PhysicsWorld2D.cpp 21 KB

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  1. //
  2. // Copyright (c) 2008-2016 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/PhysicsEvents2D.h"
  32. #include "../Atomic2D/PhysicsUtils2D.h"
  33. #include "../Atomic2D/PhysicsWorld2D.h"
  34. #include "../Atomic2D/RigidBody2D.h"
  35. #include "../DebugNew.h"
  36. namespace Atomic
  37. {
  38. extern const char* SUBSYSTEM_CATEGORY;
  39. static const Vector2 DEFAULT_GRAVITY(0.0f, -9.81f);
  40. static const int DEFAULT_VELOCITY_ITERATIONS = 8;
  41. static const int DEFAULT_POSITION_ITERATIONS = 3;
  42. PhysicsWorld2D::PhysicsWorld2D(Context* context) :
  43. Component(context),
  44. world_(0),
  45. gravity_(DEFAULT_GRAVITY),
  46. velocityIterations_(DEFAULT_VELOCITY_ITERATIONS),
  47. positionIterations_(DEFAULT_POSITION_ITERATIONS),
  48. debugRenderer_(0),
  49. physicsStepping_(false),
  50. applyingTransforms_(false),
  51. updateEnabled_(true)
  52. {
  53. // Set default debug draw flags
  54. m_drawFlags = e_shapeBit;
  55. // Create Box2D world
  56. world_ = new b2World(ToB2Vec2(gravity_));
  57. // Set contact listener
  58. world_->SetContactListener(this);
  59. // Set debug draw
  60. world_->SetDebugDraw(this);
  61. // BEGIN ATOMIC
  62. // These should be false, as per the attribute defaults
  63. world_->SetContinuousPhysics(false);
  64. world_->SetSubStepping(false);
  65. // END ATOMIC
  66. }
  67. PhysicsWorld2D::~PhysicsWorld2D()
  68. {
  69. for (unsigned i = 0; i < rigidBodies_.Size(); ++i)
  70. if (rigidBodies_[i])
  71. rigidBodies_[i]->ReleaseBody();
  72. delete world_;
  73. world_ = 0;
  74. }
  75. void PhysicsWorld2D::RegisterObject(Context* context)
  76. {
  77. context->RegisterFactory<PhysicsWorld2D>(SUBSYSTEM_CATEGORY);
  78. ATOMIC_ACCESSOR_ATTRIBUTE("Draw Shape", GetDrawShape, SetDrawShape, bool, false, AM_DEFAULT);
  79. ATOMIC_ACCESSOR_ATTRIBUTE("Draw Joint", GetDrawJoint, SetDrawJoint, bool, false, AM_DEFAULT);
  80. ATOMIC_ACCESSOR_ATTRIBUTE("Draw Aabb", GetDrawAabb, SetDrawAabb, bool, false, AM_DEFAULT);
  81. ATOMIC_ACCESSOR_ATTRIBUTE("Draw Pair", GetDrawPair, SetDrawPair, bool, false, AM_DEFAULT);
  82. ATOMIC_ACCESSOR_ATTRIBUTE("Draw CenterOfMass", GetDrawCenterOfMass, SetDrawCenterOfMass, bool, false, AM_DEFAULT);
  83. ATOMIC_ACCESSOR_ATTRIBUTE("Allow Sleeping", GetAllowSleeping, SetAllowSleeping, bool, false, AM_DEFAULT);
  84. ATOMIC_ACCESSOR_ATTRIBUTE("Warm Starting", GetWarmStarting, SetWarmStarting, bool, false, AM_DEFAULT);
  85. ATOMIC_ACCESSOR_ATTRIBUTE("Continuous Physics", GetContinuousPhysics, SetContinuousPhysics, bool, false, AM_DEFAULT);
  86. ATOMIC_ACCESSOR_ATTRIBUTE("Sub Stepping", GetSubStepping, SetSubStepping, bool, false, AM_DEFAULT);
  87. ATOMIC_ACCESSOR_ATTRIBUTE("Gravity", GetGravity, SetGravity, Vector2, DEFAULT_GRAVITY, AM_DEFAULT);
  88. ATOMIC_ACCESSOR_ATTRIBUTE("Auto Clear Forces", GetAutoClearForces, SetAutoClearForces, bool, false, AM_DEFAULT);
