PhysicsWorld2D.cpp 28 KB

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  1. //
  2. // Copyright (c) 2008-2017 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../Precompiled.h"
  23. #include "../Core/Context.h"
  24. #include "../Core/Profiler.h"
  25. #include "../Graphics/DebugRenderer.h"
  26. #include "../Graphics/Graphics.h"
  27. #include "../Graphics/Renderer.h"
  28. #include "../IO/Log.h"
  29. #include "../Scene/Scene.h"
  30. #include "../Scene/SceneEvents.h"
  31. #include "../Atomic2D/CollisionShape2D.h"
  32. #include "../Atomic2D/PhysicsEvents2D.h"
  33. #include "../Atomic2D/PhysicsUtils2D.h"
  34. #include "../Atomic2D/PhysicsWorld2D.h"
  35. #include "../Atomic2D/RigidBody2D.h"
  36. // ATOMIC BEGIN
  37. #include "../Atomic2D/Drawable2D.h"
  38. // ATOMIC END
  39. #include "../DebugNew.h"
  40. namespace Atomic
  41. {
  42. extern const char* SUBSYSTEM_CATEGORY;
  43. static const Vector2 DEFAULT_GRAVITY(0.0f, -9.81f);
  44. static const int DEFAULT_VELOCITY_ITERATIONS = 8;
  45. static const int DEFAULT_POSITION_ITERATIONS = 3;
  46. // Helper function to write contact info into buffer.
  47. const PODVector<unsigned char>& WriteContactInfo(VectorBuffer& buffer, b2Contact* contact)
  48. {
  49. buffer.Clear();
  50. // ATOMIC BEGIN
  51. // Handle case when the body has been deleted during the event
  52. if (!contact->GetFixtureA()->GetBody() || !contact->GetFixtureB()->GetBody() )
  53. {
  54. return buffer.GetBuffer();
  55. }
  56. // ATOMIC END
  57. b2WorldManifold worldManifold;
  58. contact->GetWorldManifold(&worldManifold);
  59. for (int i = 0; i < contact->GetManifold()->pointCount; ++i)
  60. {
  61. buffer.WriteVector2(Vector2(worldManifold.points[i].x, worldManifold.points[i].y));
  62. buffer.WriteVector2(Vector2(worldManifold.normal.x, worldManifold.normal.y));
  63. buffer.WriteFloat(worldManifold.separations[i]);
  64. }
  65. return buffer.GetBuffer();
  66. }
  67. PhysicsWorld2D::PhysicsWorld2D(Context* context) :
  68. Component(context),
  69. gravity_(DEFAULT_GRAVITY),
  70. velocityIterations_(DEFAULT_VELOCITY_ITERATIONS),
  71. positionIterations_(DEFAULT_POSITION_ITERATIONS),
  72. debugRenderer_(0),
  73. physicsStepping_(false),
  74. applyingTransforms_(false),
  75. updateEnabled_(true)
  76. {
  77. // Set default debug draw flags
  78. m_drawFlags = e_shapeBit;
  79. // Create Box2D world
  80. world_ = new b2World(ToB2Vec2(gravity_));
  81. // Set contact listener
  82. world_->SetContactListener(this);
  83. // Set debug draw
  84. world_->SetDebugDraw(this);
  85. // BEGIN ATOMIC
  86. // These should be false, as per the attribute defaults
  87. world_->SetContinuousPhysics(false);
  88. world_->SetSubStepping(false);
  89. // END ATOMIC
  90. }
  91. PhysicsWorld2D::~PhysicsWorld2D()
  92. {
  93. for (unsigned i = 0; i < rigidBodies_.Size(); ++i)
  94. if (rigidBodies_[i])
  95. rigidBodies_[i]->ReleaseBody();
  96. }
  97. void PhysicsWorld2D::RegisterObject(Context* context)
  98. {
  99. context->RegisterFactory<PhysicsWorld2D>(SUBSYSTEM_CATEGORY);
  100. ATOMIC_ACCESSOR_ATTRIBUTE("Draw Shape", GetDrawShape, SetDrawShape, bool, false, AM_DEFAULT);
  101. ATOMIC_ACCESSOR_ATTRIBUTE("Draw Joint", GetDrawJoint, SetDrawJoint, bool, false, AM_DEFAULT);
  102. ATOMIC_ACCESSOR_ATTRIBUTE("Draw Aabb", GetDrawAabb, SetDrawAabb, bool, false, AM_DEFAULT);
  103. ATOMIC_ACCESSOR_ATTRIBUTE("Draw Pair", GetDrawPair, SetDrawPair, bool, false, AM_DEFAULT);
  104. ATOMIC_ACCESSOR_ATTRIBUTE("Draw CenterOfMass", GetDrawCenterOfMass, SetDrawCenterOfMass, bool, false, AM_DEFAULT);
