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- //
- // Copyright (c) 2008-2017 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "../Precompiled.h"
- #include "../Core/Context.h"
- #include "../Core/Profiler.h"
- #include "../Graphics/DebugRenderer.h"
- #include "../Graphics/Graphics.h"
- #include "../Graphics/Renderer.h"
- #include "../IO/Log.h"
- #include "../Scene/Scene.h"
- #include "../Scene/SceneEvents.h"
- #include "../Atomic2D/CollisionShape2D.h"
- #include "../Atomic2D/PhysicsEvents2D.h"
- #include "../Atomic2D/PhysicsUtils2D.h"
- #include "../Atomic2D/PhysicsWorld2D.h"
- #include "../Atomic2D/RigidBody2D.h"
- // ATOMIC BEGIN
- #include "../Atomic2D/Drawable2D.h"
- // ATOMIC END
- #include "../DebugNew.h"
- namespace Atomic
- {
- extern const char* SUBSYSTEM_CATEGORY;
- static const Vector2 DEFAULT_GRAVITY(0.0f, -9.81f);
- static const int DEFAULT_VELOCITY_ITERATIONS = 8;
- static const int DEFAULT_POSITION_ITERATIONS = 3;
- // Helper function to write contact info into buffer.
- const PODVector<unsigned char>& WriteContactInfo(VectorBuffer& buffer, b2Contact* contact)
- {
- buffer.Clear();
- // ATOMIC BEGIN
- // Handle case when the body has been deleted during the event
- if (!contact->GetFixtureA()->GetBody() || !contact->GetFixtureB()->GetBody() )
- {
- return buffer.GetBuffer();
- }
- // ATOMIC END
- b2WorldManifold worldManifold;
- contact->GetWorldManifold(&worldManifold);
- for (int i = 0; i < contact->GetManifold()->pointCount; ++i)
- {
- buffer.WriteVector2(Vector2(worldManifold.points[i].x, worldManifold.points[i].y));
- buffer.WriteVector2(Vector2(worldManifold.normal.x, worldManifold.normal.y));
- buffer.WriteFloat(worldManifold.separations[i]);
- }
- return buffer.GetBuffer();
- }
- PhysicsWorld2D::PhysicsWorld2D(Context* context) :
- Component(context),
- gravity_(DEFAULT_GRAVITY),
- velocityIterations_(DEFAULT_VELOCITY_ITERATIONS),
- positionIterations_(DEFAULT_POSITION_ITERATIONS),
- debugRenderer_(0),
- physicsStepping_(false),
- applyingTransforms_(false),
- updateEnabled_(true)
- {
- // Set default debug draw flags
- m_drawFlags = e_shapeBit;
- // Create Box2D world
- world_ = new b2World(ToB2Vec2(gravity_));
- // Set contact listener
- world_->SetContactListener(this);
- // Set debug draw
- world_->SetDebugDraw(this);
- // BEGIN ATOMIC
- // These should be false, as per the attribute defaults
- world_->SetContinuousPhysics(false);
- world_->SetSubStepping(false);
- // END ATOMIC
- }
- PhysicsWorld2D::~PhysicsWorld2D()
- {
- for (unsigned i = 0; i < rigidBodies_.Size(); ++i)
- if (rigidBodies_[i])
- rigidBodies_[i]->ReleaseBody();
- }
- void PhysicsWorld2D::RegisterObject(Context* context)
- {
- context->RegisterFactory<PhysicsWorld2D>(SUBSYSTEM_CATEGORY);
- ATOMIC_ACCESSOR_ATTRIBUTE("Draw Shape", GetDrawShape, SetDrawShape, bool, false, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Draw Joint", GetDrawJoint, SetDrawJoint, bool, false, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Draw Aabb", GetDrawAabb, SetDrawAabb, bool, false, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Draw Pair", GetDrawPair, SetDrawPair, bool, false, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Draw CenterOfMass", GetDrawCenterOfMass, SetDrawCenterOfMass, bool, false, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Allow Sleeping", GetAllowSleeping, SetAllowSleeping, bool, false, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Warm Starting", GetWarmStarting, SetWarmStarting, bool, false, AM_DEFAULT);