  89. ATOMIC_ACCESSOR_ATTRIBUTE("Velocity Iterations", GetVelocityIterations, SetVelocityIterations, int, DEFAULT_VELOCITY_ITERATIONS,
  90. AM_DEFAULT);
  91. ATOMIC_ACCESSOR_ATTRIBUTE("Position Iterations", GetPositionIterations, SetPositionIterations, int, DEFAULT_POSITION_ITERATIONS,
  92. AM_DEFAULT);
  93. }
  94. void PhysicsWorld2D::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  95. {
  96. if (debug)
  97. {
  98. ATOMIC_PROFILE(Physics2DDrawDebug);
  99. debugRenderer_ = debug;
  100. debugDepthTest_ = depthTest;
  101. world_->DrawDebugData();
  102. debugRenderer_ = 0;
  103. }
  104. }
  105. void PhysicsWorld2D::BeginContact(b2Contact* contact)
  106. {
  107. // Only handle contact event while stepping the physics simulation
  108. if (!physicsStepping_)
  109. return;
  110. b2Fixture* fixtureA = contact->GetFixtureA();
  111. b2Fixture* fixtureB = contact->GetFixtureB();
  112. if (!fixtureA || !fixtureB)
  113. return;
  114. beginContactInfos_.Push(ContactInfo(contact));
  115. }
  116. void PhysicsWorld2D::EndContact(b2Contact* contact)
  117. {
  118. if (!physicsStepping_)
  119. return;
  120. b2Fixture* fixtureA = contact->GetFixtureA();
  121. b2Fixture* fixtureB = contact->GetFixtureB();
  122. if (!fixtureA || !fixtureB)
  123. return;
  124. endContactInfos_.Push(ContactInfo(contact));
  125. }
  126. void PhysicsWorld2D::DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
  127. {
  128. if (!debugRenderer_)
  129. return;
  130. Color c = ToColor(color);
  131. for (int i = 0; i < vertexCount - 1; ++i)
  132. debugRenderer_->AddLine(ToVector3(vertices[i]), ToVector3(vertices[i + 1]), c, debugDepthTest_);
  133. debugRenderer_->AddLine(ToVector3(vertices[vertexCount - 1]), ToVector3(vertices[0]), c, debugDepthTest_);
  134. }
  135. void PhysicsWorld2D::DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
  136. {
  137. if (!debugRenderer_)
  138. return;
  139. Vector3 v = ToVector3(vertices[0]);
  140. Color c(color.r, color.g, color.b, 0.5f);
  141. for (int i = 1; i < vertexCount - 1; ++i)
  142. debugRenderer_->AddTriangle(v, ToVector3(vertices[i]), ToVector3(vertices[i + 1]), c, debugDepthTest_);
  143. }
  144. void PhysicsWorld2D::DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color)
  145. {
  146. if (!debugRenderer_)
  147. return;
  148. Vector3 p = ToVector3(center);
  149. Color c = ToColor(color);
  150. for (unsigned i = 0; i < 360; i += 30)
  151. {
  152. unsigned j = i + 30;
  153. float x1 = radius * Cos((float)i);
  154. float y1 = radius * Sin((float)i);
  155. float x2 = radius * Cos((float)j);
  156. float y2 = radius * Sin((float)j);
  157. debugRenderer_->AddLine(p + Vector3(x1, y1, 0.0f), p + Vector3(x2, y2, 0.0f), c, debugDepthTest_);
  158. }
  159. }
  160. void PhysicsWorld2D::DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color)
  161. {
  162. if (!debugRenderer_)
  163. return;
  164. Vector3 p = ToVector3(center);
  165. Color c(color.r, color.g, color.b, 0.5f);
  166. for (unsigned i = 0; i < 360; i += 30)
  167. {
  168. unsigned j = i + 30;
  169. float x1 = radius * Cos((float)i);
