Files
RCBASIC4/rcbasic_runtime/rc_sprite_physics.h
2025-11-21 22:10:44 -06:00

719 lines
16 KiB
C++
Executable File

#include "rc_sprite2D.h"
void rc_getSpriteCenter(int spr_id, double* x, double* y)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
*x = (double)rc_sprite[spr_id].physics.body->GetLocalCenter().x;
*y = (double)rc_sprite[spr_id].physics.body->GetLocalCenter().y;
}
void rc_getSpriteWorldCenter(int spr_id, double* x, double* y)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
*x = (double)rc_sprite[spr_id].physics.body->GetWorldCenter().x;
*y = (double)rc_sprite[spr_id].physics.body->GetWorldCenter().y;
}
void rc_setSpriteLinearVelocity(int spr_id, double x, double y)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.body->SetLinearVelocity(b2Vec2(x, y));
}
void rc_getSpriteLinearVelocity(int spr_id, double* x, double* y)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
*x = (double)rc_sprite[spr_id].physics.body->GetLinearVelocity().x;
*y = (double)rc_sprite[spr_id].physics.body->GetLinearVelocity().y;
}
void rc_setSpriteAngularVelocity(int spr_id, double av)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
av = rc_util_radians(av);
rc_sprite[spr_id].physics.body->SetAngularVelocity(av);
}
double rc_getSpriteAngularVelocity(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
return (double)rc_util_degrees(rc_sprite[spr_id].physics.body->GetAngularVelocity());
}
void rc_applySpriteForce(int spr_id, double fX, double fY, double pX, double pY)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.body->ApplyForce(b2Vec2(fX, fY), b2Vec2(pX, pY), true);
}
void rc_applySpriteCentralForce(int spr_id, double x, double y)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.body->ApplyForceToCenter(b2Vec2(x, y), true);
}
void rc_applySpriteTorque(int spr_id, double torque)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.body->ApplyTorque(torque, true);
}
void rc_applySpriteLinearImpulse(int spr_id, double iX, double iY, double pX, double pY)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.body->ApplyLinearImpulse(b2Vec2(iX, iY), b2Vec2(pX, pY), true);
}
void rc_applySpriteAngularImpulse(int spr_id, double impulse)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.body->ApplyAngularImpulse(impulse, true);
}
double rc_getSpriteMass(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
return rc_sprite[spr_id].physics.body->GetMass();
}
double rc_getSpriteInertia(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
return rc_sprite[spr_id].physics.body->GetInertia();
}
void rc_getSpriteWorldPoint(int spr_id, double lX, double lY, double* x, double* y)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
b2Vec2 wp = rc_sprite[spr_id].physics.body->GetWorldPoint(b2Vec2(lX, lY));
*x = wp.x;
*y = wp.y;
}
void rc_getSpriteWorldVector(int spr_id, double lX, double lY, double* x, double* y)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
b2Vec2 wv = rc_sprite[spr_id].physics.body->GetWorldVector(b2Vec2(lX, lY));
*x = wv.x;
*y = wv.y;
}
void rc_getSpriteLocalPoint(int spr_id, double wX, double wY, double* x, double* y)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
b2Vec2 lp = rc_sprite[spr_id].physics.body->GetLocalPoint(b2Vec2(wX, wY));
*x = lp.x;
*y = lp.y;
}
void rc_getSpriteLocalVector(int spr_id, double wX, double wY, double* x, double* y)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
b2Vec2 lv = rc_sprite[spr_id].physics.body->GetLocalVector(b2Vec2(wX, wY));
*x = lv.x;
*y = lv.y;
}
void rc_getSpriteLinearVelocityFromLocalPoint(int spr_id, double pX, double pY, double* x, double* y)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
b2Vec2 pos = rc_sprite[spr_id].physics.body->GetLinearVelocityFromLocalPoint(b2Vec2(pX, pY));
*x = pos.x;
*y = pos.y;
}
void rc_getSpriteLinearVelocityFromWorldPoint(int spr_id, double wX, double wY, double* x, double* y)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
b2Vec2 pos = rc_sprite[spr_id].physics.body->GetLinearVelocityFromWorldPoint(b2Vec2(wX, wY));
*x = pos.x;
*y = pos.y;
}
double rc_getSpriteLinearDamping(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
return rc_sprite[spr_id].physics.body->GetLinearDamping();
}
void rc_setSpriteLinearDamping(int spr_id, double linearDamping)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.body->SetLinearDamping(linearDamping);
}
double rc_getSpriteAngularDamping(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
