added the basic requiements for physics with box2d

This commit is contained in:
2026-01-18 20:01:12 +01:00
parent f9185e7b26
commit f4a63f1235
16 changed files with 4861 additions and 1 deletions

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#include "PhysicsObject.hpp"
#include "MathF.hpp"
#include "elements/Transformable.hpp"
#include "elements/PhysicsEngine.hpp"
TSE::PhysicsObject::PhysicsObject(BodyType t, ColliderShape s, float d, float f, Vector3 cs)
{
type = t;
shape = s;
density = d;
friction = f;
collidersize = cs;
}
TSE::PhysicsObject::~PhysicsObject()
{
PhysicsEngine::UnRegisterPhysicsObject(this);
if(b2Body_IsValid(bodyId))
b2DestroyBody(bodyId);
}
void TSE::PhysicsObject::UpdatePosition()
{
b2Vec2 b2newPos = b2Body_GetPosition(bodyId);
if(lastPos.x != b2newPos.x || lastPos.y != b2newPos.y)
{
Vector3 newPos(b2newPos.x, b2newPos.y, lastPos.z);
lastPos = newPos;
Vector3 delta = baseObject->GlobalToLocalPosition(newPos);
baseObject->position = baseObject->position + delta;
}
float newRot = b2Rot_GetAngle(b2Body_GetRotation(bodyId));
if(newRot != lastRot)
{
lastRot = newRot;
Vector3 euler = baseObject->GetEuler();
euler.z = Rad2Deg(newRot);
}
}
void TSE::PhysicsObject::OnUpdate()
{
Vector3 globalPos = baseObject->GetGlobalPosition();
float rot = Deg2Rad(baseObject->GetEuler().z);
if(globalPos != lastPos || rot != lastRot)
{
lastPos = globalPos;
lastRot = rot;
b2Vec2 pos;
pos.x = globalPos.x;
pos.y = globalPos.y;
b2Body_SetTransform(bodyId, pos, b2MakeRot(rot));
b2Body_SetAwake(bodyId, true);
}
}
void TSE::PhysicsObject::Start()
{
b2WorldId& wid = PhysicsEngine::GetWorldId();
b2BodyDef def = b2DefaultBodyDef();
b2Vec2 pos;
Vector3 globalPos = baseObject->GetGlobalPosition();
pos.x = globalPos.x;
pos.y = globalPos.y;
def.position = pos;
lastPos = globalPos;
float rot = Deg2Rad(baseObject->GetEuler().z);
def.rotation = b2MakeRot(rot);
lastRot = rot;
b2BodyType b2type;
switch(type)
{
case BodyType::Dynamic:
b2type = b2_dynamicBody;
break;
case BodyType::Static:
b2type = b2_staticBody;
break;
}
def.type = b2type;
bodyId = b2CreateBody(wid, &def);
b2ShapeDef shapeDef = b2DefaultShapeDef();
shapeDef.density = density;
shapeDef.material.friction = friction;
b2Polygon b2shape;
b2Circle b2circle;
b2Capsule b2capsule;
switch (shape)
{
case ColliderShape::Box:
b2shape = b2MakeBox(collidersize.x * 0.5f, collidersize.y * 0.5f);
b2CreatePolygonShape(bodyId, &shapeDef, &b2shape);
break;
case ColliderShape::RoundedBox:
b2shape = b2MakeRoundedBox(collidersize.x * 0.5f, collidersize.y * 0.5f, collidersize.z);
b2CreatePolygonShape(bodyId, &shapeDef, &b2shape);
break;
case ColliderShape::Circle:
b2circle.radius = collidersize.x;
b2CreateCircleShape(bodyId, &shapeDef, &b2circle);
break;
case ColliderShape::Capsule:
b2capsule.radius = collidersize.x;
b2capsule.center1 = {0, collidersize.y * 0.5f};
b2capsule.center1 = {0, collidersize.y * -0.5f};
b2CreateCapsuleShape(bodyId, &shapeDef, &b2capsule);
break;
}
PhysicsEngine::RegisterPhysicsObject(this);
}

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#pragma once
#define PHYSICSOBJECT typeid(PhysicsObject).name()
#include "box2d/box2d.h"
#include "enums/PhysicsEnums.hpp"
#include "elements/BehaviourScript.hpp"
#include "Vector3.hpp"
namespace TSE
{
class PhysicsObject: public BehaviourScript
{
private:
BodyType type;
ColliderShape shape;
float density;
float friction;
//in case of box: x = x, y = y, z = unused
//in case of circle: x = radius, y = unused, z = unused
//in case of capsule: x = radius, y = height, z = unused
//in case of RoundedBox: x = x, y = y, z = radius
Vector3 collidersize;
b2BodyId bodyId;
Vector3 lastPos;
float lastRot;
public:
PhysicsObject(BodyType type, ColliderShape shape, float density, float friction, Vector3 colliderSize);
~PhysicsObject();
void UpdatePosition();
void OnUpdate() override;
void Start() override;
inline const char* GetName() override
{
return "Physics Object";
}
};
} // namespace TSE

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#include "PhysicsEngine.hpp"
#include "utils/Time.hpp"
void TSE::PhysicsEngine::InitPhysics(Vector2 gravity)
{
b2WorldDef def = b2DefaultWorldDef();
def.enableSleep = true;
b2Vec2 grav;
grav.x = gravity.x;
grav.y = gravity.y;
def.gravity = grav;
worldId = b2CreateWorld(&def);
}
void TSE::PhysicsEngine::UpdatePhysics()
{
if(elapsedTime >= timestep)
{
elapsedTime = 0;
b2World_Step(worldId, timestep, iterations);
//update physics objects
}
elapsedTime += Time::deltaTime();
for(auto obj : registeredObjects)
{
obj->UpdatePosition();
}
}
void TSE::PhysicsEngine::DeletePhysics()
{
b2DestroyWorld(worldId);
}
void TSE::PhysicsEngine::RegisterPhysicsObject(PhysicsObject *obj)
{
registeredObjects.push_back(obj);
}
void TSE::PhysicsEngine::UnRegisterPhysicsObject(PhysicsObject *obj)
{
auto it = registeredObjects.begin();
for (; it != registeredObjects.end(); it++)
{
if(*it == obj)
{
registeredObjects.erase(it);
return;
}
}
}
b2WorldId &TSE::PhysicsEngine::GetWorldId()
{
return worldId;
}

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#pragma once
#include "BehaviourScripts/PhysicsObject.hpp"
#include "box2d/box2d.h"
#include <vector>
#include "Vector2.hpp"
namespace TSE
{
class PhysicsEngine
{
private:
inline static std::vector<PhysicsObject*> registeredObjects = std::vector<PhysicsObject*>();
inline static b2WorldId worldId = b2WorldId();
inline static constexpr float timestep = 1.0f / 60.0f;
inline static const int iterations = 4;
inline static float elapsedTime = 0;
public:
static void InitPhysics(Vector2 gravity);
static void UpdatePhysics();
static void DeletePhysics();
static void RegisterPhysicsObject(PhysicsObject* obj);
static void UnRegisterPhysicsObject(PhysicsObject* obj);
static b2WorldId& GetWorldId();
};
} // namespace TSE

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#pragma once
namespace TSE
{
enum BodyType {
Static,
Dynamic,
};
enum ColliderShape {
Box,
RoundedBox,
Circle,
Capsule,
};
} // namespace TSE