  170. float y1 = radius * Sin((float)i);
  171. float x2 = radius * Cos((float)j);
  172. float y2 = radius * Sin((float)j);
  173. debugRenderer_->AddTriangle(p, p + Vector3(x1, y1, 0.0f), p + Vector3(x2, y2, 0.0f), c, debugDepthTest_);
  174. }
  175. }
  176. void PhysicsWorld2D::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
  177. {
  178. if (debugRenderer_)
  179. debugRenderer_->AddLine(ToVector3(p1), ToVector3(p2), ToColor(color), debugDepthTest_);
  180. }
  181. void PhysicsWorld2D::DrawTransform(const b2Transform& xf)
  182. {
  183. if (!debugRenderer_)
  184. return;
  185. const float32 axisScale = 0.4f;
  186. b2Vec2 p1 = xf.p, p2;
  187. p2 = p1 + axisScale * xf.q.GetXAxis();
  188. debugRenderer_->AddLine(Vector3(p1.x, p1.y, 0.0f), Vector3(p2.x, p2.y, 0.0f), Color::RED, debugDepthTest_);
  189. p2 = p1 + axisScale * xf.q.GetYAxis();
  190. debugRenderer_->AddLine(Vector3(p1.x, p1.y, 0.0f), Vector3(p2.x, p2.y, 0.0f), Color::GREEN, debugDepthTest_);
  191. }
  192. void PhysicsWorld2D::Update(float timeStep)
  193. {
  194. ATOMIC_PROFILE(UpdatePhysics2D);
  195. // ATOMIC BEGIN
  196. using namespace PhysicsPreStep2D;
  197. VariantMap& eventData = GetEventDataMap();
  198. eventData[P_WORLD] = this;
  199. eventData[P_TIMESTEP] = timeStep;
  200. SendEvent(E_PHYSICSPRESTEP2D, eventData);
  201. // ATOMIC END
  202. physicsStepping_ = true;
  203. world_->Step(timeStep, velocityIterations_, positionIterations_);
  204. physicsStepping_ = false;
  205. // Apply world transforms. Unparented transforms first
  206. for (unsigned i = 0; i < rigidBodies_.Size();)
  207. {
  208. if (rigidBodies_[i])
  209. {
  210. rigidBodies_[i]->ApplyWorldTransform();
  211. ++i;
  212. }
  213. else
  214. {
  215. // Erase possible stale weak pointer
  216. rigidBodies_.Erase(i);
  217. }
  218. }
  219. // Apply delayed (parented) world transforms now, if any
  220. while (!delayedWorldTransforms_.Empty())
  221. {
  222. for (HashMap<RigidBody2D*, DelayedWorldTransform2D>::Iterator i = delayedWorldTransforms_.Begin();
  223. i != delayedWorldTransforms_.End();)
  224. {
  225. const DelayedWorldTransform2D& transform = i->second_;
  226. // If parent's transform has already been assigned, can proceed
  227. if (!delayedWorldTransforms_.Contains(transform.parentRigidBody_))
  228. {
  229. transform.rigidBody_->ApplyWorldTransform(transform.worldPosition_, transform.worldRotation_);
  230. i = delayedWorldTransforms_.Erase(i);
  231. }
  232. else
  233. ++i;
  234. }
  235. }
  236. SendBeginContactEvents();
  237. SendEndContactEvents();
  238. // ATOMIC BEGIN
  239. using namespace PhysicsPostStep2D;
  240. SendEvent(E_PHYSICSPOSTSTEP2D, eventData);
  241. // ATOMIC END
  242. }
  243. void PhysicsWorld2D::DrawDebugGeometry()
  244. {
  245. DebugRenderer* debug = GetComponent<DebugRenderer>();
  246. if (debug)
  247. DrawDebugGeometry(debug, false);
  248. }
  249. void PhysicsWorld2D::SetUpdateEnabled(bool enable)
  250. {
  251. updateEnabled_ = enable;