return rc_sprite[spr_id].physics.body->GetAngularDamping();
}
void rc_setSpriteAngularDamping(int spr_id, double angularDamping)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.body->SetAngularDamping(angularDamping);
}
double rc_getSpriteGravityScale(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
return rc_sprite[spr_id].physics.body->GetGravityScale();
}
void rc_setSpriteGravityScale(int spr_id, double g_scale)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.body->SetGravityScale(g_scale);
}
void rc_setSpriteBullet(int spr_id, bool flag)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.body->SetBullet(flag);
}
bool rc_spriteIsBullet(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return false;
if(!rc_sprite[spr_id].active)
return false;
return rc_sprite[spr_id].physics.body->IsBullet();
}
void rc_setSpriteSleepAllowed(int spr_id, bool flag)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.body->SetSleepingAllowed(flag);
}
bool rc_spriteSleepAllowed(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return false;
if(!rc_sprite[spr_id].active)
return false;
return rc_sprite[spr_id].physics.body->IsSleepingAllowed();
}
void rc_setSpriteAwake(int spr_id, bool flag)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.body->SetAwake(flag);
}
bool rc_spriteIsAwake(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return false;
if(!rc_sprite[spr_id].active)
return false;
return rc_sprite[spr_id].physics.body->IsAwake();
}
void rc_setSpriteFixedRotation(int spr_id, bool flag)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.body->SetFixedRotation(flag);
}
bool rc_spriteIsFixedRotation(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return false;
if(!rc_sprite[spr_id].active)
return false;
return rc_sprite[spr_id].physics.body->IsFixedRotation();
}
void rc_setSpriteDensity( int spr_id, double density )
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.fixture->SetDensity(density);
}
double rc_getSpriteDensity( int spr_id )
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
return rc_sprite[spr_id].physics.fixture->GetDensity();
}
void rc_setSpriteFriction( int spr_id, double friction )
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.fixture->SetFriction(friction);
}
double rc_getSpriteFriction( int spr_id )
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
return rc_sprite[spr_id].physics.fixture->GetFriction();
}
void rc_setSpriteRestitution( int spr_id, double restitution )
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.fixture->SetRestitution(restitution);
}
double rc_getSpriteRestitution( int spr_id )
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
return rc_sprite[spr_id].physics.fixture->GetRestitution();
}
void rc_setSpriteRestitutionThreshold( int spr_id, double threshold )
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.fixture->SetRestitutionThreshold(threshold);
}
double rc_getSpriteRestitutionThreshold( int spr_id )
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
return rc_sprite[spr_id].physics.fixture->GetRestitutionThreshold();
}
void rc_getSpriteAABB( int spr_id, double* x1, double* y1, double* x2, double* y2 )
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
b2AABB bound_box = rc_sprite[spr_id].physics.fixture->GetAABB(0);
*x1 = bound_box.upperBound.x;
*y1 = bound_box.upperBound.y;
*x2 = bound_box.lowerBound.x;
*y2 = bound_box.lowerBound.y;
}
void rc_setWorld2DTimeStep( double ts )
{
if(rc_active_canvas < 0 || rc_active_canvas >= rc_canvas.size())
return;
if(rc_canvas[rc_active_canvas].type != RC_CANVAS_TYPE_SPRITE)
return;
rc_canvas[rc_active_canvas].physics2D.timeStep = ts;
}
void rc_setWorld2DVelocityIterations( double v )
{
if(rc_active_canvas < 0 || rc_active_canvas >= rc_canvas.size())
return;
if(rc_canvas[rc_active_canvas].type != RC_CANVAS_TYPE_SPRITE)
return;
rc_canvas[rc_active_canvas].physics2D.velocityIterations = (int)v;
}
void rc_setWorld2DPositionIterations( double p )
{
if(rc_active_canvas < 0 || rc_active_canvas >= rc_canvas.size())
return;
if(rc_canvas[rc_active_canvas].type != RC_CANVAS_TYPE_SPRITE)
return;
rc_canvas[rc_active_canvas].physics2D.positionIterations = (int)p;
}
double rc_getWorld2DTimeStep()
{
if(rc_active_canvas < 0 || rc_active_canvas >= rc_canvas.size())
return 0;
if(rc_canvas[rc_active_canvas].type != RC_CANVAS_TYPE_SPRITE)
return 0;
return rc_canvas[rc_active_canvas].physics2D.timeStep;
}
double rc_getWorld2DVelocityIterations()