  105. ATOMIC_ACCESSOR_ATTRIBUTE("Allow Sleeping", GetAllowSleeping, SetAllowSleeping, bool, false, AM_DEFAULT);
  106. ATOMIC_ACCESSOR_ATTRIBUTE("Warm Starting", GetWarmStarting, SetWarmStarting, bool, false, AM_DEFAULT);
  107. // ATOMIC BEGIN
  108. // default false
  109. ATOMIC_ACCESSOR_ATTRIBUTE("Continuous Physics", GetContinuousPhysics, SetContinuousPhysics, bool, false, AM_DEFAULT);
  110. // ATOMIC END
  111. ATOMIC_ACCESSOR_ATTRIBUTE("Sub Stepping", GetSubStepping, SetSubStepping, bool, false, AM_DEFAULT);
  112. ATOMIC_ACCESSOR_ATTRIBUTE("Gravity", GetGravity, SetGravity, Vector2, DEFAULT_GRAVITY, AM_DEFAULT);
  113. ATOMIC_ACCESSOR_ATTRIBUTE("Auto Clear Forces", GetAutoClearForces, SetAutoClearForces, bool, false, AM_DEFAULT);
  114. ATOMIC_ACCESSOR_ATTRIBUTE("Velocity Iterations", GetVelocityIterations, SetVelocityIterations, int, DEFAULT_VELOCITY_ITERATIONS,
  115. AM_DEFAULT);
  116. ATOMIC_ACCESSOR_ATTRIBUTE("Position Iterations", GetPositionIterations, SetPositionIterations, int, DEFAULT_POSITION_ITERATIONS,
  117. AM_DEFAULT);
  118. }
  119. void PhysicsWorld2D::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  120. {
  121. if (debug)
  122. {
  123. ATOMIC_PROFILE(Physics2DDrawDebug);
  124. debugRenderer_ = debug;
  125. debugDepthTest_ = depthTest;
  126. world_->DrawDebugData();
  127. debugRenderer_ = 0;
  128. }
  129. }
  130. void PhysicsWorld2D::BeginContact(b2Contact* contact)
  131. {
  132. // Only handle contact event while stepping the physics simulation
  133. if (!physicsStepping_)
  134. return;
  135. b2Fixture* fixtureA = contact->GetFixtureA();
  136. b2Fixture* fixtureB = contact->GetFixtureB();
  137. if (!fixtureA || !fixtureB)
  138. return;
  139. beginContactInfos_.Push(ContactInfo(contact));
  140. }
  141. void PhysicsWorld2D::EndContact(b2Contact* contact)
  142. {
  143. if (!physicsStepping_)
  144. return;
  145. b2Fixture* fixtureA = contact->GetFixtureA();
  146. b2Fixture* fixtureB = contact->GetFixtureB();
  147. if (!fixtureA || !fixtureB)
  148. return;
  149. endContactInfos_.Push(ContactInfo(contact));
  150. }
  151. void PhysicsWorld2D::PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
  152. {
  153. b2Fixture* fixtureA = contact->GetFixtureA();
  154. b2Fixture* fixtureB = contact->GetFixtureB();
  155. if (!fixtureA || !fixtureB)
  156. return;
  157. ContactInfo contactInfo(contact);
  158. // Send global event
  159. VariantMap& eventData = GetEventDataMap();
  160. eventData[PhysicsUpdateContact2D::P_WORLD] = this;
  161. eventData[PhysicsUpdateContact2D::P_ENABLED] = contact->IsEnabled();
  162. eventData[PhysicsUpdateContact2D::P_BODYA] = contactInfo.bodyA_.Get();
  163. eventData[PhysicsUpdateContact2D::P_BODYB] = contactInfo.bodyB_.Get();
  164. eventData[PhysicsUpdateContact2D::P_NODEA] = contactInfo.nodeA_.Get();
  165. eventData[PhysicsUpdateContact2D::P_NODEB] = contactInfo.nodeB_.Get();
  166. eventData[PhysicsUpdateContact2D::P_CONTACT] = (void*)contactInfo.contact_;
  167. eventData[PhysicsUpdateContact2D::P_CONTACTPOINTS] = WriteContactInfo(contacts_, contactInfo.contact_);
  168. eventData[PhysicsUpdateContact2D::P_SHAPEA] = contactInfo.shapeA_.Get();
  169. eventData[PhysicsUpdateContact2D::P_SHAPEB] = contactInfo.shapeB_.Get();
  170. SendEvent(E_PHYSICSUPDATECONTACT2D, eventData);
  171. contact->SetEnabled(eventData[PhysicsUpdateContact2D::P_ENABLED].GetBool());
  172. eventData.Clear();
  173. // Send node event
  174. eventData[NodeUpdateContact2D::P_ENABLED] = contact->IsEnabled();
  175. eventData[NodeUpdateContact2D::P_CONTACT] = (void*)contactInfo.contact_;