- // ATOMIC BEGIN
- // default false
- ATOMIC_ACCESSOR_ATTRIBUTE("Continuous Physics", GetContinuousPhysics, SetContinuousPhysics, bool, false, AM_DEFAULT);
- // ATOMIC END
- ATOMIC_ACCESSOR_ATTRIBUTE("Sub Stepping", GetSubStepping, SetSubStepping, bool, false, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Gravity", GetGravity, SetGravity, Vector2, DEFAULT_GRAVITY, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Auto Clear Forces", GetAutoClearForces, SetAutoClearForces, bool, false, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Velocity Iterations", GetVelocityIterations, SetVelocityIterations, int, DEFAULT_VELOCITY_ITERATIONS,
- AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Position Iterations", GetPositionIterations, SetPositionIterations, int, DEFAULT_POSITION_ITERATIONS,
- AM_DEFAULT);
- }
- void PhysicsWorld2D::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
- {
- if (debug)
- {
- ATOMIC_PROFILE(Physics2DDrawDebug);
- debugRenderer_ = debug;
- debugDepthTest_ = depthTest;
- world_->DrawDebugData();
- debugRenderer_ = 0;
- }
- }
- void PhysicsWorld2D::BeginContact(b2Contact* contact)
- {
- // Only handle contact event while stepping the physics simulation
- if (!physicsStepping_)
- return;
- b2Fixture* fixtureA = contact->GetFixtureA();
- b2Fixture* fixtureB = contact->GetFixtureB();
- if (!fixtureA || !fixtureB)
- return;
- beginContactInfos_.Push(ContactInfo(contact));
- }
- void PhysicsWorld2D::EndContact(b2Contact* contact)
- {
- if (!physicsStepping_)
- return;
- b2Fixture* fixtureA = contact->GetFixtureA();
- b2Fixture* fixtureB = contact->GetFixtureB();
- if (!fixtureA || !fixtureB)
- return;
- endContactInfos_.Push(ContactInfo(contact));
- }
- void PhysicsWorld2D::PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
- {
- b2Fixture* fixtureA = contact->GetFixtureA();
- b2Fixture* fixtureB = contact->GetFixtureB();
- if (!fixtureA || !fixtureB)
- return;
- ContactInfo contactInfo(contact);
- // Send global event
- VariantMap& eventData = GetEventDataMap();
- eventData[PhysicsUpdateContact2D::P_WORLD] = this;
- eventData[PhysicsUpdateContact2D::P_ENABLED] = contact->IsEnabled();
- eventData[PhysicsUpdateContact2D::P_BODYA] = contactInfo.bodyA_.Get();
- eventData[PhysicsUpdateContact2D::P_BODYB] = contactInfo.bodyB_.Get();
- eventData[PhysicsUpdateContact2D::P_NODEA] = contactInfo.nodeA_.Get();
- eventData[PhysicsUpdateContact2D::P_NODEB] = contactInfo.nodeB_.Get();
- eventData[PhysicsUpdateContact2D::P_CONTACT] = (void*)contactInfo.contact_;
- eventData[PhysicsUpdateContact2D::P_CONTACTPOINTS] = WriteContactInfo(contacts_, contactInfo.contact_);
- eventData[PhysicsUpdateContact2D::P_SHAPEA] = contactInfo.shapeA_.Get();
- eventData[PhysicsUpdateContact2D::P_SHAPEB] = contactInfo.shapeB_.Get();
- SendEvent(E_PHYSICSUPDATECONTACT2D, eventData);
- contact->SetEnabled(eventData[PhysicsUpdateContact2D::P_ENABLED].GetBool());
- eventData.Clear();
- // Send node event
- eventData[NodeUpdateContact2D::P_ENABLED] = contact->IsEnabled();
- eventData[NodeUpdateContact2D::P_CONTACT] = (void*)contactInfo.contact_;
- eventData[NodeUpdateContact2D::P_CONTACTPOINTS] = WriteContactInfo(contacts_, contactInfo.contact_);
