pocketpy/3rd/box2d/include/box2d_bindings.hpp
blueloveTH e979ab7107 ...
2023-08-05 01:17:58 +08:00

240 lines
7.1 KiB
C++

#pragma once
#include "box2d/b2_world.h"
#include "box2d/box2d.h"
#include "pocketpy/pocketpy.h"
namespace pkpy{
template<>
inline b2Vec2 py_cast<b2Vec2>(VM* vm, PyObject* obj){
Vec2 v = py_cast<Vec2>(vm, obj);
return b2Vec2(v.x, v.y);
}
template<>
inline b2Vec2 _py_cast<b2Vec2>(VM* vm, PyObject* obj){
Vec2 v = _py_cast<Vec2>(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{
// 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){
auto a = contact->GetFixtureA()->GetBody()->GetUserData().pointer;
auto b = contact->GetFixtureB()->GetBody()->GetUserData().pointer;
Body* bodyA = reinterpret_cast<Body*>(a);
Body* bodyB = reinterpret_cast<Body*>(b);
PyObject* self;
PyObject* f;
f = vm->get_unbound_method(bodyA->obj, name, &self, false);
if(f != nullptr) vm->call_method(self, f, VAR_T(PyBody, bodyB));
f = vm->get_unbound_method(bodyB->obj, name, &self, false);
if(f != nullptr) vm->call_method(self, f, VAR_T(PyBody, bodyA));
}
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);
}
static void _register(VM* vm, PyObject* mod, PyObject* type);
};
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<uintptr_t>(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<b2BodyType>(type)); }
int get_type() const{ return static_cast<int>(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;
}
};
inline PyObject* get_body_object(b2Body* p){
auto userdata = p->GetUserData().pointer;
return reinterpret_cast<PyObject*>(userdata);
}
} // 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);
}
}