2D Polygon Collider

This commit is contained in:
Simon Lübeß
2023-08-13 12:03:06 +02:00
parent 4e5d3cfd64
commit 74b17c8599
5 changed files with 177 additions and 6 deletions
@@ -505,6 +505,34 @@ namespace GlitchyEngine.World
internal ref b2Vec2 b2Offset mut => ref *(Box2D.b2Vec2*)(void*)&Offset;
}
// Todo: This component is rather large (> 1 Cache line)
struct PolygonCollider2DComponent
{
public float2 Offset = .(0.0f, 0.0f);
// TODO: move into 2D physics material
public float Density = 1.0f;
public float Friction = 0.5f;
public float Restitution = 0.0f;
public float RestitutionThreshold = 0.5f;
public float2[8] Vertices = .();
public int8 VertexCount = 3;
private int _runtimeFixture = 0;
internal b2Fixture* RuntimeFixture
{
[Inline]
get => (b2Fixture*)(void*)_runtimeFixture;
[Inline]
set mut => _runtimeFixture = (int)(void*)value;
}
[Inline]
internal ref b2Vec2 b2Offset mut => ref *(Box2D.b2Vec2*)(void*)&Offset;
}
struct ScriptComponent : IDisposableComponent
{
private String _scriptClassName = null;
+45 -2
View File
@@ -88,6 +88,7 @@ namespace GlitchyEngine.World
CopyComponents<Rigidbody2DComponent>(this, target);
CopyComponents<BoxCollider2DComponent>(this, target);
CopyComponents<CircleCollider2DComponent>(this, target);
CopyComponents<PolygonCollider2DComponent>(this, target);
// Copy ScriptComponents... needs extra handling for the script instances
for (let (sourceHandle, sourceComponent) in _ecsWorld.Enumerate<ScriptComponent>())
@@ -365,6 +366,13 @@ namespace GlitchyEngine.World
InitCircleCollider2D(entity, circleCollider);
}
for (let (ecsHandle, polygonCollider) in _ecsWorld.Enumerate<PolygonCollider2DComponent>())
{
Entity entity = .(ecsHandle, this);
InitPolygonCollider2D(entity, polygonCollider);
}
}
private void InitializeRigidbody2D(Entity entity, Rigidbody2DComponent* rigidBody)
@@ -426,8 +434,6 @@ namespace GlitchyEngine.World
let localToWorld = entity.Transform.WorldTransform;
let worldToRigidbody = entityWithRigidbody.Transform.WorldTransform.Invert();
let boxShape = Box2D.Shape.CreatePolygon();
Box2D.b2Vec2[4] points = .(
.(-1, -1),
.( 1, -1),
@@ -444,6 +450,7 @@ namespace GlitchyEngine.World
points[i] = (worldToRigidbody * localToWorld * float4(points[i], 0, 1)).XY;
}
let boxShape = Box2D.Shape.CreatePolygon();
Shape.PolygonSet(boxShape, &points, 4);
b2FixtureDef fixtureDef = .();
@@ -486,6 +493,42 @@ namespace GlitchyEngine.World
circleCollider.RuntimeFixture = fixture;
}
private void InitPolygonCollider2D(Entity entity, PolygonCollider2DComponent* polygonCollider)
{
if (FindParentWithRigidbody(entity, let entityWithRigidbody, let rigidbody, let parentToRigidbody) case .Err)
return;
let localToWorld = entity.Transform.WorldTransform;
let worldToRigidbody = entityWithRigidbody.Transform.WorldTransform.Invert();
Box2D.b2Vec2[8] points = .();
for (int i < polygonCollider.VertexCount)
{
points[i] = ((float2)polygonCollider.Vertices[i] + polygonCollider.Offset);
if (entity == entityWithRigidbody)
points[i] = entity.Transform.Scale.XY * (float2)points[i];
points[i] = (worldToRigidbody * localToWorld * float4(points[i], 0, 1)).XY;
}
let polygonShape = Box2D.Shape.CreatePolygon();
Shape.PolygonSet(polygonShape, &points, polygonCollider.VertexCount);
b2FixtureDef fixtureDef = .();
fixtureDef.shape = polygonShape;
fixtureDef.density = polygonCollider.Density;
fixtureDef.friction = polygonCollider.Friction;
fixtureDef.restitution = polygonCollider.Restitution;
fixtureDef.restitutionThreshold = polygonCollider.RestitutionThreshold;
fixtureDef.userData = (void*)(uint)entity.Handle;
Log.EngineLogger.AssertDebug(rigidbody.RuntimeBody != null);
b2Fixture* fixture = Box2D.Body.CreateFixture(rigidbody.RuntimeBody, &fixtureDef);
polygonCollider.RuntimeFixture = fixture;
}
public void OnSimulationStop()
{
Box2D.World.Delete(_physicsWorld2D);
@@ -177,6 +177,19 @@ class SceneSerializer
Serialize.Value(writer, "RestitutionThreshold", component.RestitutionThreshold);
});
SerializeComponent<PolygonCollider2DComponent>(writer, entity, "PolygonCollider2D", scope (component) =>
{
Serialize.Value(writer, "Offset", component.Offset);
Serialize.Value(writer, "Vertices", component.Vertices);
Serialize.Value(writer, "VertexCount", component.VertexCount);
Serialize.Value(writer, "Density", component.Density);
Serialize.Value(writer, "Friction", component.Friction);
Serialize.Value(writer, "Restitution", component.Restitution);
Serialize.Value(writer, "RestitutionThreshold", component.RestitutionThreshold);
});
SerializeComponent<MeshComponent>(writer, entity, "MeshComponent", scope (component) =>
{
Serialize.Value(writer, "Mesh", component.Mesh);
@@ -526,6 +539,28 @@ class SceneSerializer
Deserialize.Value(reader, "Radius", out component.Radius);
reader.EntryEnd();
Deserialize.Value(reader, "Density", out component.Density);
reader.EntryEnd();
Deserialize.Value(reader, "Friction", out component.Friction);
reader.EntryEnd();
Deserialize.Value(reader, "Restitution", out component.Restitution);
reader.EntryEnd();
Deserialize.Value(reader, "RestitutionThreshold", out component.RestitutionThreshold);
return .Ok;
}));
case "PolygonCollider2D":
Try!(DeserializeComponent<PolygonCollider2DComponent>(reader, entity, scope (component) =>
{
Deserialize.Value(reader, "Offset", out component.Offset);
reader.EntryEnd();
Deserialize.Value(reader, "Vertices", out component.Vertices);
reader.EntryEnd();
Deserialize.Value(reader, "VertexCount", out component.VertexCount);
reader.EntryEnd();
Deserialize.Value(reader, "Density", out component.Density);
reader.EntryEnd();
Deserialize.Value(reader, "Friction", out component.Friction);