- if (contactInfo.nodeA_)
- {
- eventData[NodeUpdateContact2D::P_BODY] = contactInfo.bodyA_.Get();
- eventData[NodeUpdateContact2D::P_OTHERNODE] = contactInfo.nodeB_.Get();
- eventData[NodeUpdateContact2D::P_OTHERBODY] = contactInfo.bodyB_.Get();
- eventData[NodeUpdateContact2D::P_SHAPE] = contactInfo.shapeA_.Get();
- eventData[NodeUpdateContact2D::P_OTHERSHAPE] = contactInfo.shapeB_.Get();
- contactInfo.nodeA_->SendEvent(E_NODEUPDATECONTACT2D, eventData);
- }
- if (contactInfo.nodeB_)
- {
- eventData[NodeUpdateContact2D::P_BODY] = contactInfo.bodyB_.Get();
- eventData[NodeUpdateContact2D::P_OTHERNODE] = contactInfo.nodeA_.Get();
- eventData[NodeUpdateContact2D::P_OTHERBODY] = contactInfo.bodyA_.Get();
- eventData[NodeUpdateContact2D::P_SHAPE] = contactInfo.shapeB_.Get();
- eventData[NodeUpdateContact2D::P_OTHERSHAPE] = contactInfo.shapeA_.Get();
- contactInfo.nodeB_->SendEvent(E_NODEUPDATECONTACT2D, eventData);
- }
- contact->SetEnabled(eventData[NodeUpdateContact2D::P_ENABLED].GetBool());
- }
- void PhysicsWorld2D::DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
- {
- if (!debugRenderer_)
- return;
- Color c = ToColor(color);
- for (int i = 0; i < vertexCount - 1; ++i)
- debugRenderer_->AddLine(ToVector3(vertices[i]), ToVector3(vertices[i + 1]), c, debugDepthTest_);
- debugRenderer_->AddLine(ToVector3(vertices[vertexCount - 1]), ToVector3(vertices[0]), c, debugDepthTest_);
- }
- void PhysicsWorld2D::DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
- {
- if (!debugRenderer_)
- return;
- Vector3 v = ToVector3(vertices[0]);
- Color c(color.r, color.g, color.b, 0.5f);
- for (int i = 1; i < vertexCount - 1; ++i)
- debugRenderer_->AddTriangle(v, ToVector3(vertices[i]), ToVector3(vertices[i + 1]), c, debugDepthTest_);
- }
- void PhysicsWorld2D::DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color)
- {
- if (!debugRenderer_)
- return;
- Vector3 p = ToVector3(center);
- Color c = ToColor(color);
- for (unsigned i = 0; i < 360; i += 30)
- {
- unsigned j = i + 30;
- float x1 = radius * Cos((float)i);
- float y1 = radius * Sin((float)i);
- float x2 = radius * Cos((float)j);
- float y2 = radius * Sin((float)j);
- debugRenderer_->AddLine(p + Vector3(x1, y1, 0.0f), p + Vector3(x2, y2, 0.0f), c, debugDepthTest_);
- }
- }
- // ATOMIC BEGIN
- //extern ATOMIC_API const float PIXEL_SIZE;
- // ATOMIC END
- void PhysicsWorld2D::DrawPoint(const b2Vec2& p, float32 size, const b2Color& color)
- {
- DrawSolidCircle(p, size * 0.5f * PIXEL_SIZE, b2Vec2(), color);
- }
- void PhysicsWorld2D::DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color)
- {
- if (!debugRenderer_)
- return;
- Vector3 p = ToVector3(center);
- Color c(color.r, color.g, color.b, 0.5f);
- for (unsigned i = 0; i < 360; i += 30)
- {
- unsigned j = i + 30;
- float x1 = radius * Cos((float)i);
- float y1 = radius * Sin((float)i);
- float x2 = radius * Cos((float)j);
- float y2 = radius * Sin((float)j);
- debugRenderer_->AddTriangle(p, p + Vector3(x1, y1, 0.0f), p + Vector3(x2, y2, 0.0f), c, debugDepthTest_);
- }
- }
- void PhysicsWorld2D::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
- {
- if (debugRenderer_)
- debugRenderer_->AddLine(ToVector3(p1), ToVector3(p2), ToColor(color), debugDepthTest_);
- }
- void PhysicsWorld2D::DrawTransform(const b2Transform& xf)
