAngularDamping(angularDamping);
}
void JoltRigidBody3D::SetAngularVelocity(const Vector3f& angularVelocity)
void RigidBody3D::SetAngularVelocity(const Vector3f& angularVelocity)
{
m_body->SetAngularVelocity(ToJolt(angularVelocity));
}
void JoltRigidBody3D::SetGeom(std::shared_ptr<JoltCollider3D> geom, bool recomputeInertia)
void RigidBody3D::SetGeom(std::shared_ptr<Collider3D> geom, bool recomputeInertia)
{
if (m_geom != geom)
{
@@ -224,7 +224,7 @@ namespace Nz
}
}
void JoltRigidBody3D::SetLinearDamping(float damping)
void RigidBody3D::SetLinearDamping(float damping)
{
if NAZARA_UNLIKELY(IsStatic())
return;
@@ -232,12 +232,12 @@ namespace Nz
m_body->GetMotionProperties()->SetLinearDamping(damping);
}
void JoltRigidBody3D::SetLinearVelocity(const Vector3f& velocity)
void RigidBody3D::SetLinearVelocity(const Vector3f& velocity)
{
m_body->SetLinearVelocity(ToJolt(velocity));
}
void JoltRigidBody3D::SetMass(float mass, bool recomputeInertia)
void RigidBody3D::SetMass(float mass, bool recomputeInertia)
{
NazaraAssert(mass >= 0.f, "Mass must be positive and finite");
NazaraAssert(std::isfinite(mass), "Mass must be positive and finite");
@@ -261,51 +261,51 @@ namespace Nz
}
}
void JoltRigidBody3D::SetPosition(const Vector3f& position)
void RigidBody3D::SetPosition(const Vector3f& position)
{
JPH::BodyInterface& bodyInterface = m_world->GetPhysicsSystem()->GetBodyInterfaceNoLock();
bodyInterface.SetPosition(m_body->GetID(), ToJolt(position), (ShouldActivate()) ? JPH::EActivation::Activate : JPH::EActivation::DontActivate);
}
void JoltRigidBody3D::SetRotation(const Quaternionf& rotation)
void RigidBody3D::SetRotation(const Quaternionf& rotation)
{
JPH::BodyInterface& bodyInterface = m_world->GetPhysicsSystem()->GetBodyInterfaceNoLock();
bodyInterface.SetRotation(m_body->GetID(), ToJolt(rotation), (ShouldActivate()) ? JPH::EActivation::Activate : JPH::EActivation::DontActivate);
}
void JoltRigidBody3D::TeleportTo(const Vector3f& position, const Quaternionf& rotation)
void RigidBody3D::TeleportTo(const Vector3f& position, const Quaternionf& rotation)
{
JPH::BodyInterface& bodyInterface = m_world->GetPhysicsSystem()->GetBodyInterfaceNoLock();
bodyInterface.SetPositionAndRotation(m_body->GetID(), ToJolt(position), ToJolt(rotation), (ShouldActivate()) ? JPH::EActivation::Activate : JPH::EActivation::DontActivate);
}
Quaternionf JoltRigidBody3D::ToLocal(const Quaternionf& worldRotation)
Quaternionf RigidBody3D::ToLocal(const Quaternionf& worldRotation)
{
return GetRotation().Conjugate() * worldRotation;
}
Vector3f JoltRigidBody3D::ToLocal(const Vector3f& worldPosition)
Vector3f RigidBody3D::ToLocal(const Vector3f& worldPosition)
{
return FromJolt(m_body->GetInverseCenterOfMassTransform() * ToJolt(worldPosition));
}
Quaternionf JoltRigidBody3D::ToWorld(const Quaternionf& localRotation)
Quaternionf RigidBody3D::ToWorld(const Quaternionf& localRotation)
{
return GetRotation() * localRotation;
}
Vector3f JoltRigidBody3D::ToWorld(const Vector3f& localPosition)
Vector3f RigidBody3D::ToWorld(const Vector3f& localPosition)
{
return FromJolt(m_body->GetCenterOfMassTransform() * ToJolt(localPosition));
}
void JoltRigidBody3D::WakeUp()
void RigidBody3D::WakeUp()
{
JPH::BodyInterface& bodyInterface = m_world->GetPhysicsSystem()->GetBodyInterface();
bodyInterface.ActivateBody(m_body->GetID());
}
JoltRigidBody3D& JoltRigidBody3D::operator=(JoltRigidBody3D&& body) noexcept
RigidBody3D& RigidBody3D::operator=(RigidBody3D&& body) noexcept