  176. eventData[NodeUpdateContact2D::P_CONTACTPOINTS] = WriteContactInfo(contacts_, contactInfo.contact_);
  177. if (contactInfo.nodeA_)
  178. {
  179. eventData[NodeUpdateContact2D::P_BODY] = contactInfo.bodyA_.Get();
  180. eventData[NodeUpdateContact2D::P_OTHERNODE] = contactInfo.nodeB_.Get();
  181. eventData[NodeUpdateContact2D::P_OTHERBODY] = contactInfo.bodyB_.Get();
  182. eventData[NodeUpdateContact2D::P_SHAPE] = contactInfo.shapeA_.Get();
  183. eventData[NodeUpdateContact2D::P_OTHERSHAPE] = contactInfo.shapeB_.Get();
  184. contactInfo.nodeA_->SendEvent(E_NODEUPDATECONTACT2D, eventData);
  185. }
  186. if (contactInfo.nodeB_)
  187. {
  188. eventData[NodeUpdateContact2D::P_BODY] = contactInfo.bodyB_.Get();
  189. eventData[NodeUpdateContact2D::P_OTHERNODE] = contactInfo.nodeA_.Get();
  190. eventData[NodeUpdateContact2D::P_OTHERBODY] = contactInfo.bodyA_.Get();
  191. eventData[NodeUpdateContact2D::P_SHAPE] = contactInfo.shapeB_.Get();
  192. eventData[NodeUpdateContact2D::P_OTHERSHAPE] = contactInfo.shapeA_.Get();
  193. contactInfo.nodeB_->SendEvent(E_NODEUPDATECONTACT2D, eventData);
  194. }
  195. contact->SetEnabled(eventData[NodeUpdateContact2D::P_ENABLED].GetBool());
  196. }
  197. void PhysicsWorld2D::DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
  198. {
  199. if (!debugRenderer_)
  200. return;
  201. Color c = ToColor(color);
  202. for (int i = 0; i < vertexCount - 1; ++i)
  203. debugRenderer_->AddLine(ToVector3(vertices[i]), ToVector3(vertices[i + 1]), c, debugDepthTest_);
  204. debugRenderer_->AddLine(ToVector3(vertices[vertexCount - 1]), ToVector3(vertices[0]), c, debugDepthTest_);
  205. }
  206. void PhysicsWorld2D::DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
  207. {
  208. if (!debugRenderer_)
  209. return;
  210. Vector3 v = ToVector3(vertices[0]);
  211. Color c(color.r, color.g, color.b, 0.5f);
  212. for (int i = 1; i < vertexCount - 1; ++i)
  213. debugRenderer_->AddTriangle(v, ToVector3(vertices[i]), ToVector3(vertices[i + 1]), c, debugDepthTest_);
  214. }
  215. void PhysicsWorld2D::DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color)
  216. {
  217. if (!debugRenderer_)
  218. return;
  219. Vector3 p = ToVector3(center);
  220. Color c = ToColor(color);
  221. for (unsigned i = 0; i < 360; i += 30)
  222. {
  223. unsigned j = i + 30;
  224. float x1 = radius * Cos((float)i);
  225. float y1 = radius * Sin((float)i);
  226. float x2 = radius * Cos((float)j);
  227. float y2 = radius * Sin((float)j);
  228. debugRenderer_->AddLine(p + Vector3(x1, y1, 0.0f), p + Vector3(x2, y2, 0.0f), c, debugDepthTest_);
  229. }
  230. }
  231. // ATOMIC BEGIN
  232. //extern ATOMIC_API const float PIXEL_SIZE;
  233. // ATOMIC END
  234. void PhysicsWorld2D::DrawPoint(const b2Vec2& p, float32 size, const b2Color& color)
  235. {
  236. DrawSolidCircle(p, size * 0.5f * PIXEL_SIZE, b2Vec2(), color);
  237. }
  238. void PhysicsWorld2D::DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color)
  239. {
  240. if (!debugRenderer_)
  241. return;
  242. Vector3 p = ToVector3(center);
  243. Color c(color.r, color.g, color.b, 0.5f);
  244. for (unsigned i = 0; i < 360; i += 30)
  245. {
  246. unsigned j = i + 30;
  247. float x1 = radius * Cos((float)i);
  248. float y1 = radius * Sin((float)i);
  249. float x2 = radius * Cos((float)j);
  250. float y2 = radius * Sin((float)j);
  251. debugRenderer_->AddTriangle(p, p + Vector3(x1, y1, 0.0f), p + Vector3(x2, y2, 0.0f), c, debugDepthTest_);
  252. }
  253. }
  254. void PhysicsWorld2D::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
  255. {
  256. if (debugRenderer_)
