#pragma once #include "box2d/b2_world.h" #include "box2d/box2d.h" #include "pocketpy/pocketpy.h" namespace pkpy{ template<> inline b2Vec2 py_cast(VM* vm, PyObject* obj){ Vec2 v = py_cast(vm, obj); return b2Vec2(v.x, v.y); } template<> inline b2Vec2 _py_cast(VM* vm, PyObject* obj){ Vec2 v = _py_cast(vm, obj); return b2Vec2(v.x, v.y); } inline PyObject* py_var(VM* vm, b2Vec2 v){ return py_var(vm, Vec2(v.x, v.y)); } } using namespace pkpy; namespace imbox2d{ inline PyObject* get_body_object(b2Body* p){ auto userdata = p->GetUserData().pointer; return reinterpret_cast(userdata); } // maybe we will use this class later struct PyDebugDraw: b2Draw{ PK_ALWAYS_PASS_BY_POINTER(PyDebugDraw) VM* vm; PyObject* draw_like; PyDebugDraw(VM* vm): vm(vm){} void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) override{ } void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) override{ } void DrawCircle(const b2Vec2& center, float radius, const b2Color& color) override{ } void DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color) override{ } void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) override{ } void DrawTransform(const b2Transform& xf) override{ } void DrawPoint(const b2Vec2& p, float size, const b2Color& color) override{ } }; struct PyContactListener: b2ContactListener{ PK_ALWAYS_PASS_BY_POINTER(PyContactListener) VM* vm; PyContactListener(VM* vm): vm(vm){} void _contact_f(b2Contact* contact, StrName name){ b2Body* bodyA = contact->GetFixtureA()->GetBody(); b2Body* bodyB = contact->GetFixtureB()->GetBody(); PyObject* a = get_body_object(bodyA); PyObject* b = get_body_object(bodyB); PyObject* self; PyObject* f; f = vm->get_unbound_method(a, name, &self, false); if(f != nullptr) vm->call_method(self, f, b); f = vm->get_unbound_method(b, name, &self, false); if(f != nullptr) vm->call_method(self, f, a); } void BeginContact(b2Contact* contact) override { DEF_SNAME(on_contact_begin); _contact_f(contact, on_contact_begin); } void EndContact(b2Contact* contact) override { DEF_SNAME(on_contact_end); _contact_f(contact, on_contact_end); } }; struct PyBody{ PY_CLASS(PyBody, box2d, Body) PK_ALWAYS_PASS_BY_POINTER(PyBody) b2Body* body; b2Fixture* fixture; PyObject* node_like; PyBody() = default; void _gc_mark() { PK_OBJ_MARK(node_like); } PyBody& _() { return *this; } b2Body& _b2Body() { return *body; } b2Fixture& _b2Fixture() { return *fixture; } static void _register(VM* vm, PyObject* mod, PyObject* type); // methods b2Vec2 get_position() const { return body->GetPosition(); } void set_position(b2Vec2 v){ body->SetTransform(v, body->GetAngle()); } float get_rotation() const { return body->GetAngle(); } void set_rotation(float v){ body->SetTransform(body->GetPosition(), v); } void apply_force(b2Vec2 force, b2Vec2 point){ body->ApplyForce(force, point, true); } void apply_force_to_center(b2Vec2 force){ body->ApplyForceToCenter(force, true); } void apply_torque(float torque){ body->ApplyTorque(torque, true); } void apply_impulse(b2Vec2 impulse, b2Vec2 point){ body->ApplyLinearImpulse(impulse, point, true); } void apply_impulse_to_center(b2Vec2 impulse){ body->ApplyLinearImpulseToCenter(impulse, true); } void apply_angular_impulse(float impulse){ body->ApplyAngularImpulse(impulse, true); } }; struct PyWorld { PY_CLASS(PyWorld, box2d, World) PK_ALWAYS_PASS_BY_POINTER(PyWorld) b2World world; PyContactListener _contact_listener; PyDebugDraw _debug_draw; PyWorld(VM* vm); void _gc_mark(){ PK_OBJ_MARK(_debug_draw.draw_like); } static void _register(VM* vm, PyObject* mod, PyObject* type); }; struct