- {
- if (!debugRenderer_)
- return;
- const float32 axisScale = 0.4f;
- b2Vec2 p1 = xf.p, p2;
- p2 = p1 + axisScale * xf.q.GetXAxis();
- debugRenderer_->AddLine(Vector3(p1.x, p1.y, 0.0f), Vector3(p2.x, p2.y, 0.0f), Color::RED, debugDepthTest_);
- p2 = p1 + axisScale * xf.q.GetYAxis();
- debugRenderer_->AddLine(Vector3(p1.x, p1.y, 0.0f), Vector3(p2.x, p2.y, 0.0f), Color::GREEN, debugDepthTest_);
- }
- void PhysicsWorld2D::Update(float timeStep)
- {
- ATOMIC_PROFILE(UpdatePhysics2D);
- using namespace PhysicsPreStep;
- VariantMap& eventData = GetEventDataMap();
- eventData[P_WORLD] = this;
- eventData[P_TIMESTEP] = timeStep;
- SendEvent(E_PHYSICSPRESTEP, eventData);
- physicsStepping_ = true;
- world_->Step(timeStep, velocityIterations_, positionIterations_);
- physicsStepping_ = false;
- // Apply world transforms. Unparented transforms first
- for (unsigned i = 0; i < rigidBodies_.Size();)
- {
- if (rigidBodies_[i])
- {
- rigidBodies_[i]->ApplyWorldTransform();
- ++i;
- }
- else
- {
- // Erase possible stale weak pointer
- rigidBodies_.Erase(i);
- }
- }
- // Apply delayed (parented) world transforms now, if any
- while (!delayedWorldTransforms_.Empty())
- {
- for (HashMap<RigidBody2D*, DelayedWorldTransform2D>::Iterator i = delayedWorldTransforms_.Begin();
- i != delayedWorldTransforms_.End();)
- {
- const DelayedWorldTransform2D& transform = i->second_;
- // If parent's transform has already been assigned, can proceed
- if (!delayedWorldTransforms_.Contains(transform.parentRigidBody_))
- {
- transform.rigidBody_->ApplyWorldTransform(transform.worldPosition_, transform.worldRotation_);
- i = delayedWorldTransforms_.Erase(i);
- }
- else
- ++i;
- }
- }
- SendBeginContactEvents();
- SendEndContactEvents();
- using namespace PhysicsPostStep;
- SendEvent(E_PHYSICSPOSTSTEP, eventData);
- }
- void PhysicsWorld2D::DrawDebugGeometry()
- {
- DebugRenderer* debug = GetComponent<DebugRenderer>();
- if (debug)
- DrawDebugGeometry(debug, false);
- }
- void PhysicsWorld2D::SetUpdateEnabled(bool enable)
- {
- updateEnabled_ = enable;
- }
- void PhysicsWorld2D::SetDrawShape(bool drawShape)
- {
- if (drawShape)
- m_drawFlags |= e_shapeBit;
- else
- m_drawFlags &= ~e_shapeBit;
- }
- void PhysicsWorld2D::SetDrawJoint(bool drawJoint)
- {
- if (drawJoint)
- m_drawFlags |= e_jointBit;
- else
- m_drawFlags &= ~e_jointBit;
- }
- void PhysicsWorld2D::SetDrawAabb(bool drawAabb)
- {
- if (drawAabb)
- m_drawFlags |= e_aabbBit;
- else
- m_drawFlags &= ~e_aabbBit;
- }
- void PhysicsWorld2D::SetDrawPair(bool drawPair)
- {
- if (drawPair)
- m_drawFlags |= e_pairBit;
- else
- m_drawFlags &= ~e_pairBit;
- }
- void PhysicsWorld2D::SetDrawCenterOfMass(bool drawCenterOfMass)
- {
- if (drawCenterOfMass)
- m_drawFlags |= e_centerOfMassBit;
- else
- m_drawFlags &= ~e_centerOfMassBit;
- }
- void PhysicsWorld2D::SetAllowSleeping(bool enable)
- {
- world_->SetAllowSleeping(enable);
- }
- void PhysicsWorld2D::SetWarmStarting(bool enable)
- {
- world_->SetWarmStarting(enable);
- }
- void PhysicsWorld2D::SetContinuousPhysics(bool enable)
- {
- world_->SetContinuousPhysics(enable);
- }
- void PhysicsWorld2D::SetSubStepping(bool enable)
- {
- world_->SetSubStepping(enable);
- }
- void PhysicsWorld2D::SetGravity(const Vector2& gravity)
- {
- gravity_ = gravity;
- world_->SetGravity(ToB2Vec2(gravity_));
- }