  257. debugRenderer_->AddLine(ToVector3(p1), ToVector3(p2), ToColor(color), debugDepthTest_);
  258. }
  259. void PhysicsWorld2D::DrawTransform(const b2Transform& xf)
  260. {
  261. if (!debugRenderer_)
  262. return;
  263. const float32 axisScale = 0.4f;
  264. b2Vec2 p1 = xf.p, p2;
  265. p2 = p1 + axisScale * xf.q.GetXAxis();
  266. debugRenderer_->AddLine(Vector3(p1.x, p1.y, 0.0f), Vector3(p2.x, p2.y, 0.0f), Color::RED, debugDepthTest_);
  267. p2 = p1 + axisScale * xf.q.GetYAxis();
  268. debugRenderer_->AddLine(Vector3(p1.x, p1.y, 0.0f), Vector3(p2.x, p2.y, 0.0f), Color::GREEN, debugDepthTest_);
  269. }
  270. void PhysicsWorld2D::Update(float timeStep)
  271. {
  272. ATOMIC_PROFILE(UpdatePhysics2D);
  273. using namespace PhysicsPreStep;
  274. VariantMap& eventData = GetEventDataMap();
  275. eventData[P_WORLD] = this;
  276. eventData[P_TIMESTEP] = timeStep;
  277. SendEvent(E_PHYSICSPRESTEP, eventData);
  278. physicsStepping_ = true;
  279. world_->Step(timeStep, velocityIterations_, positionIterations_);
  280. physicsStepping_ = false;
  281. // Apply world transforms. Unparented transforms first
  282. for (unsigned i = 0; i < rigidBodies_.Size();)
  283. {
  284. if (rigidBodies_[i])
  285. {
  286. rigidBodies_[i]->ApplyWorldTransform();
  287. ++i;
  288. }
  289. else
  290. {
  291. // Erase possible stale weak pointer
  292. rigidBodies_.Erase(i);
  293. }
  294. }
  295. // Apply delayed (parented) world transforms now, if any
  296. while (!delayedWorldTransforms_.Empty())
  297. {
  298. for (HashMap<RigidBody2D*, DelayedWorldTransform2D>::Iterator i = delayedWorldTransforms_.Begin();
  299. i != delayedWorldTransforms_.End();)
  300. {
  301. const DelayedWorldTransform2D& transform = i->second_;
  302. // If parent's transform has already been assigned, can proceed
  303. if (!delayedWorldTransforms_.Contains(transform.parentRigidBody_))
  304. {
  305. transform.rigidBody_->ApplyWorldTransform(transform.worldPosition_, transform.worldRotation_);
  306. i = delayedWorldTransforms_.Erase(i);
  307. }
  308. else
  309. ++i;
  310. }
  311. }
  312. SendBeginContactEvents();
  313. SendEndContactEvents();
  314. using namespace PhysicsPostStep;
  315. SendEvent(E_PHYSICSPOSTSTEP, eventData);
  316. }
  317. void PhysicsWorld2D::DrawDebugGeometry()
  318. {
  319. DebugRenderer* debug = GetComponent<DebugRenderer>();
  320. if (debug)
  321. DrawDebugGeometry(debug, false);
  322. }
  323. void PhysicsWorld2D::SetUpdateEnabled(bool enable)
  324. {
  325. updateEnabled_ = enable;
  326. }
  327. void PhysicsWorld2D::SetDrawShape(bool drawShape)
  328. {
  329. if (drawShape)
  330. m_drawFlags |= e_shapeBit;
  331. else
  332. m_drawFlags &= ~e_shapeBit;
  333. }
  334. void PhysicsWorld2D::SetDrawJoint(bool drawJoint)
  335. {
  336. if (drawJoint)
  337. m_drawFlags |= e_jointBit;
  338. else
  339. m_drawFlags &= ~e_jointBit;
  340. }
  341. void PhysicsWorld2D::SetDrawAabb(bool drawAabb)
  342. {
  343. if (drawAabb)
  344. m_drawFlags |= e_aabbBit;
  345. else
  346. m_drawFlags &= ~e_aabbBit;
  347. }
  348. void PhysicsWorld2D::SetDrawPair(bool drawPair)
  349. {
  350. if (drawPair)
  351. m_drawFlags |= e_pairBit;
  352. else
  353. m_drawFlags &= ~e_pairBit;
  354. }
  355. void PhysicsWorld2D::SetDrawCenterOfMass(bool drawCenterOfMass)
  356. {
  357. if (drawCenterOfMass)
  358. m_drawFlags |= e_centerOfMassBit;
  359. else
  360. m_drawFlags &= ~e_centerOfMassBit;
  361. }
  362. void PhysicsWorld2D::SetAllowSleeping(bool enable)
  363. {
  364. world_->SetAllowSleeping(enable);
  365. }
  366. void PhysicsWorld2D::SetWarmStarting(bool enable)
