NazaraEngine/include/Nazara/Physics2D/Systems/Physics2DSystem.inl

131 lines
4.5 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
#include <Nazara/Physics2D/Debug.hpp>
namespace Nz
{
inline PhysWorld2D& Physics2DSystem::GetPhysWorld()
{
return m_physWorld;
}
inline const PhysWorld2D& Physics2DSystem::GetPhysWorld() const
{
return m_physWorld;
}
inline entt::handle Physics2DSystem::GetRigidBodyEntity(UInt32 bodyIndex) const
{
return entt::handle(m_registry, m_bodyIndicesToEntity[bodyIndex]);
}
inline bool Physics2DSystem::NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, entt::handle* nearestEntity)
{
RigidBody2D* nearestBody;
if (!m_physWorld.NearestBodyQuery(from, maxDistance, collisionGroup, categoryMask, collisionMask, &nearestBody))
return false;
if (nearestEntity)
{
if (nearestBody)
*nearestEntity = GetRigidBodyEntity(nearestBody->GetBodyIndex());
else
*nearestEntity = {};
}
return true;
}
inline bool Physics2DSystem::NearestBodyQuery(const Vector2f& from, float maxDistance, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, NearestQueryResult* result)
{
if (!m_physWorld.NearestBodyQuery(from, maxDistance, collisionGroup, categoryMask, collisionMask, result))
return false;
if (result)
{
if (result->nearestBody)
result->nearestEntity = GetRigidBodyEntity(result->nearestBody->GetBodyIndex());
else
result->nearestEntity = {};
}
return true;
}
inline void Physics2DSystem::RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(const RaycastHit&)>& callback)
{
return m_physWorld.RaycastQuery(from, to, radius, collisionGroup, categoryMask, collisionMask, [&](const PhysWorld2D::RaycastHit& hitInfo)
{
RaycastHit extendedHitInfo;
static_cast<PhysWorld2D::RaycastHit&>(extendedHitInfo) = hitInfo;
if (extendedHitInfo.nearestBody)
extendedHitInfo.nearestEntity = GetRigidBodyEntity(extendedHitInfo.nearestBody->GetBodyIndex());
callback(extendedHitInfo);
});
}
inline bool Physics2DSystem::RaycastQuery(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<RaycastHit>* hitInfos)
{
NazaraAssert(hitInfos, "invalid output pointer");
std::size_t originalSize = hitInfos->size();
RaycastQuery(from, to, radius, collisionGroup, categoryMask, collisionMask, [&](const RaycastHit& hitInfo)
{
hitInfos->emplace_back(hitInfo);
});
return hitInfos->size() != originalSize;
}
inline bool Physics2DSystem::RaycastQueryFirst(const Vector2f& from, const Vector2f& to, float radius, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, RaycastHit* hitInfo)
{
if (!m_physWorld.RaycastQueryFirst(from, to, radius, collisionGroup, categoryMask, collisionMask, hitInfo))
return false;
if (hitInfo)
{
if (hitInfo->nearestBody)
hitInfo->nearestEntity = GetRigidBodyEntity(hitInfo->nearestBody->GetBodyIndex());
else
hitInfo->nearestEntity = {};
}
return true;
}
inline void Physics2DSystem::RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, const FunctionRef<void(entt::handle)>& callback)
{
return m_physWorld.RegionQuery(boundingBox, collisionGroup, categoryMask, collisionMask, [&](RigidBody2D* body)
{
callback(GetRigidBodyEntity(body->GetBodyIndex()));
});
}
inline void Physics2DSystem::RegionQuery(const Rectf& boundingBox, UInt32 collisionGroup, UInt32 categoryMask, UInt32 collisionMask, std::vector<entt::handle>* bodies)
{
NazaraAssert(bodies, "invalid output pointer");
return m_physWorld.RegionQuery(boundingBox, collisionGroup, categoryMask, collisionMask, [&](RigidBody2D* body)
{
bodies->emplace_back(GetRigidBodyEntity(body->GetBodyIndex()));
});
}
inline void Physics2DSystem::RegisterCallbacks(unsigned int collisionId, ContactCallbacks callbacks)
{
return m_physWorld.RegisterCallbacks(collisionId, SetupContactCallbacks(std::move(callbacks)));
}
inline void Physics2DSystem::RegisterCallbacks(unsigned int collisionIdA, unsigned int collisionIdB, ContactCallbacks callbacks)
{
return m_physWorld.RegisterCallbacks(collisionIdA, collisionIdB, SetupContactCallbacks(std::move(callbacks)));
}
}
#include <Nazara/Physics2D/DebugOff.hpp>