CollisionShape2D.cpp 7.2 KB

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  1. // Copyright (c) 2008-2023 the Urho3D project
  2. // License: MIT
  3. #include "../Precompiled.h"
  4. #include "../Core/Context.h"
  5. #include "../IO/Log.h"
  6. #include "../Physics2D/CollisionShape2D.h"
  7. #include "../Physics2D/PhysicsUtils2D.h"
  8. #include "../Physics2D/RigidBody2D.h"
  9. #include "../Scene/Node.h"
  10. #include "../Scene/Scene.h"
  11. #include "../DebugNew.h"
  12. namespace Urho3D
  13. {
  14. CollisionShape2D::CollisionShape2D(Context* context) :
  15. Component(context),
  16. fixture_(nullptr),
  17. cachedWorldScale_(Vector3::ONE)
  18. {
  19. }
  20. CollisionShape2D::~CollisionShape2D()
  21. {
  22. if (rigidBody_)
  23. rigidBody_->RemoveCollisionShape2D(this);
  24. ReleaseFixture();
  25. }
  26. void CollisionShape2D::RegisterObject(Context* context)
  27. {
  28. URHO3D_ACCESSOR_ATTRIBUTE("Trigger", IsTrigger, SetTrigger, false, AM_DEFAULT);
  29. URHO3D_ACCESSOR_ATTRIBUTE("Category Bits", GetCategoryBits, SetCategoryBits, 0, AM_DEFAULT);
  30. URHO3D_ACCESSOR_ATTRIBUTE("Mask Bits", GetMaskBits, SetMaskBits, 0, AM_DEFAULT);
  31. URHO3D_ACCESSOR_ATTRIBUTE("Group Index", GetGroupIndex, SetGroupIndex, 0, AM_DEFAULT);
  32. URHO3D_ACCESSOR_ATTRIBUTE("Density", GetDensity, SetDensity, 0.0f, AM_DEFAULT);
  33. URHO3D_ACCESSOR_ATTRIBUTE("Friction", GetFriction, SetFriction, 0.2f, AM_DEFAULT);
  34. URHO3D_ACCESSOR_ATTRIBUTE("Restitution", GetRestitution, SetRestitution, 0.0f, AM_DEFAULT);
  35. }
  36. void CollisionShape2D::OnSetEnabled()
  37. {
  38. if (IsEnabledEffective())
  39. {
  40. CreateFixture();
  41. if (rigidBody_)
  42. rigidBody_->AddCollisionShape2D(this);
  43. }
  44. else
  45. {
  46. if (rigidBody_)
  47. rigidBody_->RemoveCollisionShape2D(this);
  48. ReleaseFixture();
  49. }
  50. }
  51. void CollisionShape2D::SetTrigger(bool trigger)
  52. {
  53. if (fixtureDef_.isSensor == trigger)
  54. return;
  55. fixtureDef_.isSensor = trigger;
  56. if (fixture_)
  57. fixture_->SetSensor(trigger);
  58. MarkNetworkUpdate();
  59. }
  60. void CollisionShape2D::SetCategoryBits(int categoryBits)
  61. {
  62. if (fixtureDef_.filter.categoryBits == categoryBits)
  63. return;
  64. fixtureDef_.filter.categoryBits = (uint16)categoryBits;
  65. if (fixture_)
  66. fixture_->SetFilterData(fixtureDef_.filter);
  67. MarkNetworkUpdate();
  68. }
  69. void CollisionShape2D::SetMaskBits(int maskBits)
  70. {
  71. if (fixtureDef_.filter.maskBits == maskBits)
  72. return;
  73. fixtureDef_.filter.maskBits = (uint16)maskBits;
  74. if (fixture_)
  75. fixture_->SetFilterData(fixtureDef_.filter);
  76. MarkNetworkUpdate();
  77. }
  78. void CollisionShape2D::SetGroupIndex(int groupIndex)
  79. {
  80. if (fixtureDef_.filter.groupIndex == groupIndex)
  81. return;
  82. fixtureDef_.filter.groupIndex = (int16)groupIndex;
  83. if (fixture_)
  84. fixture_->SetFilterData(fixtureDef_.filter);
  85. MarkNetworkUpdate();
  86. }
  87. void CollisionShape2D::SetDensity(float density)
  88. {
  89. if (fixtureDef_.density == density)
  90. return;
  91. fixtureDef_.density = density;
  92. if (fixture_)
  93. {
  94. // This will not automatically adjust the mass of the body
  95. fixture_->SetDensity(density);
  96. if (rigidBody_->GetUseFixtureMass())
  97. rigidBody_->GetBody()->ResetMassData();
  98. }
  99. MarkNetworkUpdate();
  100. }
  101. void CollisionShape2D::SetFriction(float friction)
  102. {
  103. if (fixtureDef_.friction == friction)
  104. return;
  105. fixtureDef_.friction = friction;
  106. if (fixture_)
  107. {
  108. // This will not change the friction of existing contacts
  109. fixture_->SetFriction(friction);
  110. b2ContactEdge* contractEdge = rigidBody_->GetBody()->GetContactList();
  111. while (contractEdge)
  112. {
  113. b2Contact* contact = contractEdge->contact;
  114. if (contact->GetFixtureA() == fixture_ || contact->GetFixtureB() == fixture_)