  367. {
  368. world_->SetWarmStarting(enable);
  369. }
  370. void PhysicsWorld2D::SetContinuousPhysics(bool enable)
  371. {
  372. world_->SetContinuousPhysics(enable);
  373. }
  374. void PhysicsWorld2D::SetSubStepping(bool enable)
  375. {
  376. world_->SetSubStepping(enable);
  377. }
  378. void PhysicsWorld2D::SetGravity(const Vector2& gravity)
  379. {
  380. gravity_ = gravity;
  381. world_->SetGravity(ToB2Vec2(gravity_));
  382. }
  383. void PhysicsWorld2D::SetAutoClearForces(bool enable)
  384. {
  385. world_->SetAutoClearForces(enable);
  386. }
  387. void PhysicsWorld2D::SetVelocityIterations(int velocityIterations)
  388. {
  389. velocityIterations_ = velocityIterations;
  390. }
  391. void PhysicsWorld2D::SetPositionIterations(int positionIterations)
  392. {
  393. positionIterations_ = positionIterations;
  394. }
  395. void PhysicsWorld2D::AddRigidBody(RigidBody2D* rigidBody)
  396. {
  397. if (!rigidBody)
  398. return;
  399. WeakPtr<RigidBody2D> rigidBodyPtr(rigidBody);
  400. if (rigidBodies_.Contains(rigidBodyPtr))
  401. return;
  402. rigidBodies_.Push(rigidBodyPtr);
  403. }
  404. void PhysicsWorld2D::RemoveRigidBody(RigidBody2D* rigidBody)
  405. {
  406. if (!rigidBody)
  407. return;
  408. WeakPtr<RigidBody2D> rigidBodyPtr(rigidBody);
  409. rigidBodies_.Remove(rigidBodyPtr);
  410. }
  411. void PhysicsWorld2D::AddDelayedWorldTransform(const DelayedWorldTransform2D& transform)
  412. {
  413. delayedWorldTransforms_[transform.rigidBody_] = transform;
  414. }
  415. // Ray cast call back class.
  416. class RayCastCallback : public b2RayCastCallback
  417. {
  418. public:
  419. // Construct.
  420. RayCastCallback(PODVector<PhysicsRaycastResult2D>& results, const Vector2& startPoint, unsigned collisionMask) :
  421. results_(results),
  422. startPoint_(startPoint),
  423. collisionMask_(collisionMask)
  424. {
  425. }
  426. // Called for each fixture found in the query.
  427. virtual float32 ReportFixture(b2Fixture* fixture, const b2Vec2& point, const b2Vec2& normal, float32 fraction)
  428. {
  429. // Ignore sensor
  430. if (fixture->IsSensor())
  431. return true;
  432. if ((fixture->GetFilterData().maskBits & collisionMask_) == 0)
  433. return true;
  434. PhysicsRaycastResult2D result;
  435. result.position_ = ToVector2(point);
  436. result.normal_ = ToVector2(normal);
  437. result.distance_ = (result.position_ - startPoint_).Length();
  438. result.body_ = (RigidBody2D*)(fixture->GetBody()->GetUserData());
  439. results_.Push(result);
  440. return true;
  441. }
  442. protected:
  443. // Physics raycast results.
  444. PODVector<PhysicsRaycastResult2D>& results_;
  445. // Start point.
  446. Vector2 startPoint_;
  447. // Collision mask.
  448. unsigned collisionMask_;
  449. };
  450. void PhysicsWorld2D::Raycast(PODVector<PhysicsRaycastResult2D>& results, const Vector2& startPoint, const Vector2& endPoint,
  451. unsigned collisionMask)
  452. {
  453. results.Clear();
  454. RayCastCallback callback(results, startPoint, collisionMask);
  455. world_->RayCast(&callback, ToB2Vec2(startPoint), ToB2Vec2(endPoint));
  456. }
  457. // Single ray cast call back class.
  458. class SingleRayCastCallback : public b2RayCastCallback
  459. {
  460. public:
  461. // Construct.
  462. SingleRayCastCallback(PhysicsRaycastResult2D& result, const Vector2& startPoint, unsigned collisionMask) :
  463. result_(result),
  464. startPoint_(startPoint),
  465. collisionMask_(collisionMask),
  466. minDistance_(M_INFINITY)
  467. {
  468. }
  469. // Called for each fixture found in the query.
