NazaraEngine/include/Nazara/Physics2D/RigidBody2D.hpp

181 lines
6.2 KiB
C++

// 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
#pragma once
#ifndef NAZARA_PHYSICS2D_RIGIDBODY2D_HPP
#define NAZARA_PHYSICS2D_RIGIDBODY2D_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Core/Enums.hpp>
#include <Nazara/Math/Angle.hpp>
#include <Nazara/Math/Rect.hpp>
#include <Nazara/Physics2D/Collider2D.hpp>
#include <Nazara/Physics2D/Config.hpp>
#include <NazaraUtils/Signal.hpp>
#include <functional>
#include <limits>
struct cpBody;
namespace Nz
{
class PhysArbiter2D;
class PhysWorld2D;
class NAZARA_PHYSICS2D_API RigidBody2D
{
public:
struct DynamicSettings;
struct StaticSettings;
using VelocityFunc = std::function<void(RigidBody2D& body2D, const Vector2f& gravity, float damping, float deltaTime)>;
inline RigidBody2D(PhysWorld2D& world, const DynamicSettings& settings);
inline RigidBody2D(PhysWorld2D& world, const StaticSettings& settings);
RigidBody2D(const RigidBody2D& object);
RigidBody2D(RigidBody2D&& object) noexcept;
inline ~RigidBody2D();
inline void AddForce(const Vector2f& force, CoordSys coordSys = CoordSys::Global);
void AddForce(const Vector2f& force, const Vector2f& point, CoordSys coordSys = CoordSys::Global);
inline void AddImpulse(const Vector2f& impulse, CoordSys coordSys = CoordSys::Global);
void AddImpulse(const Vector2f& impulse, const Vector2f& point, CoordSys coordSys = CoordSys::Global);
void AddTorque(const RadianAnglef& torque);
bool ClosestPointQuery(const Vector2f& position, Vector2f* closestPoint = nullptr, float* closestDistance = nullptr) const;
void EnableSimulation(bool simulation);
void ForEachArbiter(const FunctionRef<void(PhysArbiter2D& /*arbiter*/)>& callback);
void ForceSleep();
Rectf GetAABB() const;
RadianAnglef GetAngularVelocity() const;
inline UInt32 GetBodyIndex() const;
float GetElasticity(std::size_t shapeIndex = 0) const;
float GetFriction(std::size_t shapeIndex = 0) const;
inline const std::shared_ptr<Collider2D>& GetGeom() const;
inline cpBody* GetHandle() const;
inline float GetMass() const;
Vector2f GetMassCenter(CoordSys coordSys = CoordSys::Local) const;
float GetMomentOfInertia() const;
Vector2f GetPosition() const;
inline const Vector2f& GetPositionOffset() const;
RadianAnglef GetRotation() const;
inline std::size_t GetShapeCount() const;
inline std::size_t GetShapeIndex(cpShape* shape) const;
Vector2f GetSurfaceVelocity(std::size_t shapeIndex = 0) const;
Vector2f GetVelocity() const;
inline const VelocityFunc& GetVelocityFunction() const;
inline PhysWorld2D* GetWorld() const;
inline bool IsKinematic() const;
inline bool IsSimulationEnabled() const;
bool IsSleeping() const;
inline bool IsStatic() const;
void ResetVelocityFunction();
void SetAngularVelocity(const RadianAnglef& angularVelocity);
void SetElasticity(float elasticity);
void SetElasticity(std::size_t shapeIndex, float elasticity);
void SetFriction(float friction);
void SetFriction(std::size_t shapeIndex, float friction);
void SetGeom(std::shared_ptr<Collider2D> geom, bool recomputeMoment = true, bool recomputeMassCenter = true);
void SetMass(float mass, bool recomputeMoment = true);
void SetMassCenter(const Vector2f& center, CoordSys coordSys = CoordSys::Local);
void SetMomentOfInertia(float moment);
void SetPosition(const Vector2f& position);
void SetPositionOffset(const Vector2f& offset);
void SetRotation(const RadianAnglef& rotation);
void SetSurfaceVelocity(const Vector2f& surfaceVelocity);
void SetSurfaceVelocity(std::size_t shapeIndex, const Vector2f& surfaceVelocity);
void SetStatic(bool setStaticBody = true);
void SetVelocity(const Vector2f& velocity);
void SetVelocityFunction(VelocityFunc velocityFunc);
void TeleportTo(const Vector2f& position, const RadianAnglef& rotation);
RadianAnglef ToLocal(const RadianAnglef& worldRotation);
Vector2f ToLocal(const Vector2f& worldPosition);
RadianAnglef ToWorld(const RadianAnglef& localRotation);
Vector2f ToWorld(const Vector2f& localPosition);
void UpdateVelocity(const Vector2f& gravity, float damping, float deltaTime);
void Wakeup();
RigidBody2D& operator=(const RigidBody2D& object);
RigidBody2D& operator=(RigidBody2D&& object) noexcept;
static constexpr UInt32 InvalidBodyIndex = std::numeric_limits<UInt32>::max();
static constexpr std::size_t InvalidShapeIndex = std::numeric_limits<std::size_t>::max();
struct CommonSettings
{
std::shared_ptr<Collider2D> geom;
RadianAnglef rotation = RadianAnglef::Zero();
Vector2f position = Vector2f::Zero();
bool initiallySleeping = false;
bool isSimulationEnabled = true;
};
struct DynamicSettings : CommonSettings
{
DynamicSettings() = default;
DynamicSettings(std::shared_ptr<Collider2D> collider, float mass_) :
mass(mass_)
{
geom = std::move(collider);
}
RadianAnglef angularVelocity = RadianAnglef::Zero();
Vector2f linearVelocity = Vector2f::Zero();
float gravityFactor = 1.f;
float mass = 1.f;
};
struct StaticSettings : CommonSettings
{
StaticSettings() = default;
StaticSettings(std::shared_ptr<Collider2D> collider)
{
geom = std::move(collider);
}
};
protected:
RigidBody2D() = default;
void Create(PhysWorld2D& world, const DynamicSettings& settings);
void Create(PhysWorld2D& world, const StaticSettings& settings);
void Destroy();
private:
void DestroyBody();
void RegisterToSpace();
void UnregisterFromSpace();
static void CopyBodyData(cpBody* from, cpBody* to);
static void CopyShapeData(cpShape* from, cpShape* to);
std::vector<cpShape*> m_shapes;
std::shared_ptr<Collider2D> m_geom;
MovablePtr<cpBody> m_handle;
MovablePtr<PhysWorld2D> m_world;
UInt32 m_bodyIndex;
Vector2f m_positionOffset;
VelocityFunc m_velocityFunc;
bool m_isRegistered;
bool m_isSimulationEnabled;
bool m_isStatic;
float m_gravityFactor;
float m_mass;
};
}
#include <Nazara/Physics2D/RigidBody2D.inl>
#endif // NAZARA_PHYSICS2D_RIGIDBODY2D_HPP