  252. }
  253. void PhysicsWorld2D::SetDrawShape(bool drawShape)
  254. {
  255. if (drawShape)
  256. m_drawFlags |= e_shapeBit;
  257. else
  258. m_drawFlags &= ~e_shapeBit;
  259. }
  260. void PhysicsWorld2D::SetDrawJoint(bool drawJoint)
  261. {
  262. if (drawJoint)
  263. m_drawFlags |= e_jointBit;
  264. else
  265. m_drawFlags &= ~e_jointBit;
  266. }
  267. void PhysicsWorld2D::SetDrawAabb(bool drawAabb)
  268. {
  269. if (drawAabb)
  270. m_drawFlags |= e_aabbBit;
  271. else
  272. m_drawFlags &= ~e_aabbBit;
  273. }
  274. void PhysicsWorld2D::SetDrawPair(bool drawPair)
  275. {
  276. if (drawPair)
  277. m_drawFlags |= e_pairBit;
  278. else
  279. m_drawFlags &= ~e_pairBit;
  280. }
  281. void PhysicsWorld2D::SetDrawCenterOfMass(bool drawCenterOfMass)
  282. {
  283. if (drawCenterOfMass)
  284. m_drawFlags |= e_centerOfMassBit;
  285. else
  286. m_drawFlags &= ~e_centerOfMassBit;
  287. }
  288. void PhysicsWorld2D::SetAllowSleeping(bool enable)
  289. {
  290. world_->SetAllowSleeping(enable);
  291. }
  292. void PhysicsWorld2D::SetWarmStarting(bool enable)
  293. {
  294. world_->SetWarmStarting(enable);
  295. }
  296. void PhysicsWorld2D::SetContinuousPhysics(bool enable)
  297. {
  298. world_->SetContinuousPhysics(enable);
  299. }
  300. void PhysicsWorld2D::SetSubStepping(bool enable)
  301. {
  302. world_->SetSubStepping(enable);
  303. }
  304. void PhysicsWorld2D::SetGravity(const Vector2& gravity)
  305. {
  306. gravity_ = gravity;
  307. world_->SetGravity(ToB2Vec2(gravity_));
  308. }
  309. void PhysicsWorld2D::SetAutoClearForces(bool enable)
  310. {
  311. world_->SetAutoClearForces(enable);
  312. }
  313. void PhysicsWorld2D::SetVelocityIterations(int velocityIterations)
  314. {
  315. velocityIterations_ = velocityIterations;
  316. }
  317. void PhysicsWorld2D::SetPositionIterations(int positionIterations)
  318. {
  319. positionIterations_ = positionIterations;
  320. }
  321. void PhysicsWorld2D::AddRigidBody(RigidBody2D* rigidBody)
  322. {
  323. if (!rigidBody)
  324. return;
  325. WeakPtr<RigidBody2D> rigidBodyPtr(rigidBody);
  326. if (rigidBodies_.Contains(rigidBodyPtr))
  327. return;
  328. rigidBodies_.Push(rigidBodyPtr);
  329. }
  330. void PhysicsWorld2D::RemoveRigidBody(RigidBody2D* rigidBody)
  331. {
  332. if (!rigidBody)
  333. return;
  334. WeakPtr<RigidBody2D> rigidBodyPtr(rigidBody);
  335. rigidBodies_.Remove(rigidBodyPtr);
  336. }
  337. void PhysicsWorld2D::AddDelayedWorldTransform(const DelayedWorldTransform2D& transform)
  338. {
  339. delayedWorldTransforms_[transform.rigidBody_] = transform;
  340. }
  341. // Ray cast call back class.
  342. class RayCastCallback : public b2RayCastCallback
  343. {
  344. public:
  345. // Construct.
  346. RayCastCallback(PODVector<PhysicsRaycastResult2D>& results, const Vector2& startPoint, unsigned collisionMask) :
  347. results_(results),
  348. startPoint_(startPoint),
  349. collisionMask_(collisionMask)
  350. {
  351. }
  352. // Called for each fixture found in the query.