  470. virtual float32 ReportFixture(b2Fixture* fixture, const b2Vec2& point, const b2Vec2& normal, float32 fraction)
  471. {
  472. // Ignore sensor
  473. if (fixture->IsSensor())
  474. return true;
  475. if ((fixture->GetFilterData().maskBits & collisionMask_) == 0)
  476. return true;
  477. float distance = (ToVector2(point) - startPoint_).Length();
  478. if (distance < minDistance_)
  479. {
  480. minDistance_ = distance;
  481. result_.position_ = ToVector2(point);
  482. result_.normal_ = ToVector2(normal);
  483. result_.distance_ = distance;
  484. result_.body_ = (RigidBody2D*)(fixture->GetBody()->GetUserData());
  485. }
  486. return true;
  487. }
  488. private:
  489. // Physics raycast result.
  490. PhysicsRaycastResult2D& result_;
  491. // Start point.
  492. Vector2 startPoint_;
  493. // Collision mask.
  494. unsigned collisionMask_;
  495. // Minimum distance.
  496. float minDistance_;
  497. };
  498. void PhysicsWorld2D::RaycastSingle(PhysicsRaycastResult2D& result, const Vector2& startPoint, const Vector2& endPoint,
  499. unsigned collisionMask)
  500. {
  501. result.body_ = 0;
  502. SingleRayCastCallback callback(result, startPoint, collisionMask);
  503. world_->RayCast(&callback, ToB2Vec2(startPoint), ToB2Vec2(endPoint));
  504. }
  505. // Point query callback class.
  506. class PointQueryCallback : public b2QueryCallback
  507. {
  508. public:
  509. // Construct.
  510. PointQueryCallback(const b2Vec2& point, unsigned collisionMask) :
  511. point_(point),
  512. collisionMask_(collisionMask),
  513. rigidBody_(0)
  514. {
  515. }
  516. // Called for each fixture found in the query AABB.
  517. virtual bool ReportFixture(b2Fixture* fixture)
  518. {
  519. // Ignore sensor
  520. if (fixture->IsSensor())
  521. return true;
  522. if ((fixture->GetFilterData().maskBits & collisionMask_) == 0)
  523. return true;
  524. if (fixture->TestPoint(point_))
  525. {
  526. rigidBody_ = (RigidBody2D*)(fixture->GetBody()->GetUserData());
  527. return false;
  528. }
  529. return true;
  530. }
  531. // Return rigid body.
  532. RigidBody2D* GetRigidBody() const { return rigidBody_; }
  533. private:
  534. // Point.
  535. b2Vec2 point_;
  536. // Collision mask.
  537. unsigned collisionMask_;
  538. // Rigid body.
  539. RigidBody2D* rigidBody_;
  540. };
  541. RigidBody2D* PhysicsWorld2D::GetRigidBody(const Vector2& point, unsigned collisionMask)
  542. {
  543. PointQueryCallback callback(ToB2Vec2(point), collisionMask);
  544. b2AABB b2Aabb;
  545. Vector2 delta(M_EPSILON, M_EPSILON);
  546. b2Aabb.lowerBound = ToB2Vec2(point - delta);
  547. b2Aabb.upperBound = ToB2Vec2(point + delta);
  548. world_->QueryAABB(&callback, b2Aabb);
  549. return callback.GetRigidBody();
  550. }
  551. RigidBody2D* PhysicsWorld2D::GetRigidBody(int screenX, int screenY, unsigned collisionMask)
  552. {
  553. Renderer* renderer = GetSubsystem<Renderer>();
  554. for (unsigned i = 0; i < renderer->GetNumViewports(); ++i)
  555. {
  556. Viewport* viewport = renderer->GetViewport(i);
  557. // Find a viewport with same scene
  558. if (viewport && viewport->GetScene() == GetScene())
  559. {
  560. Vector3 worldPoint = viewport->ScreenToWorldPoint(screenX, screenY, 0.0f);
  561. return GetRigidBody(Vector2(worldPoint.x_, worldPoint.y_), collisionMask);
  562. }
  563. }
  564. return 0;
  565. }
  566. // Aabb query callback class.
  567. class AabbQueryCallback : public b2QueryCallback
  568. {
  569. public:
  570. // Construct.
  571. AabbQueryCallback(PODVector<RigidBody2D*>& results, unsigned collisionMask) :
  572. results_(results),
  573. collisionMask_(collisionMask)
  574. {
  575. }
  576. // Called for each fixture found in the query AABB.
  577. virtual bool ReportFixture(b2Fixture* fixture)
  578. {
  579. // Ignore sensor
  580. if (fixture->IsSensor())
  581. return true;
  582. if ((fixture->GetFilterData().maskBits & collisionMask_) == 0)
  583. return true;
  584. results_.Push((RigidBody2D*)(fixture->GetBody()->GetUserData()));
  585. return true;
  586. }
  587. private:
  588. // Results.
  589. PODVector<RigidBody2D*>& results_;
  590. // Collision mask.
