186 lines
5.6 KiB
C++
186 lines
5.6 KiB
C++
// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Physics 2D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Physics2D/Collider2D.hpp>
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#include <Nazara/Physics2D/RigidBody2D.hpp>
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#include <chipmunk/chipmunk.h>
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#include <Nazara/Physics3D/Debug.hpp>
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namespace Nz
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{
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Collider2D::~Collider2D() = default;
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std::vector<cpShape*> Collider2D::GenerateShapes(RigidBody2D* body) const
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{
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std::vector<cpShape*> shapes;
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CreateShapes(body, shapes);
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cpShapeFilter filter = cpShapeFilterNew(m_collisionGroup, m_categoryMask, m_collisionMask);
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for (cpShape* shape : shapes)
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{
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cpShapeSetFilter(shape, filter);
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cpShapeSetCollisionType(shape, m_collisionId);
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cpShapeSetSensor(shape, (m_trigger) ? cpTrue : cpFalse);
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}
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return shapes;
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}
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/******************************** BoxCollider2D *********************************/
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BoxCollider2D::BoxCollider2D(const Vector2f& size, float radius) :
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BoxCollider2D(Rectf(-size.x / 2.f, -size.y / 2.f, size.x, size.y), radius)
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{
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}
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BoxCollider2D::BoxCollider2D(const Rectf& rect, float radius) :
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m_rect(rect),
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m_radius(radius)
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{
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}
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float BoxCollider2D::ComputeMomentOfInertia(float mass) const
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{
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return static_cast<float>(cpMomentForBox2(mass, cpBBNew(m_rect.x, m_rect.y, m_rect.x + m_rect.width, m_rect.y + m_rect.height)));
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}
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ColliderType2D BoxCollider2D::GetType() const
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{
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return ColliderType2D_Box;
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}
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void BoxCollider2D::CreateShapes(RigidBody2D* body, std::vector<cpShape*>& shapes) const
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{
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shapes.push_back(cpBoxShapeNew2(body->GetHandle(), cpBBNew(m_rect.x, m_rect.y, m_rect.x + m_rect.width, m_rect.y + m_rect.height), m_radius));
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}
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/******************************** CircleCollider2D *********************************/
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CircleCollider2D::CircleCollider2D(float radius, const Vector2f& offset) :
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m_offset(offset),
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m_radius(radius)
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{
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}
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float CircleCollider2D::ComputeMomentOfInertia(float mass) const
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{
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return static_cast<float>(cpMomentForCircle(mass, 0.f, m_radius, cpv(m_offset.x, m_offset.y)));
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}
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ColliderType2D CircleCollider2D::GetType() const
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{
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return ColliderType2D_Circle;
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}
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void CircleCollider2D::CreateShapes(RigidBody2D* body, std::vector<cpShape*>& shapes) const
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{
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shapes.push_back(cpCircleShapeNew(body->GetHandle(), m_radius, cpv(m_offset.x, m_offset.y)));
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}
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/******************************** CompoundCollider2D *********************************/
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CompoundCollider2D::CompoundCollider2D(std::vector<Collider2DRef> geoms) :
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m_geoms(std::move(geoms)),
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m_doesOverrideCollisionProperties(true)
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{
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}
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float CompoundCollider2D::ComputeMomentOfInertia(float mass) const
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{
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///TODO: Correctly compute moment using parallel axis theorem:
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/// https://chipmunk-physics.net/forum/viewtopic.php?t=1056
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float momentOfInertia = 0.f;
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for (const auto& geom : m_geoms)
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momentOfInertia += geom->ComputeMomentOfInertia(mass); //< Eeeer
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return momentOfInertia;
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}
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ColliderType2D CompoundCollider2D::GetType() const
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{
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return ColliderType2D_Compound;
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}
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void CompoundCollider2D::CreateShapes(RigidBody2D* body, std::vector<cpShape*>& shapes) const
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{
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// Since C++ does not allow protected call from other objects, we have to be a friend of Collider2D, yay
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for (const auto& geom : m_geoms)
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geom->CreateShapes(body, shapes);
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}
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std::vector<cpShape*> CompoundCollider2D::GenerateShapes(RigidBody2D* body) const
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{
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// This is our parent's default behavior
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if (m_doesOverrideCollisionProperties)
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return Collider2D::GenerateShapes(body);
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else
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{
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std::vector<cpShape*> shapes;
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CreateShapes(body, shapes);
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return shapes;
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}
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}
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/******************************** ConvexCollider2D *********************************/
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ConvexCollider2D::ConvexCollider2D(SparsePtr<const Vector2f> vertices, std::size_t vertexCount, float radius) :
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m_radius(radius)
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{
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m_vertices.resize(vertexCount);
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for (std::size_t i = 0; i < vertexCount; ++i)
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m_vertices[i].Set(*vertices++);
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}
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float ConvexCollider2D::ComputeMomentOfInertia(float mass) const
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{
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static_assert(sizeof(cpVect) == sizeof(Vector2d), "Chipmunk vector is not equivalent to Vector2d");
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return static_cast<float>(cpMomentForPoly(mass, int(m_vertices.size()), reinterpret_cast<const cpVect*>(m_vertices.data()), cpv(0.0, 0.0), m_radius));
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}
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ColliderType2D ConvexCollider2D::GetType() const
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{
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return ColliderType2D_Convex;
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}
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void ConvexCollider2D::CreateShapes(RigidBody2D* body, std::vector<cpShape*>& shapes) const
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{
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shapes.push_back(cpPolyShapeNew(body->GetHandle(), int(m_vertices.size()), reinterpret_cast<const cpVect*>(m_vertices.data()), cpTransformIdentity, m_radius));
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}
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/********************************* NullCollider2D **********************************/
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ColliderType2D NullCollider2D::GetType() const
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{
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return ColliderType2D_Null;
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}
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float NullCollider2D::ComputeMomentOfInertia(float mass) const
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{
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return (mass > 0.f) ? 1.f : 0.f; //< Null inertia is only possible for static/kinematic objects
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}
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void NullCollider2D::CreateShapes(RigidBody2D* /*body*/, std::vector<cpShape*>& /*shapes*/) const
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{
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}
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/******************************** SegmentCollider2D *********************************/
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float SegmentCollider2D::ComputeMomentOfInertia(float mass) const
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{
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return static_cast<float>(cpMomentForSegment(mass, cpv(m_first.x, m_first.y), cpv(m_second.x, m_second.y), m_thickness));
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}
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ColliderType2D SegmentCollider2D::GetType() const
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{
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return ColliderType2D_Segment;
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}
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void SegmentCollider2D::CreateShapes(RigidBody2D* body, std::vector<cpShape*>& shapes) const
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{
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shapes.push_back(cpSegmentShapeNew(body->GetHandle(), cpv(m_first.x, m_first.y), cpv(m_second.x, m_second.y), m_thickness));
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}
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}
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