  353. virtual float32 ReportFixture(b2Fixture* fixture, const b2Vec2& point, const b2Vec2& normal, float32 fraction)
  354. {
  355. // Ignore sensor
  356. if (fixture->IsSensor())
  357. return true;
  358. if ((fixture->GetFilterData().maskBits & collisionMask_) == 0)
  359. return true;
  360. PhysicsRaycastResult2D result;
  361. result.position_ = ToVector2(point);
  362. result.normal_ = ToVector2(normal);
  363. result.distance_ = (result.position_ - startPoint_).Length();
  364. result.body_ = (RigidBody2D*)(fixture->GetBody()->GetUserData());
  365. results_.Push(result);
  366. return true;
  367. }
  368. protected:
  369. // Physics raycast results.
  370. PODVector<PhysicsRaycastResult2D>& results_;
  371. // Start point.
  372. Vector2 startPoint_;
  373. // Collision mask.
  374. unsigned collisionMask_;
  375. };
  376. void PhysicsWorld2D::Raycast(PODVector<PhysicsRaycastResult2D>& results, const Vector2& startPoint, const Vector2& endPoint,
  377. unsigned collisionMask)
  378. {
  379. results.Clear();
  380. RayCastCallback callback(results, startPoint, collisionMask);
  381. world_->RayCast(&callback, ToB2Vec2(startPoint), ToB2Vec2(endPoint));
  382. }
  383. // Single ray cast call back class.
  384. class SingleRayCastCallback : public b2RayCastCallback
  385. {
  386. public:
  387. // Construct.
  388. SingleRayCastCallback(PhysicsRaycastResult2D& result, const Vector2& startPoint, unsigned collisionMask) :
  389. result_(result),
  390. startPoint_(startPoint),
  391. collisionMask_(collisionMask),
  392. minDistance_(M_INFINITY)
  393. {
  394. }
  395. // Called for each fixture found in the query.
  396. virtual float32 ReportFixture(b2Fixture* fixture, const b2Vec2& point, const b2Vec2& normal, float32 fraction)
  397. {
  398. // Ignore sensor
  399. if (fixture->IsSensor())
  400. return true;
  401. if ((fixture->GetFilterData().maskBits & collisionMask_) == 0)
  402. return true;
  403. float distance = (ToVector2(point) - startPoint_).Length();
  404. if (distance < minDistance_)
  405. {
  406. minDistance_ = distance;
  407. result_.position_ = ToVector2(point);
  408. result_.normal_ = ToVector2(normal);
  409. result_.distance_ = distance;
  410. result_.body_ = (RigidBody2D*)(fixture->GetBody()->GetUserData());
  411. }
  412. return true;
  413. }
  414. private:
  415. // Physics raycast result.
  416. PhysicsRaycastResult2D& result_;
  417. // Start point.
  418. Vector2 startPoint_;
  419. // Collision mask.
  420. unsigned collisionMask_;
  421. // Minimum distance.
  422. float minDistance_;
  423. };
  424. void PhysicsWorld2D::RaycastSingle(PhysicsRaycastResult2D& result, const Vector2& startPoint, const Vector2& endPoint,
  425. unsigned collisionMask)
  426. {
  427. result.body_ = 0;
  428. SingleRayCastCallback callback(result, startPoint, collisionMask);
  429. world_->RayCast(&callback, ToB2Vec2(startPoint), ToB2Vec2(endPoint));
  430. }
  431. // Point query callback class.
  432. class PointQueryCallback : public b2QueryCallback
  433. {
  434. public:
  435. // Construct.
  436. PointQueryCallback(const b2Vec2& point, unsigned collisionMask) :
  437. point_(point),
  438. collisionMask_(collisionMask),
  439. rigidBody_(0)
  440. {
  441. }
  442. // Called for each fixture found in the query AABB.