  115. contractEdge->contact->ResetFriction();
  116. contractEdge = contractEdge->next;
  117. }
  118. }
  119. MarkNetworkUpdate();
  120. }
  121. void CollisionShape2D::SetRestitution(float restitution)
  122. {
  123. if (fixtureDef_.restitution == restitution)
  124. return;
  125. fixtureDef_.restitution = restitution;
  126. if (fixture_)
  127. {
  128. // This will not change the restitution of existing contacts
  129. fixture_->SetRestitution(restitution);
  130. b2ContactEdge* contractEdge = rigidBody_->GetBody()->GetContactList();
  131. while (contractEdge)
  132. {
  133. b2Contact* contact = contractEdge->contact;
  134. if (contact->GetFixtureA() == fixture_ || contact->GetFixtureB() == fixture_)
  135. contractEdge->contact->ResetRestitution();
  136. contractEdge = contractEdge->next;
  137. }
  138. }
  139. MarkNetworkUpdate();
  140. }
  141. void CollisionShape2D::CreateFixture()
  142. {
  143. if (fixture_)
  144. return;
  145. if (!fixtureDef_.shape)
  146. return;
  147. if (!rigidBody_)
  148. {
  149. rigidBody_ = node_->GetComponent<RigidBody2D>(); // RigidBody2D can be created after CollisionShape2D
  150. if (!rigidBody_)
  151. return;
  152. }
  153. b2Body* body = rigidBody_->GetBody();
  154. if (!body)
  155. return;
  156. // Chain shape must have atleast two vertices before creating fixture
  157. if (fixtureDef_.shape->m_type != b2Shape::e_chain || static_cast<const b2ChainShape*>(fixtureDef_.shape)->m_count >= 2)
  158. {
  159. b2MassData massData = body->GetMassData();
  160. fixture_ = body->CreateFixture(&fixtureDef_);
  161. if (!rigidBody_->GetUseFixtureMass()) // Workaround for resetting mass in CreateFixture().
  162. body->SetMassData(&massData);
  163. fixture_->GetUserData().pointer = (uintptr_t)this;
  164. }
  165. }
  166. void CollisionShape2D::ReleaseFixture()
  167. {
  168. if (!fixture_)
  169. return;
  170. if (!rigidBody_)
  171. return;
  172. b2Body* body = rigidBody_->GetBody();
  173. if (!body)
  174. return;
  175. b2MassData massData = body->GetMassData();
  176. body->DestroyFixture(fixture_);
  177. if (!rigidBody_->GetUseFixtureMass()) // Workaround for resetting mass in DestroyFixture().
  178. body->SetMassData(&massData);
  179. fixture_ = nullptr;
  180. }
  181. float CollisionShape2D::GetMass() const
  182. {
  183. if (!fixture_)
  184. return 0.0f;
  185. b2MassData massData;
  186. fixture_->GetMassData(&massData);
  187. return massData.mass;
  188. }
  189. float CollisionShape2D::GetInertia() const
  190. {
  191. if (!fixture_)
  192. return 0.0f;
  193. b2MassData massData;
  194. fixture_->GetMassData(&massData);
  195. return massData.I;
  196. }
  197. Vector2 CollisionShape2D::GetMassCenter() const
  198. {
  199. if (!fixture_)
  200. return Vector2::ZERO;
  201. b2MassData massData;
  202. fixture_->GetMassData(&massData);
  203. return ToVector2(massData.center);
  204. }
  205. void CollisionShape2D::OnNodeSet(Node* node)
  206. {
  207. Component::OnNodeSet(node);
  208. if (node)
  209. {
  210. node->AddListener(this);
  211. rigidBody_ = node->GetComponent<RigidBody2D>();
  212. if (rigidBody_)
  213. {
  214. CreateFixture();
  215. rigidBody_->AddCollisionShape2D(this);
  216. }
  217. }
  218. }
  219. void CollisionShape2D::OnMarkedDirty(Node* node)
  220. {
  221. // Use signed world scale to allow flipping of sprites by negative scale to work properly in regard to the collision shape
  222. Vector3 newWorldScale = node_->GetSignedWorldScale();
  223. Vector3 delta = newWorldScale - cachedWorldScale_;
  224. if (delta.DotProduct(delta) < 0.01f)
  225. return;
  226. // Physics operations are not safe from worker threads
  227. Scene* scene = GetScene();
  228. if (scene && scene->IsThreadedUpdate())
  229. {
  230. scene->DelayedMarkedDirty(this);
  231. return;
  232. }
  233. cachedWorldScale_ = newWorldScale;
  234. ApplyNodeWorldScale();
  235. }
  236. }