{
Destroy();
@@ -325,7 +325,7 @@ namespace Nz
}
void JoltRigidBody3D::Create(JoltPhysWorld3D& world, const DynamicSettings& settings)
void RigidBody3D::Create(PhysWorld3D& world, const DynamicSettings& settings)
{
m_geom = settings.geom;
m_isSimulationEnabled = settings.isSimulationEnabled;
@@ -345,7 +345,7 @@ namespace Nz
m_world->RegisterBody(bodyId, !settings.initiallySleeping, false);
}
void JoltRigidBody3D::Create(JoltPhysWorld3D& world, const StaticSettings& settings)
void RigidBody3D::Create(PhysWorld3D& world, const StaticSettings& settings)
{
m_geom = settings.geom;
m_isSimulationEnabled = settings.isSimulationEnabled;
@@ -365,7 +365,7 @@ namespace Nz
m_world->RegisterBody(bodyId, false, false); //< static bodies cannot be activated
}
void JoltRigidBody3D::Destroy(bool worldDestruction)
void RigidBody3D::Destroy(bool worldDestruction)
{
if (m_body)
{
@@ -376,7 +376,7 @@ namespace Nz
m_geom.reset();
}
void JoltRigidBody3D::BuildSettings(const DynamicSettings& settings, JPH::BodyCreationSettings& creationSettings)
void RigidBody3D::BuildSettings(const DynamicSettings& settings, JPH::BodyCreationSettings& creationSettings)
{
BuildSettings(static_cast<const CommonSettings&>(settings), creationSettings);
@@ -404,19 +404,19 @@ namespace Nz
switch (settings.motionQuality)
{
case JoltMotionQuality::Discrete: creationSettings.mMotionQuality = JPH::EMotionQuality::Discrete; break;
case JoltMotionQuality::LinearCast: creationSettings.mMotionQuality = JPH::EMotionQuality::LinearCast; break;
case PhysMotionQuality3D::Discrete: creationSettings.mMotionQuality = JPH::EMotionQuality::Discrete; break;
case PhysMotionQuality3D::LinearCast: creationSettings.mMotionQuality = JPH::EMotionQuality::LinearCast; break;
}
}
void JoltRigidBody3D::BuildSettings(const StaticSettings& settings, JPH::BodyCreationSettings& creationSettings)
void RigidBody3D::BuildSettings(const StaticSettings& settings, JPH::BodyCreationSettings& creationSettings)
{
BuildSettings(static_cast<const CommonSettings&>(settings), creationSettings);
creationSettings.mMotionType = JPH::EMotionType::Static;
}
void JoltRigidBody3D::BuildSettings(const CommonSettings& settings, JPH::BodyCreationSettings& creationSettings)
void RigidBody3D::BuildSettings(const CommonSettings& settings, JPH::BodyCreationSettings& creationSettings)
{
if (settings.geom)
{
@@ -434,7 +434,7 @@ namespace Nz
creationSettings.mUserData = SafeCast<UInt64>(BitCast<std::uintptr_t>(this));
}
bool JoltRigidBody3D::ShouldActivate() const
bool RigidBody3D::ShouldActivate() const
{
return m_isSimulationEnabled && m_world->IsBodyRegistered(m_bodyIndex);
}

View File

@@ -1,47 +1,47 @@
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - JoltPhysics3D module"
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/JoltPhysics3D/Systems/JoltPhysics3DSystem.hpp>
#include <Nazara/Physics3D/Systems/Physics3DSystem.hpp>
#include <Nazara/Core/Components/DisabledComponent.hpp>
#include <Nazara/JoltPhysics3D/JoltAbstractBody.hpp>
#include <Nazara/Physics3D/Physics3DBody.hpp>
#include <Nazara/Utility/Components/NodeComponent.hpp>
#include <Nazara/JoltPhysics3D/Debug.hpp>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
JoltPhysics3DSystem::JoltPhysics3DSystem(entt::registry& registry) :
Physics3DSystem::Physics3DSystem(entt::registry& registry) :
m_registry(registry),
