// Copyright (c) 2008-2023 the Urho3D project // License: MIT #include "../Precompiled.h" #include "../Core/Context.h" #include "../IO/Log.h" #include "../Physics2D/CollisionShape2D.h" #include "../Physics2D/Constraint2D.h" #include "../Physics2D/PhysicsUtils2D.h" #include "../Physics2D/PhysicsWorld2D.h" #include "../Physics2D/RigidBody2D.h" #include "../Scene/Scene.h" #include "../DebugNew.h" namespace Urho3D { extern const char* PHYSICS2D_CATEGORY; static const BodyType2D DEFAULT_BODYTYPE = BT_STATIC; static const char* bodyTypeNames[] = { "Static", "Kinematic", "Dynamic", nullptr }; RigidBody2D::RigidBody2D(Context* context) : Component(context), useFixtureMass_(true), body_(nullptr) { // Make sure the massData members are zero-initialized. massData_.mass = 0.0f; massData_.I = 0.0f; massData_.center.SetZero(); } RigidBody2D::~RigidBody2D() { if (physicsWorld_) { ReleaseBody(); physicsWorld_->RemoveRigidBody(this); } } void RigidBody2D::RegisterObject(Context* context) { context->RegisterFactory(PHYSICS2D_CATEGORY); URHO3D_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, true, AM_DEFAULT); URHO3D_ENUM_ACCESSOR_ATTRIBUTE("Body Type", GetBodyType, SetBodyType, bodyTypeNames, DEFAULT_BODYTYPE, AM_DEFAULT); URHO3D_ACCESSOR_ATTRIBUTE("Mass", GetMass, SetMass, 0.0f, AM_DEFAULT); URHO3D_ACCESSOR_ATTRIBUTE("Inertia", GetInertia, SetInertia, 0.0f, AM_DEFAULT); URHO3D_ACCESSOR_ATTRIBUTE("Mass Center", GetMassCenter, SetMassCenter, Vector2::ZERO, AM_DEFAULT); URHO3D_ACCESSOR_ATTRIBUTE("Use Fixture Mass", GetUseFixtureMass, SetUseFixtureMass, true, AM_DEFAULT); URHO3D_ACCESSOR_ATTRIBUTE("Linear Damping", GetLinearDamping, SetLinearDamping, 0.0f, AM_DEFAULT); URHO3D_ACCESSOR_ATTRIBUTE("Angular Damping", GetAngularDamping, SetAngularDamping, 0.0f, AM_DEFAULT); URHO3D_ACCESSOR_ATTRIBUTE("Allow Sleep", IsAllowSleep, SetAllowSleep, true, AM_DEFAULT); URHO3D_ACCESSOR_ATTRIBUTE("Fixed Rotation", IsFixedRotation, SetFixedRotation, false, AM_DEFAULT); URHO3D_ACCESSOR_ATTRIBUTE("Bullet", IsBullet, SetBullet, false, AM_DEFAULT); URHO3D_ACCESSOR_ATTRIBUTE("Gravity Scale", GetGravityScale, SetGravityScale, 1.0f, AM_DEFAULT); URHO3D_ACCESSOR_ATTRIBUTE("Awake", IsAwake, SetAwake, true, AM_DEFAULT); URHO3D_ACCESSOR_ATTRIBUTE("Linear Velocity", GetLinearVelocity, SetLinearVelocity, Vector2::ZERO, AM_DEFAULT); URHO3D_ACCESSOR_ATTRIBUTE("Angular Velocity", GetAngularVelocity, SetAngularVelocity, 0.0f, AM_DEFAULT); } void RigidBody2D::OnSetEnabled() { bool enabled = IsEnabledEffective(); bodyDef_.enabled = enabled; if (body_) body_->SetEnabled(enabled); MarkNetworkUpdate(); } void RigidBody2D::SetBodyType(BodyType2D type) { auto bodyType = (b2BodyType)type; if (body_) { body_->SetType(bodyType); // Mass data was reset to keep it legal (e.g. static body should have mass 0). // If not using fixture mass, reassign our mass data now if (!useFixtureMass_) body_->SetMassData(&massData_); } else { if (bodyDef_.type == bodyType) return; bodyDef_.type = bodyType; } MarkNetworkUpdate(); } void RigidBody2D::SetMass(float mass) { mass = Max(mass, 0.0f); if (massData_.mass == mass) return; massData_.mass = mass; if (!useFixtureMass_ && body_) body_->SetMassData(&massData_); MarkNetworkUpdate(); } void RigidBody2D::SetInertia(float inertia) { inertia = Max(inertia, 0.0f); if (massData_.I == inertia) return; massData_.I = inertia; if (!useFixtureMass_ && body_) body_->SetMassData(&massData_); MarkNetworkUpdate(); } void RigidBody2D::SetMassCenter(const Vector2& center) { b2Vec2 b2Center = ToB2Vec2(center); if (massData_.center == b2Center) return; massData_.center = b2Center; if (!useFixtureMass_ && body_) body_->SetMassData(&massData_); MarkNetworkUpdate(); } void RigidBody2D::SetUseFixtureMass(bool useFixtureMass) { if (useFixtureMass_ == useFixtureMass) return; useFixtureMass_ = useFixtureMass; if (body_) { if (useFixtureMass_) body_->ResetMassData(); else body_->SetMassData(&massData_); } MarkNetworkUpdate(); } void RigidBody2D::SetLinearDamping(float linearDamping) { if (body_) body_->SetLinearDamping(linearDamping); else { if (bodyDef_.linearDamping == linearDamping) return; bodyDef_.linearDamping = linearDamping; } MarkNetworkUpdate(); } void RigidBody2D::SetAngularDamping(float angularDamping) { if (body_) body_->SetAngularDamping(angularDamping); else { if (bodyDef_.angularDamping == angularDamping) return; bodyDef_.angularDamping = angularDamping; } MarkNetworkUpdate(); } void RigidBody2D::SetAllowSleep(bool allowSleep) { if (body_) body_->SetSleepingAllowed(allowSleep); else { if (bodyDef_.allowSleep == allowSleep) return; bodyDef_.allowSleep = allowSleep; } MarkNetworkUpdate(); } void RigidBody2D::SetFixedRotation(bool fixedRotation) { if (body_) { body_->SetFixedRotation(fixedRotation); // Mass data was reset to keep it legal (e.g. non-rotating body should have inertia 0). // If not using fixture mass, reassign our mass data now if (!useFixtureMass_) body_->SetMassData(&massData_); } else { if (bodyDef_.fixedRotation == fixedRotation) return; bodyDef_.fixedRotation = fixedRotation; } MarkNetworkUpdate(); } void RigidBody2D::SetBullet(bool bullet) { if (body_) body_->SetBullet(bullet); else { if (bodyDef_.bullet == bullet) return; bodyDef_.bullet = bullet; } MarkNetworkUpdate(); } void RigidBody2D::SetGravityScale(float gravityScale) { if (body_) body_->SetGravityScale(gravityScale); else { if (bodyDef_.gravityScale == gravityScale) return; bodyDef_.gravityScale = gravityScale; } MarkNetworkUpdate(); } void RigidBody2D::SetAwake(bool awake) { if (body_) body_->SetAwake(awake); else { if (bodyDef_.awake == awake) return; bodyDef_.awake = awake; } MarkNetworkUpdate(); } void RigidBody2D::SetLinearVelocity(const Vector2& linearVelocity) { b2Vec2 b2linearVelocity = ToB2Vec2(linearVelocity); if (body_) body_->SetLinearVelocity(b2linearVelocity); else { if (bodyDef_.linearVelocity == b2linearVelocity) return; bodyDef_.linearVelocity = b2linearVelocity; } MarkNetworkUpdate(); } void RigidBody2D::SetAngularVelocity(float angularVelocity) { if (body_) body_->SetAngularVelocity(angularVelocity); else { if (bodyDef_.angularVelocity == angularVelocity) return; bodyDef_.angularVelocity = angularVelocity; } MarkNetworkUpdate(); } void RigidBody2D::ApplyForce(const Vector2& force, const Vector2& point, bool wake) { if (body_ && force != Vector2::ZERO) body_->ApplyForce(ToB2Vec2(force), ToB2Vec2(point), wake); } void