Body final{ b2Body* body; b2Fixture* fixture; PyObject* obj; Vec4 debug_color; Body(b2World* world, PyObject* obj){ b2BodyDef def; def.type = b2_dynamicBody; // a weak reference to the object, no need to mark it def.userData.pointer = reinterpret_cast(this); body = world->CreateBody(&def); fixture = nullptr; this->obj = obj; this->debug_color = Vec4(std::rand() / float(RAND_MAX), std::rand() / float(RAND_MAX), std::rand() / float(RAND_MAX), 1.0f); } void _update_fixture(b2Shape* shape){ body->DestroyFixture(fixture); // this takes care of NULL case fixture = body->CreateFixture(shape, 1.0f); } Vec4 get_debug_color() const{ return debug_color; } b2Vec2 get_position() const{ return body->GetPosition(); } void set_position(b2Vec2 v){ body->SetTransform(v, get_rotation()); } void set_rotation(float angle){ body->SetTransform(get_position(), angle); } float get_rotation() const{ return body->GetAngle(); } void set_velocity(b2Vec2 v){ body->SetLinearVelocity(v); } b2Vec2 get_velocity() const{ return body->GetLinearVelocity(); } void set_angular_velocity(float omega){ body->SetAngularVelocity(omega); } float get_angular_velocity() const{ return body->GetAngularVelocity(); } void set_damping(float damping){ body->SetLinearDamping(damping); } float get_damping(){ return body->GetLinearDamping(); } void set_angular_damping(float damping){ body->SetAngularDamping(damping); } float get_angular_damping() const{ return body->GetAngularDamping(); } void set_gravity_scale(float scale){ body->SetGravityScale(scale); } float get_gravity_scale() const{ return body->GetGravityScale(); } void set_type(int type){ body->SetType(static_cast(type)); } int get_type() const{ return static_cast(body->GetType()); } float get_mass() const{ return body->GetMass(); } float get_inertia() const{ return body->GetInertia(); } bool get_fixed_rotation() const{ return body->IsFixedRotation(); } void set_fixed_rotation(bool fixed){ body->SetFixedRotation(fixed); } // fixture settings float get_density() const{ return fixture->GetDensity(); } void set_density(float density){ fixture->SetDensity(density); } float get_friction() const{ return fixture->GetFriction(); } void set_friction(float friction){ fixture->SetFriction(friction); } float get_restitution() const{ return fixture->GetRestitution(); } void set_restitution(float restitution){ fixture->SetRestitution(restitution); } float get_restitution_threshold() const{ return fixture->GetRestitutionThreshold(); } void set_restitution_threshold(float threshold){ fixture->SetRestitutionThreshold(threshold); } bool get_is_trigger() const{ return fixture->IsSensor(); } void set_is_trigger(bool trigger){ fixture->SetSensor(trigger); } // methods void apply_force(b2Vec2 force, b2Vec2 point){ body->ApplyForce(force, point, true); } void apply_force_to_center(b2Vec2 force){ body->ApplyForceToCenter(force, true); } void apply_torque(float torque){ body->ApplyTorque(torque, true); } void apply_linear_impulse(b2Vec2 impulse, b2Vec2 point){ body->ApplyLinearImpulse(impulse, point, true); } void apply_linear_impulse_to_center(b2Vec2 impulse){ body->ApplyLinearImpulseToCenter(impulse, true); } void apply_angular_impulse(float impulse){ body->ApplyAngularImpulse(impulse, true); } void destroy(){ if(body == nullptr) return; body->GetWorld()->DestroyBody(body); body = nullptr; } }; } // namespace imbox2d namespace pkpy{ inline void add_module_box2d(VM* vm){ PyObject* mod = vm->new_module("box2d"); imbox2d::PyBody::register_class(vm, mod); imbox2d::PyWorld::register_class(vm, mod); } }