m_characterConstructObserver(m_registry, entt::collector.group<JoltCharacterComponent, NodeComponent>(entt::exclude<DisabledComponent, JoltRigidBody3DComponent>)),
m_rigidBodyConstructObserver(m_registry, entt::collector.group<JoltRigidBody3DComponent, NodeComponent>(entt::exclude<DisabledComponent, JoltCharacterComponent>))
m_characterConstructObserver(m_registry, entt::collector.group<PhysCharacter3DComponent, NodeComponent>(entt::exclude<DisabledComponent, RigidBody3DComponent>)),
m_rigidBodyConstructObserver(m_registry, entt::collector.group<RigidBody3DComponent, NodeComponent>(entt::exclude<DisabledComponent, PhysCharacter3DComponent>))
{
m_bodyConstructConnection = registry.on_construct<JoltRigidBody3DComponent>().connect<&JoltPhysics3DSystem::OnBodyConstruct>(this);
m_bodyDestructConnection = registry.on_destroy<JoltRigidBody3DComponent>().connect<&JoltPhysics3DSystem::OnBodyDestruct>(this);
m_characterConstructConnection = registry.on_construct<JoltCharacterComponent>().connect<&JoltPhysics3DSystem::OnCharacterConstruct>(this);
m_characterDestructConnection = registry.on_destroy<JoltCharacterComponent>().connect<&JoltPhysics3DSystem::OnCharacterDestruct>(this);
m_bodyConstructConnection = registry.on_construct<RigidBody3DComponent>().connect<&Physics3DSystem::OnBodyConstruct>(this);
m_bodyDestructConnection = registry.on_destroy<RigidBody3DComponent>().connect<&Physics3DSystem::OnBodyDestruct>(this);
m_characterConstructConnection = registry.on_construct<PhysCharacter3DComponent>().connect<&Physics3DSystem::OnCharacterConstruct>(this);
m_characterDestructConnection = registry.on_destroy<PhysCharacter3DComponent>().connect<&Physics3DSystem::OnCharacterDestruct>(this);
}
JoltPhysics3DSystem::~JoltPhysics3DSystem()
Physics3DSystem::~Physics3DSystem()
{
m_characterConstructObserver.disconnect();
m_rigidBodyConstructObserver.disconnect();
// Ensure every RigidBody3D is destroyed before world is
auto characterView = m_registry.view<JoltCharacterComponent>();
auto characterView = m_registry.view<PhysCharacter3DComponent>();
for (auto [entity, characterComponent] : characterView.each())
characterComponent.Destroy();
auto rigidBodyView = m_registry.view<JoltRigidBody3DComponent>();
auto rigidBodyView = m_registry.view<RigidBody3DComponent>();
for (auto [entity, rigidBodyComponent] : rigidBodyView.each())
rigidBodyComponent.Destroy(true);
}
bool JoltPhysics3DSystem::CollisionQuery(const Vector3f& point, const FunctionRef<std::optional<float>(const PointCollisionInfo& collisionInfo)>& callback)
bool Physics3DSystem::CollisionQuery(const Vector3f& point, const FunctionRef<std::optional<float>(const PointCollisionInfo& collisionInfo)>& callback)
{
return m_physWorld.CollisionQuery(point, [&](const JoltPhysWorld3D::PointCollisionInfo& hitInfo)
return m_physWorld.CollisionQuery(point, [&](const PhysWorld3D::PointCollisionInfo& hitInfo)
{
PointCollisionInfo extendedHitInfo;
static_cast<JoltPhysWorld3D::PointCollisionInfo&>(extendedHitInfo) = hitInfo;
static_cast<PhysWorld3D::PointCollisionInfo&>(extendedHitInfo) = hitInfo;
if (extendedHitInfo.hitBody)
{
@@ -54,17 +54,17 @@ namespace Nz
});
}
bool JoltPhysics3DSystem::CollisionQuery(const JoltCollider3D& collider, const Matrix4f& shapeTransform, const FunctionRef<std::optional<float>(const ShapeCollisionInfo& hitInfo)>& callback)
bool Physics3DSystem::CollisionQuery(const Collider3D& collider, const Matrix4f& shapeTransform, const FunctionRef<std::optional<float>(const ShapeCollisionInfo& hitInfo)>& callback)
{
