NazaraEngine/src/Nazara/ChipmunkPhysics2D/ChipmunkConstraint2D.cpp

458 lines
14 KiB
C++

// 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));
}
}