- void PhysicsWorld2D::SetAutoClearForces(bool enable)
- {
- world_->SetAutoClearForces(enable);
- }
- void PhysicsWorld2D::SetVelocityIterations(int velocityIterations)
- {
- velocityIterations_ = velocityIterations;
- }
- void PhysicsWorld2D::SetPositionIterations(int positionIterations)
- {
- positionIterations_ = positionIterations;
- }
- void PhysicsWorld2D::AddRigidBody(RigidBody2D* rigidBody)
- {
- if (!rigidBody)
- return;
- WeakPtr<RigidBody2D> rigidBodyPtr(rigidBody);
- if (rigidBodies_.Contains(rigidBodyPtr))
- return;
- rigidBodies_.Push(rigidBodyPtr);
- }
- void PhysicsWorld2D::RemoveRigidBody(RigidBody2D* rigidBody)
- {
- if (!rigidBody)
- return;
- WeakPtr<RigidBody2D> rigidBodyPtr(rigidBody);
- rigidBodies_.Remove(rigidBodyPtr);
- }
- void PhysicsWorld2D::AddDelayedWorldTransform(const DelayedWorldTransform2D& transform)
- {
- delayedWorldTransforms_[transform.rigidBody_] = transform;
- }
- // Ray cast call back class.
- class RayCastCallback : public b2RayCastCallback
- {
- public:
- // Construct.
- RayCastCallback(PODVector<PhysicsRaycastResult2D>& results, const Vector2& startPoint, unsigned collisionMask) :
- results_(results),
- startPoint_(startPoint),
- collisionMask_(collisionMask)
- {
- }
- // Called for each fixture found in the query.
- virtual float32 ReportFixture(b2Fixture* fixture, const b2Vec2& point, const b2Vec2& normal, float32 fraction)
- {
- // Ignore sensor
- if (fixture->IsSensor())
- return true;
- if ((fixture->GetFilterData().maskBits & collisionMask_) == 0)
- return true;
- PhysicsRaycastResult2D result;
- result.position_ = ToVector2(point);
- result.normal_ = ToVector2(normal);
- result.distance_ = (result.position_ - startPoint_).Length();
- result.body_ = (RigidBody2D*)(fixture->GetBody()->GetUserData());
- results_.Push(result);
- return true;
- }
- protected:
- // Physics raycast results.
- PODVector<PhysicsRaycastResult2D>& results_;
- // Start point.
- Vector2 startPoint_;
- // Collision mask.
- unsigned collisionMask_;
- };
- void PhysicsWorld2D::Raycast(PODVector<PhysicsRaycastResult2D>& results, const Vector2& startPoint, const Vector2& endPoint,
- unsigned collisionMask)
- {
- results.Clear();
- RayCastCallback callback(results, startPoint, collisionMask);
- world_->RayCast(&callback, ToB2Vec2(startPoint), ToB2Vec2(endPoint));
- }
- // Single ray cast call back class.
- class SingleRayCastCallback : public b2RayCastCallback
- {
- public:
- // Construct.
- SingleRayCastCallback(PhysicsRaycastResult2D& result, const Vector2& startPoint, unsigned collisionMask) :
- result_(result),
- startPoint_(startPoint),
- collisionMask_(collisionMask),
- minDistance_(M_INFINITY)
- {
- }
- // Called for each fixture found in the query.
- virtual float32 ReportFixture(b2Fixture* fixture, const b2Vec2& point, const b2Vec2& normal, float32 fraction)
- {
- // Ignore sensor
- if (fixture->IsSensor())
- return true;
- if ((fixture->GetFilterData().maskBits & collisionMask_) == 0)
- return true;
- float distance = (ToVector2(point) - startPoint_).Length();
- if (distance < minDistance_)
- {
- minDistance_ = distance;
- result_.position_ = ToVector2(point);
- result_.normal_ = ToVector2(normal);
- result_.distance_ = distance;
- result_.body_ = (RigidBody2D*)(fixture->GetBody()->GetUserData());
- }
- return true;
- }
- private:
- // Physics raycast result.