return CollisionQuery(collider, shapeTransform, Vector3f::Unit(), callback);
}
bool JoltPhysics3DSystem::CollisionQuery(const JoltCollider3D& collider, const Matrix4f& colliderTransform, const Vector3f& colliderScale, const FunctionRef<std::optional<float>(const ShapeCollisionInfo& hitInfo)>& callback)
bool Physics3DSystem::CollisionQuery(const Collider3D& collider, const Matrix4f& colliderTransform, const Vector3f& colliderScale, const FunctionRef<std::optional<float>(const ShapeCollisionInfo& hitInfo)>& callback)
{
return m_physWorld.CollisionQuery(collider, colliderTransform, colliderScale, [&](const JoltPhysWorld3D::ShapeCollisionInfo& hitInfo)
return m_physWorld.CollisionQuery(collider, colliderTransform, colliderScale, [&](const PhysWorld3D::ShapeCollisionInfo& hitInfo)
{
ShapeCollisionInfo extendedHitInfo;
static_cast<JoltPhysWorld3D::ShapeCollisionInfo&>(extendedHitInfo) = hitInfo;
static_cast<PhysWorld3D::ShapeCollisionInfo&>(extendedHitInfo) = hitInfo;
if (extendedHitInfo.hitBody)
{
@@ -77,12 +77,12 @@ namespace Nz
});
}
bool JoltPhysics3DSystem::RaycastQuery(const Vector3f& from, const Vector3f& to, const FunctionRef<std::optional<float>(const RaycastHit& hitInfo)>& callback)
bool Physics3DSystem::RaycastQuery(const Vector3f& from, const Vector3f& to, const FunctionRef<std::optional<float>(const RaycastHit& hitInfo)>& callback)
{
return m_physWorld.RaycastQuery(from, to, [&](const JoltPhysWorld3D::RaycastHit& hitInfo)
return m_physWorld.RaycastQuery(from, to, [&](const PhysWorld3D::RaycastHit& hitInfo)
{
RaycastHit extendedHitInfo;
static_cast<JoltPhysWorld3D::RaycastHit&>(extendedHitInfo) = hitInfo;
static_cast<PhysWorld3D::RaycastHit&>(extendedHitInfo) = hitInfo;
if (extendedHitInfo.hitBody)
{
@@ -95,12 +95,12 @@ namespace Nz
});
}
bool JoltPhysics3DSystem::RaycastQueryFirst(const Vector3f& from, const Vector3f& to, const FunctionRef<void(const RaycastHit& hitInfo)>& callback)
bool Physics3DSystem::RaycastQueryFirst(const Vector3f& from, const Vector3f& to, const FunctionRef<void(const RaycastHit& hitInfo)>& callback)
{
return m_physWorld.RaycastQueryFirst(from, to, [&](const JoltPhysWorld3D::RaycastHit& hitInfo)
return m_physWorld.RaycastQueryFirst(from, to, [&](const PhysWorld3D::RaycastHit& hitInfo)
{
RaycastHit extendedHitInfo;
static_cast<JoltPhysWorld3D::RaycastHit&>(extendedHitInfo) = hitInfo;
static_cast<PhysWorld3D::RaycastHit&>(extendedHitInfo) = hitInfo;
if (extendedHitInfo.hitBody)
{
@@ -113,12 +113,12 @@ namespace Nz
});
}
void JoltPhysics3DSystem::Update(Time elapsedTime)
void Physics3DSystem::Update(Time elapsedTime)
{
// Move newly-created physics entities to their node position/rotation
m_characterConstructObserver.each([this](entt::entity entity)
{
JoltCharacterComponent& entityCharacter = m_registry.get<JoltCharacterComponent>(entity);
PhysCharacter3DComponent& entityCharacter = m_registry.get<PhysCharacter3DComponent>(entity);
NodeComponent& entityNode = m_registry.get<NodeComponent>(entity);
entityCharacter.TeleportTo(entityNode.GetPosition(), entityNode.GetRotation());
@@ -126,7 +126,7 @@ namespace Nz
m_rigidBodyConstructObserver.each([this](entt::entity entity)
{
JoltRigidBody3DComponent& entityBody = m_registry.get<JoltRigidBody3DComponent>(entity);
RigidBody3DComponent& entityBody = m_registry.get<RigidBody3DComponent>(entity);
NodeComponent& entityNode = m_registry.get<NodeComponent>(entity);
entityBody.TeleportTo(entityNode.GetPosition(), entityNode.GetRotation());
