NazaraEngine/include/Nazara/ChipmunkPhysics2D/ChipmunkCollider2D.inl

197 lines
4.2 KiB
C++

// Copyright (C) 2023 Jérôme "Lynix" 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 <memory>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
namespace Nz
{
inline ChipmunkCollider2D::ChipmunkCollider2D() :
m_categoryMask(0xFFFFFFFF),
m_collisionGroup(0),
m_collisionMask(0xFFFFFFFF),
m_surfaceVelocity(Vector2f::Zero()),
m_trigger(false),
m_elasticity(0.f),
m_friction(0.f),
m_collisionId(0)
{
}
inline UInt32 ChipmunkCollider2D::GetCategoryMask() const
{
return m_categoryMask;
}
inline UInt32 ChipmunkCollider2D::GetCollisionGroup() const
{
return m_collisionGroup;
}
inline unsigned int ChipmunkCollider2D::GetCollisionId() const
{
return m_collisionId;
}
inline UInt32 ChipmunkCollider2D::GetCollisionMask() const
{
return m_collisionMask;
}
inline float ChipmunkCollider2D::GetElasticity() const
{
return m_elasticity;
}
inline float ChipmunkCollider2D::GetFriction() const
{
return m_friction;
}
inline Vector2f ChipmunkCollider2D::GetSurfaceVelocity() const
{
return m_surfaceVelocity;
}
inline bool ChipmunkCollider2D::IsTrigger() const
{
return m_trigger;
}
inline void ChipmunkCollider2D::SetCategoryMask(UInt32 categoryMask)
{
m_categoryMask = categoryMask;
}
inline void ChipmunkCollider2D::SetCollisionGroup(UInt32 groupId)
{
m_collisionGroup = groupId;
}
inline void ChipmunkCollider2D::SetCollisionId(unsigned int typeId)
{
m_collisionId = typeId;
}
inline void ChipmunkCollider2D::SetCollisionMask(UInt32 mask)
{
m_collisionMask = mask;
}
inline void ChipmunkCollider2D::SetElasticity(float elasticity)
{
m_elasticity = elasticity;
}
inline void ChipmunkCollider2D::SetFriction(float friction)
{
m_friction = friction;
}
inline void ChipmunkCollider2D::SetSurfaceVelocity(const Vector2f& surfaceVelocity)
{
m_surfaceVelocity = surfaceVelocity;
}
inline void ChipmunkCollider2D::SetTrigger(bool trigger)
{
m_trigger = trigger;
}
inline float ChipmunkBoxCollider2D::GetRadius() const
{
return m_radius;
}
inline const Rectf& ChipmunkBoxCollider2D::GetRect() const
{
return m_rect;
}
inline Vector2f ChipmunkBoxCollider2D::GetSize() const
{
return m_rect.GetLengths();
}
inline const Vector2f& ChipmunkCircleCollider2D::GetOffset() const
{
return m_offset;
}
inline float ChipmunkCircleCollider2D::GetRadius() const
{
return m_radius;
}
inline bool Nz::ChipmunkCompoundCollider2D::DoesOverrideCollisionProperties() const
{
return m_doesOverrideCollisionProperties;
}
inline const std::vector<std::shared_ptr<ChipmunkCollider2D>>& ChipmunkCompoundCollider2D::GetGeoms() const
{
return m_geoms;
}
inline void Nz::ChipmunkCompoundCollider2D::OverridesCollisionProperties(bool shouldOverride)
{
m_doesOverrideCollisionProperties = shouldOverride;
}
inline const std::vector<Vector2d>& ChipmunkConvexCollider2D::GetVertices() const
{
return m_vertices;
}
ChipmunkSegmentCollider2D::ChipmunkSegmentCollider2D(const Vector2f& first, const Vector2f& second, float thickness) :
ChipmunkSegmentCollider2D(first, first, second, second, thickness)
{
}
inline ChipmunkSegmentCollider2D::ChipmunkSegmentCollider2D(const Vector2f& first, const Vector2f& firstNeighbor, const Vector2f& second, const Vector2f& secondNeighbor, float thickness) :
m_first(first),
m_firstNeighbor(firstNeighbor),
m_second(second),
m_secondNeighbor(secondNeighbor),
m_thickness(thickness)
{
}
inline const Vector2f& ChipmunkSegmentCollider2D::GetFirstPoint() const
{
return m_first;
}
inline const Vector2f& ChipmunkSegmentCollider2D::GetFirstPointNeighbor() const
{
return m_firstNeighbor;
}
inline float ChipmunkSegmentCollider2D::GetLength() const
{
return m_first.Distance(m_second);
}
inline const Vector2f& ChipmunkSegmentCollider2D::GetSecondPoint() const
{
return m_second;
}
inline const Vector2f& ChipmunkSegmentCollider2D::GetSecondPointNeighbor() const
{
return m_secondNeighbor;
}
inline float ChipmunkSegmentCollider2D::GetThickness() const
{
return m_thickness;
}
}
#include <Nazara/ChipmunkPhysics2D/DebugOff.hpp>