  443. virtual bool ReportFixture(b2Fixture* fixture)
  444. {
  445. // Ignore sensor
  446. if (fixture->IsSensor())
  447. return true;
  448. if ((fixture->GetFilterData().maskBits & collisionMask_) == 0)
  449. return true;
  450. if (fixture->TestPoint(point_))
  451. {
  452. rigidBody_ = (RigidBody2D*)(fixture->GetBody()->GetUserData());
  453. return false;
  454. }
  455. return true;
  456. }
  457. // Return rigid body.
  458. RigidBody2D* GetRigidBody() const { return rigidBody_; }
  459. private:
  460. // Point.
  461. b2Vec2 point_;
  462. // Collision mask.
  463. unsigned collisionMask_;
  464. // Rigid body.
  465. RigidBody2D* rigidBody_;
  466. };
  467. RigidBody2D* PhysicsWorld2D::GetRigidBody(const Vector2& point, unsigned collisionMask)
  468. {
  469. PointQueryCallback callback(ToB2Vec2(point), collisionMask);
  470. b2AABB b2Aabb;
  471. Vector2 delta(M_EPSILON, M_EPSILON);
  472. b2Aabb.lowerBound = ToB2Vec2(point - delta);
  473. b2Aabb.upperBound = ToB2Vec2(point + delta);
  474. world_->QueryAABB(&callback, b2Aabb);
  475. return callback.GetRigidBody();
  476. }
  477. RigidBody2D* PhysicsWorld2D::GetRigidBody(int screenX, int screenY, unsigned collisionMask)
  478. {
  479. Renderer* renderer = GetSubsystem<Renderer>();
  480. for (unsigned i = 0; i < renderer->GetNumViewports(); ++i)
  481. {
  482. Viewport* viewport = renderer->GetViewport(i);
  483. // Find a viewport with same scene
  484. if (viewport && viewport->GetScene() == GetScene())
  485. {
  486. Vector3 worldPoint = viewport->ScreenToWorldPoint(screenX, screenY, 0.0f);
  487. return GetRigidBody(Vector2(worldPoint.x_, worldPoint.y_), collisionMask);
  488. }
  489. }
  490. return 0;
  491. }
  492. // Aabb query callback class.
  493. class AabbQueryCallback : public b2QueryCallback
  494. {
  495. public:
  496. // Construct.
  497. AabbQueryCallback(PODVector<RigidBody2D*>& results, unsigned collisionMask) :
  498. results_(results),
  499. collisionMask_(collisionMask)
  500. {
  501. }
  502. // Called for each fixture found in the query AABB.
  503. virtual bool ReportFixture(b2Fixture* fixture)
  504. {
  505. // Ignore sensor
  506. if (fixture->IsSensor())
  507. return true;
  508. if ((fixture->GetFilterData().maskBits & collisionMask_) == 0)
  509. return true;
  510. results_.Push((RigidBody2D*)(fixture->GetBody()->GetUserData()));
  511. return true;
  512. }
  513. private:
  514. // Results.
  515. PODVector<RigidBody2D*>& results_;
  516. // Collision mask.