RigidBody2D::ApplyForceToCenter(const Vector2& force, bool wake) { if (body_ && force != Vector2::ZERO) body_->ApplyForceToCenter(ToB2Vec2(force), wake); } void RigidBody2D::ApplyTorque(float torque, bool wake) { if (body_ && torque != 0) body_->ApplyTorque(torque, wake); } void RigidBody2D::ApplyLinearImpulse(const Vector2& impulse, const Vector2& point, bool wake) { if (body_ && impulse != Vector2::ZERO) body_->ApplyLinearImpulse(ToB2Vec2(impulse), ToB2Vec2(point), wake); } void RigidBody2D::ApplyLinearImpulseToCenter(const Vector2& impulse, bool wake) { if (body_ && impulse != Vector2::ZERO) body_->ApplyLinearImpulseToCenter(ToB2Vec2(impulse), wake); } void RigidBody2D::ApplyAngularImpulse(float impulse, bool wake) { if (body_) body_->ApplyAngularImpulse(impulse, wake); } void RigidBody2D::CreateBody() { if (body_) return; if (!physicsWorld_ || !physicsWorld_->GetWorld()) return; bodyDef_.position = ToB2Vec2(node_->GetWorldPosition()); bodyDef_.angle = node_->GetWorldRotation().RollAngle() * M_DEGTORAD; body_ = physicsWorld_->GetWorld()->CreateBody(&bodyDef_); body_->GetUserData().pointer = (uintptr_t)this; for (const WeakPtr& collisionShape : collisionShapes_) { if (collisionShape) collisionShape->CreateFixture(); } if (!useFixtureMass_) body_->SetMassData(&massData_); for (const WeakPtr& constraint : constraints_) { if (constraint) constraint->CreateJoint(); } } void RigidBody2D::ReleaseBody() { if (!body_) return; if (!physicsWorld_ || !physicsWorld_->GetWorld()) return; // Make a copy for iteration Vector> constraints = constraints_; for (const WeakPtr& constraint : constraints) { if (constraint) constraint->ReleaseJoint(); } for (const WeakPtr& collisionShape : collisionShapes_) { if (collisionShape) collisionShape->ReleaseFixture(); } physicsWorld_->GetWorld()->DestroyBody(body_); body_ = nullptr; } void RigidBody2D::ApplyWorldTransform() { if (!body_ || !node_) return; // If the rigid body is parented to another rigid body, can not set the transform immediately. // In that case store it to PhysicsWorld2D for delayed assignment RigidBody2D* parentRigidBody = nullptr; Node* parent = node_->GetParent(); if (parent != GetScene() && parent) parentRigidBody = parent->GetComponent(); // If body is not parented and is static or sleeping, no need to update if (!parentRigidBody && (!body_->IsEnabled() || body_->GetType() == b2_staticBody || !body_->IsAwake())) return; const b2Transform& transform = body_->GetTransform(); Vector3 newWorldPosition = node_->GetWorldPosition(); newWorldPosition.x_ = transform.p.x; newWorldPosition.y_ = transform.p.y; Quaternion newWorldRotation(transform.q.GetAngle() * M_RADTODEG, Vector3::FORWARD); if (parentRigidBody) { DelayedWorldTransform2D delayed; delayed.rigidBody_ = this; delayed.parentRigidBody_ = parentRigidBody; delayed.worldPosition_ = newWorldPosition; delayed.worldRotation_ = newWorldRotation; physicsWorld_->AddDelayedWorldTransform(delayed); } else ApplyWorldTransform(newWorldPosition, newWorldRotation); } void RigidBody2D::ApplyWorldTransform(const Vector3& newWorldPosition, const Quaternion& newWorldRotation) { if (newWorldPosition != node_->GetWorldPosition() || newWorldRotation != node_->GetWorldRotation()) { // Do not feed changed position back to simulation now physicsWorld_->SetApplyingTransforms(true); node_->SetWorldPosition(newWorldPosition); node_->SetWorldRotation(newWorldRotation); physicsWorld_->SetApplyingTransforms(false); } } void RigidBody2D::AddCollisionShape2D(CollisionShape2D* collisionShape) { if (!collisionShape) return; WeakPtr collisionShapePtr(collisionShape); if (collisionShapes_.Contains(collisionShapePtr)) return; collisionShapes_.Push(collisionShapePtr); } void RigidBody2D::RemoveCollisionShape2D(CollisionShape2D* collisionShape) { if (!collisionShape) return; WeakPtr collisionShapePtr(collisionShape); collisionShapes_.Remove(collisionShapePtr); } void RigidBody2D::AddConstraint2D(Constraint2D* constraint) { if (!constraint) return; WeakPtr constraintPtr(constraint); if (constraints_.Contains(constraintPtr)) return; constraints_.Push(constraintPtr); } void RigidBody2D::RemoveConstraint2D(Constraint2D* constraint) { if (!constraint) return; WeakPtr constraintPtr(constraint); constraints_.Remove(constraintPtr); } float RigidBody2D::GetMass() const { if (!useFixtureMass_) return massData_.mass; else return body_ ? body_->GetMass() : 0.0f; } float RigidBody2D::GetInertia() const { if (!useFixtureMass_) return massData_.I; else return body_ ? body_->GetInertia() : 0.0f; } Vector2 RigidBody2D::GetMassCenter() const { if (!useFixtureMass_) return ToVector2(massData_.center); else return body_ ? ToVector2(body_->GetLocalCenter()) : Vector2::ZERO; } bool RigidBody2D::IsAwake() const { return body_ ? body_->IsAwake() : bodyDef_.awake; } Vector2 RigidBody2D::GetLinearVelocity() const { return ToVector2(body_ ? body_->GetLinearVelocity() : bodyDef_.linearVelocity); } float RigidBody2D::GetAngularVelocity() const { return body_ ? body_->GetAngularVelocity() : bodyDef_.angularVelocity; } void RigidBody2D::OnNodeSet(Node* node) { if (node) { node->AddListener(this); Vector shapes; node_->GetDerivedComponents(shapes); for (Vector::Iterator i = shapes.Begin(); i != shapes.End(); ++i) { (*i)->CreateFixture(); AddCollisionShape2D(*i); } } } void RigidBody2D::OnSceneSet(Scene* scene) { if (scene) { physicsWorld_ = scene->GetDerivedComponent(); if (!physicsWorld_) physicsWorld_ = scene->CreateComponent(); CreateBody(); physicsWorld_->AddRigidBody(this); } else { if (physicsWorld_) { ReleaseBody(); physicsWorld_->RemoveRigidBody(this); physicsWorld_.Reset(); } } } void RigidBody2D::OnMarkedDirty(Node* node) { if (physicsWorld_ && physicsWorld_->IsApplyingTransforms()) return; // Physics operations are not safe from worker threads Scene* scene = GetScene(); if (scene && scene->IsThreadedUpdate()) { scene->DelayedMarkedDirty(this); return; } // Check if transform has changed from the last one set in ApplyWorldTransform() b2Vec2 newPosition = ToB2Vec2(node_->GetWorldPosition()); float newAngle = node_->GetWorldRotation().RollAngle() * M_DEGTORAD; if (!body_) { bodyDef_.position = newPosition; bodyDef_.angle = newAngle; } else if (newPosition != body_->GetPosition() || newAngle != body_->GetAngle()) body_->SetTransform(newPosition, newAngle); } }