NazaraEngine/src/Nazara/Physics2D/RigidBody2D.cpp

343 lines
7.9 KiB
C++

// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Engine - Physics 2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <Nazara/Math/Algorithm.hpp>
#include <Nazara/Physics2D/Config.hpp>
#include <Nazara/Physics2D/PhysWorld2D.hpp>
#include <chipmunk/chipmunk.h>
#include <chipmunk/chipmunk_private.h>
#include <algorithm>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
RigidBody2D::RigidBody2D(PhysWorld2D* world, float mass) :
RigidBody2D(world, mass, nullptr)
{
}
RigidBody2D::RigidBody2D(PhysWorld2D* world, float mass, Collider2DRef geom) :
m_geom(),
m_userData(nullptr),
m_world(world),
m_gravityFactor(1.f),
m_mass(1.f)
{
NazaraAssert(m_world, "Invalid world");
Create();
SetGeom(geom);
SetMass(mass);
}
RigidBody2D::RigidBody2D(const RigidBody2D& object) :
m_geom(object.m_geom),
m_userData(object.m_userData),
m_world(object.m_world),
m_gravityFactor(object.m_gravityFactor),
m_mass(0.f)
{
NazaraAssert(m_world, "Invalid world");
NazaraAssert(m_geom, "Invalid geometry");
Create();
SetGeom(object.GetGeom());
SetMass(object.GetMass());
}
RigidBody2D::RigidBody2D(RigidBody2D&& object) :
OnRigidBody2DMove(std::move(object.OnRigidBody2DMove)),
OnRigidBody2DRelease(std::move(object.OnRigidBody2DRelease)),
m_shapes(std::move(object.m_shapes)),
m_geom(std::move(object.m_geom)),
m_userData(object.m_userData),
m_handle(object.m_handle),
m_world(object.m_world),
m_gravityFactor(object.m_gravityFactor),
m_mass(object.m_mass)
{
cpBodySetUserData(m_handle, this);
object.m_handle = nullptr;
OnRigidBody2DMove(&object, this);
}
RigidBody2D::~RigidBody2D()
{
OnRigidBody2DRelease(this);
Destroy();
}
void RigidBody2D::AddForce(const Vector2f& force, CoordSys coordSys)
{
return AddForce(force, GetCenterOfGravity(coordSys), coordSys);
}
void RigidBody2D::AddForce(const Vector2f& force, const Vector2f& point, CoordSys coordSys)
{
switch (coordSys)
{
case CoordSys_Global:
cpBodyApplyForceAtWorldPoint(m_handle, cpv(force.x, force.y), cpv(point.x, point.y));
break;
case CoordSys_Local:
cpBodyApplyForceAtLocalPoint(m_handle, cpv(force.x, force.y), cpv(point.x, point.y));
break;
}
}
void RigidBody2D::AddImpulse(const Vector2f& impulse, CoordSys coordSys)
{
return AddImpulse(impulse, GetCenterOfGravity(coordSys), coordSys);
}
void RigidBody2D::AddImpulse(const Vector2f& impulse, const Vector2f& point, CoordSys coordSys)
{
switch (coordSys)
{
case CoordSys_Global:
cpBodyApplyImpulseAtWorldPoint(m_handle, cpv(impulse.x, impulse.y), cpv(point.x, point.y));
break;
case CoordSys_Local:
cpBodyApplyImpulseAtLocalPoint(m_handle, cpv(impulse.x, impulse.y), cpv(point.x, point.y));
break;
}
}
void RigidBody2D::AddTorque(float torque)
{
cpBodySetTorque(m_handle, cpBodyGetTorque(m_handle) + torque);
}
Rectf RigidBody2D::GetAABB() const
{
cpBB bb = cpBBNew(0.f, 0.f, 0.f, 0.f);
for (cpShape* shape : m_shapes)
bb = cpBBMerge(bb, cpShapeGetBB(shape));
return Rectf(Rect<cpFloat>(bb.l, bb.t, bb.r - bb.l, bb.b - bb.t));
}
float RigidBody2D::GetAngularVelocity() const
{
return static_cast<float>(cpBodyGetAngularVelocity(m_handle));
}
const Collider2DRef& RigidBody2D::GetGeom() const
{
return m_geom;
}
cpBody* RigidBody2D::GetHandle() const
{
return m_handle;
}
float RigidBody2D::GetMass() const
{
return m_mass;
}
Vector2f RigidBody2D::GetCenterOfGravity(CoordSys coordSys) const
{
cpVect cog = cpBodyGetCenterOfGravity(m_handle);
switch (coordSys)
{
case CoordSys_Global:
cog = cpBodyLocalToWorld(m_handle, cog);
break;
case CoordSys_Local:
break; // Nothing to do
}
return Vector2f(static_cast<float>(cog.x), static_cast<float>(cog.y));
}