  591. unsigned collisionMask_;
  592. };
  593. void PhysicsWorld2D::GetRigidBodies(PODVector<RigidBody2D*>& results, const Rect& aabb, unsigned collisionMask)
  594. {
  595. AabbQueryCallback callback(results, collisionMask);
  596. b2AABB b2Aabb;
  597. Vector2 delta(M_EPSILON, M_EPSILON);
  598. b2Aabb.lowerBound = ToB2Vec2(aabb.min_ - delta);
  599. b2Aabb.upperBound = ToB2Vec2(aabb.max_ + delta);
  600. world_->QueryAABB(&callback, b2Aabb);
  601. }
  602. bool PhysicsWorld2D::GetAllowSleeping() const
  603. {
  604. return world_->GetAllowSleeping();
  605. }
  606. bool PhysicsWorld2D::GetWarmStarting() const
  607. {
  608. return world_->GetWarmStarting();
  609. }
  610. bool PhysicsWorld2D::GetContinuousPhysics() const
  611. {
  612. return world_->GetContinuousPhysics();
  613. }
  614. bool PhysicsWorld2D::GetSubStepping() const
  615. {
  616. return world_->GetSubStepping();
  617. }
  618. bool PhysicsWorld2D::GetAutoClearForces() const
  619. {
  620. return world_->GetAutoClearForces();
  621. }
  622. void PhysicsWorld2D::OnSceneSet(Scene* scene)
  623. {
  624. // Subscribe to the scene subsystem update, which will trigger the physics simulation step
  625. if (scene)
  626. SubscribeToEvent(scene, E_SCENESUBSYSTEMUPDATE, ATOMIC_HANDLER(PhysicsWorld2D, HandleSceneSubsystemUpdate));
  627. else
  628. UnsubscribeFromEvent(E_SCENESUBSYSTEMUPDATE);
  629. }
  630. void PhysicsWorld2D::HandleSceneSubsystemUpdate(StringHash eventType, VariantMap& eventData)
  631. {
  632. if (!updateEnabled_)
  633. return;
  634. using namespace SceneSubsystemUpdate;
  635. Update(eventData[P_TIMESTEP].GetFloat());
  636. }
  637. void PhysicsWorld2D::SendBeginContactEvents()
  638. {
  639. if (beginContactInfos_.Empty())
  640. return;
  641. using namespace PhysicsBeginContact2D;
  642. VariantMap& eventData = GetEventDataMap();
  643. VariantMap nodeEventData;
  644. eventData[P_WORLD] = this;
  645. for (unsigned i = 0; i < beginContactInfos_.Size(); ++i)
  646. {
  647. ContactInfo& contactInfo = beginContactInfos_[i];
  648. eventData[P_BODYA] = contactInfo.bodyA_.Get();
  649. eventData[P_BODYB] = contactInfo.bodyB_.Get();
  650. eventData[P_NODEA] = contactInfo.nodeA_.Get();
  651. eventData[P_NODEB] = contactInfo.nodeB_.Get();
  652. eventData[P_CONTACT] = (void*)contactInfo.contact_;
  653. eventData[P_CONTACTPOINTS] = WriteContactInfo(contacts_, contactInfo.contact_);
  654. eventData[P_SHAPEA] = contactInfo.shapeA_.Get();
  655. eventData[P_SHAPEB] = contactInfo.shapeB_.Get();
  656. SendEvent(E_PHYSICSBEGINCONTACT2D, eventData);
  657. nodeEventData[NodeBeginContact2D::P_CONTACT] = (void*)contactInfo.contact_;
  658. nodeEventData[NodeBeginContact2D::P_CONTACTPOINTS] = WriteContactInfo(contacts_, contactInfo.contact_);
  659. if (contactInfo.nodeA_)
  660. {
  661. nodeEventData[NodeBeginContact2D::P_BODY] = contactInfo.bodyA_.Get();
  662. nodeEventData[NodeBeginContact2D::P_OTHERNODE] = contactInfo.nodeB_.Get();
  663. nodeEventData[NodeBeginContact2D::P_OTHERBODY] = contactInfo.bodyB_.Get();
  664. nodeEventData[NodeBeginContact2D::P_SHAPE] = contactInfo.shapeA_.Get();
  665. nodeEventData[NodeBeginContact2D::P_OTHERSHAPE] = contactInfo.shapeB_.Get();
  666. contactInfo.nodeA_->SendEvent(E_NODEBEGINCONTACT2D, nodeEventData);
  667. }
  668. if (contactInfo.nodeB_)
  669. {
  670. nodeEventData[NodeBeginContact2D::P_BODY] = contactInfo.bodyB_.Get();
  671. nodeEventData[NodeBeginContact2D::P_OTHERNODE] = contactInfo.nodeA_.Get();
