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

View File

@@ -0,0 +1,117 @@
#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);
}