Vector2f RigidBody2D::GetPosition() const
{
cpVect pos = cpBodyGetPosition(m_handle);
return Vector2f(static_cast<float>(pos.x), static_cast<float>(pos.y));
}
float RigidBody2D::GetRotation() const
{
return static_cast<float>(cpBodyGetAngle(m_handle));
}
void* RigidBody2D::GetUserdata() const
{
return m_userData;
}
Vector2f RigidBody2D::GetVelocity() const
{
cpVect vel = cpBodyGetVelocity(m_handle);
return Vector2f(static_cast<float>(vel.x), static_cast<float>(vel.y));
}
bool RigidBody2D::IsMoveable() const
{
return m_mass > 0.f;
}
bool RigidBody2D::IsSleeping() const
{
return cpBodyIsSleeping(m_handle) != 0;
}
void RigidBody2D::SetAngularVelocity(float angularVelocity)
{
cpBodySetAngularVelocity(m_handle, angularVelocity);
}
void RigidBody2D::SetGeom(Collider2DRef geom)
{
// 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
if (m_geom)
{
cpVect pos = cpBodyGetPosition(m_handle);
cpFloat mass = cpBodyGetMass(m_handle);
cpFloat moment = cpBodyGetMoment(m_handle);
cpFloat rot = cpBodyGetAngle(m_handle);
cpVect vel = cpBodyGetVelocity(m_handle);
Destroy();
Create(mass, moment);
cpBodySetAngle(m_handle, rot);
cpBodySetPosition(m_handle, pos);
cpBodySetVelocity(m_handle, vel);
}
if (geom)
m_geom = geom;
else
m_geom = NullCollider2D::New();
m_shapes = m_geom->GenerateShapes(this);
cpSpace* space = m_world->GetHandle();
for (cpShape* shape : m_shapes)
cpSpaceAddShape(space, shape);
cpBodySetMoment(m_handle, m_geom->ComputeInertialMatrix(m_mass));
}
void RigidBody2D::SetMass(float mass)
{
if (m_mass > 0.f)
{
if (mass > 0.f)
{
cpBodySetMass(m_handle, mass);
cpBodySetMoment(m_handle, m_geom->ComputeInertialMatrix(m_mass));
}
else
cpBodySetType(m_handle, CP_BODY_TYPE_STATIC);
}
else if (mass > 0.f)
{
if (cpBodyGetType(m_handle) == CP_BODY_TYPE_STATIC)
{
cpBodySetType(m_handle, CP_BODY_TYPE_DYNAMIC);
cpBodySetMass(m_handle, mass);
cpBodySetMoment(m_handle, m_geom->ComputeInertialMatrix(m_mass));
}
}
m_mass = mass;
}
void RigidBody2D::SetMassCenter(const Vector2f& center)
{
if (m_mass > 0.f)
cpBodySetCenterOfGravity(m_handle, cpv(center.x, center.y));
}
void RigidBody2D::SetPosition(const Vector2f& position)
{
cpBodySetPosition(m_handle, cpv(position.x, position.y));
if (cpBodyGetType(m_handle) == CP_BODY_TYPE_STATIC)
cpSpaceReindexShapesForBody(m_world->GetHandle(), m_handle);
}
void RigidBody2D::SetRotation(float rotation)
{
cpBodySetAngle(m_handle, rotation);
}
void RigidBody2D::SetUserdata(void* ud)
{
m_userData = ud;
}
void RigidBody2D::SetVelocity(const Vector2f& velocity)
{
cpBodySetVelocity(m_handle, cpv(velocity.x, velocity.y));
}
RigidBody2D& RigidBody2D::operator=(const RigidBody2D& object)
{
RigidBody2D physObj(object);
return operator=(std::move(physObj));
}
RigidBody2D& RigidBody2D::operator=(RigidBody2D&& object)
{
Destroy();
OnRigidBody2DMove = std::move(object.OnRigidBody2DMove);
OnRigidBody2DRelease = std::move(object.OnRigidBody2DRelease);
m_handle = object.m_handle;
m_geom = std::move(object.m_geom);
m_gravityFactor = object.m_gravityFactor;
m_mass = object.m_mass;
m_shapes = std::move(object.m_shapes);
m_userData = object.m_userData;
m_world = object.m_world;
cpBodySetUserData(m_handle, this);
object.m_handle = nullptr;
OnRigidBody2DMove(&object, this);
return *this;
}
void RigidBody2D::Create(float mass, float moment)
{
m_handle = cpBodyNew(mass, moment);
cpBodySetUserData(m_handle, this);
cpSpaceAddBody(m_world->GetHandle(), m_handle);
}
void RigidBody2D::Destroy()
{
cpSpace* space = m_world->GetHandle();
for (cpShape* shape : m_shapes)
{
cpSpaceRemoveShape(space, shape);
cpShapeFree(shape);
}
if (m_handle)
{
cpSpaceRemoveBody(space, m_handle);
cpBodyFree(m_handle);
}
}
}