  672. nodeEventData[NodeBeginContact2D::P_OTHERBODY] = contactInfo.bodyA_.Get();
  673. nodeEventData[NodeBeginContact2D::P_SHAPE] = contactInfo.shapeB_.Get();
  674. nodeEventData[NodeBeginContact2D::P_OTHERSHAPE] = contactInfo.shapeA_.Get();
  675. contactInfo.nodeB_->SendEvent(E_NODEBEGINCONTACT2D, nodeEventData);
  676. }
  677. }
  678. beginContactInfos_.Clear();
  679. }
  680. void PhysicsWorld2D::SendEndContactEvents()
  681. {
  682. if (endContactInfos_.Empty())
  683. return;
  684. using namespace PhysicsEndContact2D;
  685. VariantMap& eventData = GetEventDataMap();
  686. VariantMap nodeEventData;
  687. eventData[P_WORLD] = this;
  688. for (unsigned i = 0; i < endContactInfos_.Size(); ++i)
  689. {
  690. ContactInfo& contactInfo = endContactInfos_[i];
  691. eventData[P_BODYA] = contactInfo.bodyA_.Get();
  692. eventData[P_BODYB] = contactInfo.bodyB_.Get();
  693. eventData[P_NODEA] = contactInfo.nodeA_.Get();
  694. eventData[P_NODEB] = contactInfo.nodeB_.Get();
  695. eventData[P_CONTACT] = (void*)contactInfo.contact_;
  696. eventData[P_CONTACTPOINTS] = WriteContactInfo(contacts_, contactInfo.contact_);
  697. eventData[P_SHAPEA] = contactInfo.shapeA_.Get();
  698. eventData[P_SHAPEB] = contactInfo.shapeB_.Get();
  699. SendEvent(E_PHYSICSENDCONTACT2D, eventData);
  700. nodeEventData[NodeEndContact2D::P_CONTACT] = (void*)contactInfo.contact_;
  701. nodeEventData[NodeEndContact2D::P_CONTACTPOINTS] = WriteContactInfo(contacts_, contactInfo.contact_);
  702. if (contactInfo.nodeA_)
  703. {
  704. nodeEventData[NodeEndContact2D::P_BODY] = contactInfo.bodyA_.Get();
  705. nodeEventData[NodeEndContact2D::P_OTHERNODE] = contactInfo.nodeB_.Get();
  706. nodeEventData[NodeEndContact2D::P_OTHERBODY] = contactInfo.bodyB_.Get();
  707. nodeEventData[NodeEndContact2D::P_SHAPE] = contactInfo.shapeA_.Get();
  708. nodeEventData[NodeEndContact2D::P_OTHERSHAPE] = contactInfo.shapeB_.Get();
  709. contactInfo.nodeA_->SendEvent(E_NODEENDCONTACT2D, nodeEventData);
  710. }
  711. if (contactInfo.nodeB_)
  712. {
  713. nodeEventData[NodeEndContact2D::P_BODY] = contactInfo.bodyB_.Get();
  714. nodeEventData[NodeEndContact2D::P_OTHERNODE] = contactInfo.nodeA_.Get();
  715. nodeEventData[NodeEndContact2D::P_OTHERBODY] = contactInfo.bodyA_.Get();
  716. nodeEventData[NodeEndContact2D::P_SHAPE] = contactInfo.shapeB_.Get();
  717. nodeEventData[NodeEndContact2D::P_OTHERSHAPE] = contactInfo.shapeA_.Get();
  718. contactInfo.nodeB_->SendEvent(E_NODEENDCONTACT2D, nodeEventData);
  719. }
  720. }
  721. endContactInfos_.Clear();
  722. }
  723. PhysicsWorld2D::ContactInfo::ContactInfo()
  724. {
  725. }
  726. PhysicsWorld2D::ContactInfo::ContactInfo(b2Contact* contact)
  727. {
  728. b2Fixture* fixtureA = contact->GetFixtureA();
  729. b2Fixture* fixtureB = contact->GetFixtureB();
  730. bodyA_ = (RigidBody2D*)(fixtureA->GetBody()->GetUserData());
  731. bodyB_ = (RigidBody2D*)(fixtureB->GetBody()->GetUserData());
  732. nodeA_ = bodyA_->GetNode();
  733. nodeB_ = bodyB_->GetNode();
  734. contact_ = contact;
  735. shapeA_ = (CollisionShape2D*)fixtureA->GetUserData();
  736. shapeB_ = (CollisionShape2D*)fixtureB->GetUserData();
  737. }
  738. PhysicsWorld2D::ContactInfo::ContactInfo(const ContactInfo& other) :
  739. bodyA_(other.bodyA_),
  740. bodyB_(other.bodyB_),
  741. nodeA_(other.nodeA_),
  742. nodeB_(other.nodeB_),
  743. contact_(other.contact_),
  744. shapeA_(other.shapeA_),
  745. shapeB_(other.shapeB_)
  746. {
  747. }
  748. }