  517. unsigned collisionMask_;
  518. };
  519. void PhysicsWorld2D::GetRigidBodies(PODVector<RigidBody2D*>& results, const Rect& aabb, unsigned collisionMask)
  520. {
  521. AabbQueryCallback callback(results, collisionMask);
  522. b2AABB b2Aabb;
  523. Vector2 delta(M_EPSILON, M_EPSILON);
  524. b2Aabb.lowerBound = ToB2Vec2(aabb.min_ - delta);
  525. b2Aabb.upperBound = ToB2Vec2(aabb.max_ + delta);
  526. world_->QueryAABB(&callback, b2Aabb);
  527. }
  528. bool PhysicsWorld2D::GetAllowSleeping() const
  529. {
  530. return world_->GetAllowSleeping();
  531. }
  532. bool PhysicsWorld2D::GetWarmStarting() const
  533. {
  534. return world_->GetWarmStarting();
  535. }
  536. bool PhysicsWorld2D::GetContinuousPhysics() const
  537. {
  538. return world_->GetContinuousPhysics();
  539. }
  540. bool PhysicsWorld2D::GetSubStepping() const
  541. {
  542. return world_->GetSubStepping();
  543. }
  544. bool PhysicsWorld2D::GetAutoClearForces() const
  545. {
  546. return world_->GetAutoClearForces();
  547. }
  548. void PhysicsWorld2D::OnSceneSet(Scene* scene)
  549. {
  550. // Subscribe to the scene subsystem update, which will trigger the physics simulation step
  551. if (scene)
  552. SubscribeToEvent(scene, E_SCENESUBSYSTEMUPDATE, ATOMIC_HANDLER(PhysicsWorld2D, HandleSceneSubsystemUpdate));
  553. else
  554. UnsubscribeFromEvent(E_SCENESUBSYSTEMUPDATE);
  555. }
  556. void PhysicsWorld2D::HandleSceneSubsystemUpdate(StringHash eventType, VariantMap& eventData)
  557. {
  558. if (!updateEnabled_)
  559. return;
  560. using namespace SceneSubsystemUpdate;
  561. Update(eventData[P_TIMESTEP].GetFloat());
  562. }
  563. void PhysicsWorld2D::SendBeginContactEvents()
  564. {
  565. if (beginContactInfos_.Empty())
  566. return;
  567. using namespace PhysicsBeginContact2D;
  568. VariantMap& eventData = GetEventDataMap();
  569. eventData[P_WORLD] = this;
  570. for (unsigned i = 0; i < beginContactInfos_.Size(); ++i)
  571. {
  572. ContactInfo& contactInfo = beginContactInfos_[i];
  573. eventData[P_BODYA] = contactInfo.bodyA_.Get();
  574. eventData[P_BODYB] = contactInfo.bodyB_.Get();
  575. eventData[P_NODEA] = contactInfo.nodeA_.Get();
  576. eventData[P_NODEB] = contactInfo.nodeB_.Get();
  577. eventData[P_CONTACT] = (void*)contactInfo.contact_;
  578. SendEvent(E_PHYSICSBEGINCONTACT2D, eventData);
  579. }
  580. beginContactInfos_.Clear();
  581. }
  582. void PhysicsWorld2D::SendEndContactEvents()
  583. {
  584. if (endContactInfos_.Empty())
  585. return;
  586. using namespace PhysicsEndContact2D;
  587. VariantMap& eventData = GetEventDataMap();
  588. eventData[P_WORLD] = this;
  589. for (unsigned i = 0; i < endContactInfos_.Size(); ++i)
  590. {
  591. ContactInfo& contactInfo = endContactInfos_[i];
  592. eventData[P_BODYA] = contactInfo.bodyA_.Get();
  593. eventData[P_BODYB] = contactInfo.bodyB_.Get();
  594. eventData[P_NODEA] = contactInfo.nodeA_.Get();
  595. eventData[P_NODEB] = contactInfo.nodeB_.Get();
  596. eventData[P_CONTACT] = (void*)contactInfo.contact_;
  597. SendEvent(E_PHYSICSENDCONTACT2D, eventData);
  598. }
  599. endContactInfos_.Clear();
  600. }
  601. PhysicsWorld2D::ContactInfo::ContactInfo()
  602. {
  603. }
  604. PhysicsWorld2D::ContactInfo::ContactInfo(b2Contact* contact)
  605. {
  606. b2Fixture* fixtureA = contact->GetFixtureA();
  607. b2Fixture* fixtureB = contact->GetFixtureB();
  608. bodyA_ = (RigidBody2D*)(fixtureA->GetBody()->GetUserData());
  609. bodyB_ = (RigidBody2D*)(fixtureB->GetBody()->GetUserData());
  610. nodeA_ = bodyA_->GetNode();
  611. nodeB_ = bodyB_->GetNode();
  612. contact_ = contact;
  613. }
  614. PhysicsWorld2D::ContactInfo::ContactInfo(const ContactInfo& other) :
  615. bodyA_(other.bodyA_),
  616. bodyB_(other.bodyB_),
  617. nodeA_(other.nodeA_),
  618. nodeB_(other.nodeB_),
  619. contact_(other.contact_)
  620. {
  621. }
  622. }