- PhysicsRaycastResult2D& result_;
- // Start point.
- Vector2 startPoint_;
- // Collision mask.
- unsigned collisionMask_;
- // Minimum distance.
- float minDistance_;
- };
- void PhysicsWorld2D::RaycastSingle(PhysicsRaycastResult2D& result, const Vector2& startPoint, const Vector2& endPoint,
- unsigned collisionMask)
- {
- result.body_ = 0;
- SingleRayCastCallback callback(result, startPoint, collisionMask);
- world_->RayCast(&callback, ToB2Vec2(startPoint), ToB2Vec2(endPoint));
- }
- // Point query callback class.
- class PointQueryCallback : public b2QueryCallback
- {
- public:
- // Construct.
- PointQueryCallback(const b2Vec2& point, unsigned collisionMask) :
- point_(point),
- collisionMask_(collisionMask),
- rigidBody_(0)
- {
- }
- // Called for each fixture found in the query AABB.
- virtual bool ReportFixture(b2Fixture* fixture)
- {
- // Ignore sensor
- if (fixture->IsSensor())
- return true;
- if ((fixture->GetFilterData().maskBits & collisionMask_) == 0)
- return true;
- if (fixture->TestPoint(point_))
- {
- rigidBody_ = (RigidBody2D*)(fixture->GetBody()->GetUserData());
- return false;
- }
- return true;
- }
- // Return rigid body.
- RigidBody2D* GetRigidBody() const { return rigidBody_; }
- private:
- // Point.
- b2Vec2 point_;
- // Collision mask.
- unsigned collisionMask_;
- // Rigid body.
- RigidBody2D* rigidBody_;
- };
- RigidBody2D* PhysicsWorld2D::GetRigidBody(const Vector2& point, unsigned collisionMask)
- {
- PointQueryCallback callback(ToB2Vec2(point), collisionMask);
- b2AABB b2Aabb;
- Vector2 delta(M_EPSILON, M_EPSILON);
- b2Aabb.lowerBound = ToB2Vec2(point - delta);
- b2Aabb.upperBound = ToB2Vec2(point + delta);
- world_->QueryAABB(&callback, b2Aabb);
- return callback.GetRigidBody();
- }
- RigidBody2D* PhysicsWorld2D::GetRigidBody(int screenX, int screenY, unsigned collisionMask)
- {
- Renderer* renderer = GetSubsystem<Renderer>();
- for (unsigned i = 0; i < renderer->GetNumViewports(); ++i)
- {
- Viewport* viewport = renderer->GetViewport(i);
- // Find a viewport with same scene
- if (viewport && viewport->GetScene() == GetScene())
- {
- Vector3 worldPoint = viewport->ScreenToWorldPoint(screenX, screenY, 0.0f);
- return GetRigidBody(Vector2(worldPoint.x_, worldPoint.y_), collisionMask);
- }
- }
- return 0;
- }
- // Aabb query callback class.
- class AabbQueryCallback : public b2QueryCallback
- {
- public:
- // Construct.
- AabbQueryCallback(PODVector<RigidBody2D*>& results, unsigned collisionMask) :
- results_(results),
- collisionMask_(collisionMask)
- {
- }
- // Called for each fixture found in the query AABB.
- virtual bool ReportFixture(b2Fixture* fixture)
- {
- // Ignore sensor
- if (fixture->IsSensor())
- return true;
- if ((fixture->GetFilterData().maskBits & collisionMask_) == 0)
- return true;
- results_.Push((RigidBody2D*)(fixture->GetBody()->GetUserData()));
- return true;
- }
- private:
- // Results.
- PODVector<RigidBody2D*>& results_;
- // Collision mask.