@@ -138,10 +138,10 @@ namespace Nz
// Replicate characters to their NodeComponent
{
auto view = m_registry.view<NodeComponent, const JoltCharacterComponent>(entt::exclude<DisabledComponent>);
auto view = m_registry.view<NodeComponent, const PhysCharacter3DComponent>(entt::exclude<DisabledComponent>);
for (auto entity : view)
{
auto& characterComponent = view.get<const JoltCharacterComponent>(entity);
auto& characterComponent = view.get<const PhysCharacter3DComponent>(entity);
if (!m_physWorld.IsBodyActive(characterComponent.GetBodyIndex()))
continue;
@@ -154,10 +154,10 @@ namespace Nz
// Replicate active rigid body position to their node components
{
auto view = m_registry.view<NodeComponent, const JoltRigidBody3DComponent>(entt::exclude<DisabledComponent>);
for (auto entity : m_registry.view<NodeComponent, const JoltRigidBody3DComponent>(entt::exclude<DisabledComponent>))
auto view = m_registry.view<NodeComponent, const RigidBody3DComponent>(entt::exclude<DisabledComponent>);
for (auto entity : m_registry.view<NodeComponent, const RigidBody3DComponent>(entt::exclude<DisabledComponent>))
{
auto& rigidBodyComponent = view.get<const JoltRigidBody3DComponent>(entity);
auto& rigidBodyComponent = view.get<const RigidBody3DComponent>(entity);
if (!m_physWorld.IsBodyActive(rigidBodyComponent.GetBodyIndex()))
continue;
@@ -169,10 +169,10 @@ namespace Nz
}
}
void JoltPhysics3DSystem::OnBodyConstruct(entt::registry& registry, entt::entity entity)
void Physics3DSystem::OnBodyConstruct(entt::registry& registry, entt::entity entity)
{
// Register rigid body owning entity
JoltRigidBody3DComponent& rigidBody = registry.get<JoltRigidBody3DComponent>(entity);
RigidBody3DComponent& rigidBody = registry.get<RigidBody3DComponent>(entity);
rigidBody.Construct(m_physWorld);
UInt32 uniqueIndex = rigidBody.GetBodyIndex();
@@ -182,19 +182,19 @@ namespace Nz
m_bodyIndicesToEntity[uniqueIndex] = entity;
}
void JoltPhysics3DSystem::OnBodyDestruct(entt::registry& registry, entt::entity entity)
void Physics3DSystem::OnBodyDestruct(entt::registry& registry, entt::entity entity)
{
// Unregister owning entity
JoltRigidBody3DComponent& rigidBody = registry.get<JoltRigidBody3DComponent>(entity);
RigidBody3DComponent& rigidBody = registry.get<RigidBody3DComponent>(entity);
UInt32 uniqueIndex = rigidBody.GetBodyIndex();
assert(uniqueIndex <= m_bodyIndicesToEntity.size());
m_bodyIndicesToEntity[uniqueIndex] = entt::null;
}
void JoltPhysics3DSystem::OnCharacterConstruct(entt::registry& registry, entt::entity entity)
void Physics3DSystem::OnCharacterConstruct(entt::registry& registry, entt::entity entity)
{
JoltCharacterComponent& character = registry.get<JoltCharacterComponent>(entity);
PhysCharacter3DComponent& character = registry.get<PhysCharacter3DComponent>(entity);
character.Construct(m_physWorld);
UInt32 uniqueIndex = character.GetBodyIndex();
@@ -204,10 +204,10 @@ namespace Nz
m_bodyIndicesToEntity[uniqueIndex] = entity;
}
void JoltPhysics3DSystem::OnCharacterDestruct(entt::registry& registry, entt::entity entity)
void Physics3DSystem::OnCharacterDestruct(entt::registry& registry, entt::entity entity)
{
// Unregister owning entity
JoltCharacterComponent& character = registry.get<JoltCharacterComponent>(entity);
PhysCharacter3DComponent& character = registry.get<PhysCharacter3DComponent>(entity);
UInt32 uniqueIndex = character.GetBodyIndex();
assert(uniqueIndex <= m_bodyIndicesToEntity.size());