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