- unsigned collisionMask_;
- };
- void PhysicsWorld2D::GetRigidBodies(PODVector<RigidBody2D*>& results, const Rect& aabb, unsigned collisionMask)
- {
- AabbQueryCallback callback(results, collisionMask);
- b2AABB b2Aabb;
- Vector2 delta(M_EPSILON, M_EPSILON);
- b2Aabb.lowerBound = ToB2Vec2(aabb.min_ - delta);
- b2Aabb.upperBound = ToB2Vec2(aabb.max_ + delta);
- world_->QueryAABB(&callback, b2Aabb);
- }
- bool PhysicsWorld2D::GetAllowSleeping() const
- {
- return world_->GetAllowSleeping();
- }
- bool PhysicsWorld2D::GetWarmStarting() const
- {
- return world_->GetWarmStarting();
- }
- bool PhysicsWorld2D::GetContinuousPhysics() const
- {
- return world_->GetContinuousPhysics();
- }
- bool PhysicsWorld2D::GetSubStepping() const
- {
- return world_->GetSubStepping();
- }
- bool PhysicsWorld2D::GetAutoClearForces() const
- {
- return world_->GetAutoClearForces();
- }
- void PhysicsWorld2D::OnSceneSet(Scene* scene)
- {
- // Subscribe to the scene subsystem update, which will trigger the physics simulation step
- if (scene)
- SubscribeToEvent(scene, E_SCENESUBSYSTEMUPDATE, ATOMIC_HANDLER(PhysicsWorld2D, HandleSceneSubsystemUpdate));
- else
- UnsubscribeFromEvent(E_SCENESUBSYSTEMUPDATE);
- }
- void PhysicsWorld2D::HandleSceneSubsystemUpdate(StringHash eventType, VariantMap& eventData)
- {
- if (!updateEnabled_)
- return;
- using namespace SceneSubsystemUpdate;
- Update(eventData[P_TIMESTEP].GetFloat());
- }
- void PhysicsWorld2D::SendBeginContactEvents()
- {
- if (beginContactInfos_.Empty())
- return;
- using namespace PhysicsBeginContact2D;
- VariantMap& eventData = GetEventDataMap();
- VariantMap nodeEventData;
- eventData[P_WORLD] = this;
- for (unsigned i = 0; i < beginContactInfos_.Size(); ++i)
- {
- ContactInfo& contactInfo = beginContactInfos_[i];
- eventData[P_BODYA] = contactInfo.bodyA_.Get();
- eventData[P_BODYB] = contactInfo.bodyB_.Get();
- eventData[P_NODEA] = contactInfo.nodeA_.Get();
- eventData[P_NODEB] = contactInfo.nodeB_.Get();
- eventData[P_CONTACT] = (void*)contactInfo.contact_;
- eventData[P_CONTACTPOINTS] = WriteContactInfo(contacts_, contactInfo.contact_);
- eventData[P_SHAPEA] = contactInfo.shapeA_.Get();
- eventData[P_SHAPEB] = contactInfo.shapeB_.Get();
- SendEvent(E_PHYSICSBEGINCONTACT2D, eventData);
- nodeEventData[NodeBeginContact2D::P_CONTACT] = (void*)contactInfo.contact_;
- nodeEventData[NodeBeginContact2D::P_CONTACTPOINTS] = WriteContactInfo(contacts_, contactInfo.contact_);
- if (contactInfo.nodeA_)
- {
- nodeEventData[NodeBeginContact2D::P_BODY] = contactInfo.bodyA_.Get();
- nodeEventData[NodeBeginContact2D::P_OTHERNODE] = contactInfo.nodeB_.Get();
- nodeEventData[NodeBeginContact2D::P_OTHERBODY] = contactInfo.bodyB_.Get();
- nodeEventData[NodeBeginContact2D::P_SHAPE] = contactInfo.shapeA_.Get();
- nodeEventData[NodeBeginContact2D::P_OTHERSHAPE] = contactInfo.shapeB_.Get();
- contactInfo.nodeA_->SendEvent(E_NODEBEGINCONTACT2D, nodeEventData);
- }
- if (contactInfo.nodeB_)
- {
- nodeEventData[NodeBeginContact2D::P_BODY] = contactInfo.bodyB_.Get();
- nodeEventData[NodeBeginContact2D::P_OTHERNODE] = contactInfo.nodeA_.Get();