{
if(rc_active_canvas < 0 || rc_active_canvas >= rc_canvas.size())
return 0;
if(rc_canvas[rc_active_canvas].type != RC_CANVAS_TYPE_SPRITE)
return 0;
return rc_canvas[rc_active_canvas].physics2D.velocityIterations;
}
double rc_getWorld2DPositionIterations()
{
if(rc_active_canvas < 0 || rc_active_canvas >= rc_canvas.size())
return 0;
if(rc_canvas[rc_active_canvas].type != RC_CANVAS_TYPE_SPRITE)
return 0;
return rc_canvas[rc_active_canvas].physics2D.positionIterations;
}
void rc_setWorld2DAutoClearForces( bool flag )
{
if(rc_active_canvas < 0 || rc_active_canvas >= rc_canvas.size())
return;
if(rc_canvas[rc_active_canvas].type != RC_CANVAS_TYPE_SPRITE)
return;
rc_canvas[rc_active_canvas].physics2D.world->SetAutoClearForces(flag);
}
bool rc_getWorld2DAutoClearForces()
{
if(rc_active_canvas < 0 || rc_active_canvas >= rc_canvas.size())
return false;
if(rc_canvas[rc_active_canvas].type != RC_CANVAS_TYPE_SPRITE)
return false;
return rc_canvas[rc_active_canvas].physics2D.world->GetAutoClearForces();
}
void rc_setGravity2D(double x, double y)
{
if(rc_active_canvas < 0 || rc_active_canvas >= rc_canvas.size())
return;
if(rc_canvas[rc_active_canvas].type != RC_CANVAS_TYPE_SPRITE)
return;
b2Vec2 gravity(x, y);
rc_canvas[rc_active_canvas].physics2D.world->SetGravity(gravity);
}
void rc_getGravity2D(double* x, double* y)
{
if(rc_active_canvas < 0 || rc_active_canvas >= rc_canvas.size())
return;
if(rc_canvas[rc_active_canvas].type != RC_CANVAS_TYPE_SPRITE)
return;
*x = rc_canvas[rc_active_canvas].physics2D.world->GetGravity().x;
*y = rc_canvas[rc_active_canvas].physics2D.world->GetGravity().y;
}
// Custom callback to collect all ray cast hits
class RayCastCallback : public b2RayCastCallback {
public:
struct Hit {
b2Fixture* fixture;
b2Vec2 point;
b2Vec2 normal;
float fraction;
};
std::vector<Hit> hits;
// This function is called for every fixture hit by the ray
float ReportFixture(b2Fixture* fixture, const b2Vec2& point, const b2Vec2& normal, float fraction) override {
hits.push_back({fixture, point, normal, fraction});
return 1.0f; // Continue the ray cast to find all hits
}
};
struct rc_rayHit2D_obj
{
int sprite_id;
b2Vec2 hit_point;
b2Vec2 hit_normal;
};
std::vector<rc_rayHit2D_obj> rc_rayHit2D;
// Function to perform a ray cast and collect all hits
int rc_castRay2D_All(double from_x, double from_y, double to_x, double to_y)
{
if(rc_canvas[rc_active_canvas].type != RC_CANVAS_TYPE_SPRITE)
return 0;
rc_rayHit2D.clear();
RayCastCallback callback;
const b2Vec2 point1(from_x, from_y);
const b2Vec2 point2(to_x, to_y);
rc_canvas[rc_active_canvas].physics2D.world->RayCast(&callback, point1, point2);
std::vector<RayCastCallback::Hit> cb_hits = callback.hits;
for(int i = 0; i < cb_hits.size(); i++)
{
rc_rayHit2D_obj hit;
rc_sprite2D_obj* h_sprite = &rc_sprite[cb_hits[i].fixture->GetBody()->GetUserData().pointer];
hit.sprite_id = h_sprite->id;
hit.hit_point = cb_hits[i].point;
hit.hit_normal = cb_hits[i].normal;
rc_rayHit2D.push_back(hit);
}
return cb_hits.size();
}
// Function to perform a ray cast and collect the closest hit
int rc_castRay2D(double from_x, double from_y, double to_x, double to_y)
{
if(rc_canvas[rc_active_canvas].type != RC_CANVAS_TYPE_SPRITE)
return 0;
rc_rayHit2D.clear();
RayCastCallback callback;
const b2Vec2 point1(from_x, from_y);
const b2Vec2 point2(to_x, to_y);
rc_canvas[rc_active_canvas].physics2D.world->RayCast(&callback, point1, point2);
std::vector<RayCastCallback::Hit> cb_hits = callback.hits;
float min_fraction = 0;
int index = 0;
for(int i = 0; i < cb_hits.size(); i++)
{
rc_rayHit2D_obj hit;
rc_sprite2D_obj* h_sprite = &rc_sprite[cb_hits[i].fixture->GetBody()->GetUserData().pointer];
hit.sprite_id = h_sprite->id;
hit.hit_point = cb_hits[i].point;
hit.hit_normal = cb_hits[i].normal;
if(i == 0 || cb_hits[i].fraction < min_fraction)
{
min_fraction = cb_hits[i].fraction;
index = rc_rayHit2D.size();
rc_rayHit2D.push_back(hit);
}
}
if(cb_hits.size() == 0)
return 0;
rc_rayHit2D_obj min_hit = rc_rayHit2D[index];
rc_rayHit2D.clear();
rc_rayHit2D.push_back(min_hit);
return 1;
}
void rc_getRayHit2D(int index, double* spr_id, double* x, double* y, double* normal_x, double* normal_y)
{
if(index < 0 || index >= rc_rayHit2D.size())
{
*spr_id = -1;
return;
}
*spr_id = rc_rayHit2D[index].sprite_id;
*x = rc_rayHit2D[index].hit_point.x;
*y = rc_rayHit2D[index].hit_point.y;
*normal_x = rc_rayHit2D[index].hit_normal.x;
*normal_y = rc_rayHit2D[index].hit_normal.y;
}