- nodeEventData[NodeBeginContact2D::P_OTHERBODY] = contactInfo.bodyA_.Get();
- nodeEventData[NodeBeginContact2D::P_SHAPE] = contactInfo.shapeB_.Get();
- nodeEventData[NodeBeginContact2D::P_OTHERSHAPE] = contactInfo.shapeA_.Get();
- contactInfo.nodeB_->SendEvent(E_NODEBEGINCONTACT2D, nodeEventData);
- }
- }
- beginContactInfos_.Clear();
- }
- void PhysicsWorld2D::SendEndContactEvents()
- {
- if (endContactInfos_.Empty())
- return;
- using namespace PhysicsEndContact2D;
- VariantMap& eventData = GetEventDataMap();
- VariantMap nodeEventData;
- eventData[P_WORLD] = this;
- for (unsigned i = 0; i < endContactInfos_.Size(); ++i)
- {
- ContactInfo& contactInfo = endContactInfos_[i];
- eventData[P_BODYA] = contactInfo.bodyA_.Get();
- eventData[P_BODYB] = contactInfo.bodyB_.Get();
- eventData[P_NODEA] = contactInfo.nodeA_.Get();
- eventData[P_NODEB] = contactInfo.nodeB_.Get();
- eventData[P_CONTACT] = (void*)contactInfo.contact_;
- eventData[P_CONTACTPOINTS] = WriteContactInfo(contacts_, contactInfo.contact_);
- eventData[P_SHAPEA] = contactInfo.shapeA_.Get();
- eventData[P_SHAPEB] = contactInfo.shapeB_.Get();
- SendEvent(E_PHYSICSENDCONTACT2D, eventData);
- nodeEventData[NodeEndContact2D::P_CONTACT] = (void*)contactInfo.contact_;
- nodeEventData[NodeEndContact2D::P_CONTACTPOINTS] = WriteContactInfo(contacts_, contactInfo.contact_);
- if (contactInfo.nodeA_)
- {
- nodeEventData[NodeEndContact2D::P_BODY] = contactInfo.bodyA_.Get();
- nodeEventData[NodeEndContact2D::P_OTHERNODE] = contactInfo.nodeB_.Get();
- nodeEventData[NodeEndContact2D::P_OTHERBODY] = contactInfo.bodyB_.Get();
- nodeEventData[NodeEndContact2D::P_SHAPE] = contactInfo.shapeA_.Get();
- nodeEventData[NodeEndContact2D::P_OTHERSHAPE] = contactInfo.shapeB_.Get();
- contactInfo.nodeA_->SendEvent(E_NODEENDCONTACT2D, nodeEventData);
- }
- if (contactInfo.nodeB_)
- {
- nodeEventData[NodeEndContact2D::P_BODY] = contactInfo.bodyB_.Get();
- nodeEventData[NodeEndContact2D::P_OTHERNODE] = contactInfo.nodeA_.Get();
- nodeEventData[NodeEndContact2D::P_OTHERBODY] = contactInfo.bodyA_.Get();
- nodeEventData[NodeEndContact2D::P_SHAPE] = contactInfo.shapeB_.Get();
- nodeEventData[NodeEndContact2D::P_OTHERSHAPE] = contactInfo.shapeA_.Get();
- contactInfo.nodeB_->SendEvent(E_NODEENDCONTACT2D, nodeEventData);
- }
- }
- endContactInfos_.Clear();
- }
- PhysicsWorld2D::ContactInfo::ContactInfo()
- {
- }
- PhysicsWorld2D::ContactInfo::ContactInfo(b2Contact* contact)
- {
- b2Fixture* fixtureA = contact->GetFixtureA();
- b2Fixture* fixtureB = contact->GetFixtureB();
- bodyA_ = (RigidBody2D*)(fixtureA->GetBody()->GetUserData());
- bodyB_ = (RigidBody2D*)(fixtureB->GetBody()->GetUserData());
- nodeA_ = bodyA_->GetNode();
- nodeB_ = bodyB_->GetNode();
- contact_ = contact;
- shapeA_ = (CollisionShape2D*)fixtureA->GetUserData();
- shapeB_ = (CollisionShape2D*)fixtureB->GetUserData();
- }
- PhysicsWorld2D::ContactInfo::ContactInfo(const ContactInfo& other) :
- bodyA_(other.bodyA_),
- bodyB_(other.bodyB_),
- nodeA_(other.nodeA_),
- nodeB_(other.nodeB_),
- contact_(other.contact_),
- shapeA_(other.shapeA_),
- shapeB_(other.shapeB_)
- {
- }
- }
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