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Copy pathcomponent_physics.go
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354 lines (294 loc) · 11.7 KB
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/*
* Copyright (c) 2021 The XGo Authors (xgo.dev). All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package spx
import (
"fmt"
"github.com/goplus/spbase/mathf"
"github.com/goplus/spx/v2/internal/base/collision"
"github.com/goplus/spx/v2/internal/base/defaults"
coreproject "github.com/goplus/spx/v2/internal/core/project"
"github.com/goplus/spx/v2/internal/engine"
spxlog "github.com/goplus/spx/v2/internal/log"
)
// ============================================================================
// Physics Component
// ============================================================================
// This component manages sprite physics state, collision, and trigger shapes.
func parseLayerMaskValue(pval *int64) int64 {
return defaults.OrDefault(pval, 1)
}
// physicsComponent encapsulates all physics-related functionality.
type physicsComponent struct {
componentBase
triggerInfo physicConfig
collisionInfo physicConfig
physicsMode PhysicsMode
mass float64
friction float64
airDrag float64
gravity float64
collisionTargets map[string]bool
}
// ============================================================================
// Lifecycle
// ============================================================================
// initialize initializes the physics component from config.
func (p *physicsComponent) initialize(sprite *SpriteImpl, spriteCfg *coreproject.SpriteConfig) {
p.componentBase.initialize(sprite, spriteCfg)
p.initCollisionConfig(sprite, spriteCfg)
p.initTriggerConfig(sprite, spriteCfg)
p.physicsMode = toPhysicsMode(spriteCfg.PhysicsMode)
p.airDrag = defaults.OrDefault(spriteCfg.AirDrag, 1)
p.gravity = defaults.OrDefault(spriteCfg.Gravity, 1)
p.friction = defaults.OrDefault(spriteCfg.Friction, 1)
p.mass = defaults.OrDefault(spriteCfg.Mass, 1)
p.collisionTargets = make(map[string]bool)
}
// initCollisionConfig initializes collision configuration.
func (p *physicsComponent) initCollisionConfig(sprite *SpriteImpl, spriteCfg *coreproject.SpriteConfig) {
p.collisionInfo.Mask = parseLayerMaskValue(spriteCfg.CollisionMask)
p.collisionInfo.Layer = parseLayerMaskValue(spriteCfg.CollisionLayer)
var defaultCollisionType int64 = physicsColliderNone
if isPhysicsEnabled() {
defaultCollisionType = physicsColliderAuto
}
p.collisionInfo.Type = collision.ParseColliderShapeType(spriteCfg.CollisionShapeType, defaultCollisionType)
p.collisionInfo.Pivot = spriteCfg.CollisionPivot
p.collisionInfo.Params = spriteCfg.CollisionShapeParams
if !p.collisionInfo.validateShape() {
spxlog.Warn("Invalid collider configuration for sprite %s, using default values", sprite.name)
p.collisionInfo.Type = physicsColliderNone
p.collisionInfo.Params = nil
}
}
// initTriggerConfig initializes trigger configuration.
func (p *physicsComponent) initTriggerConfig(sprite *SpriteImpl, spriteCfg *coreproject.SpriteConfig) {
p.triggerInfo.Mask = parseLayerMaskValue(spriteCfg.TriggerMask)
p.triggerInfo.Layer = parseLayerMaskValue(spriteCfg.TriggerLayer)
p.triggerInfo.Type = collision.ParseColliderShapeType(spriteCfg.TriggerShapeType, physicsColliderAuto)
p.triggerInfo.Pivot = spriteCfg.TriggerPivot
p.triggerInfo.Params = spriteCfg.TriggerShapeParams
if !p.triggerInfo.validateShape() {
spxlog.Warn("Invalid trigger configuration for sprite %s, using default values", sprite.name)
p.triggerInfo.Type = physicsColliderAuto
p.triggerInfo.Params = nil
}
}
// cloneFrom creates a new physics component by cloning from source.
func (p *physicsComponent) cloneFrom(src component, newSprite *SpriteImpl) component {
srcPhysics := src.(*physicsComponent)
newPhys := &physicsComponent{
componentBase: componentBase{sprite: newSprite},
physicsMode: srcPhysics.physicsMode,
mass: srcPhysics.mass,
friction: srcPhysics.friction,
airDrag: srcPhysics.airDrag,
gravity: srcPhysics.gravity,
collisionTargets: make(map[string]bool),
}
newPhys.collisionInfo.copyFrom(&srcPhysics.collisionInfo)
newPhys.triggerInfo.copyFrom(&srcPhysics.triggerInfo)
return newPhys
}
// onDestroy cleans up when the component is destroyed.
func (p *physicsComponent) onDestroy() {
// Nothing to cleanup.
}
// ============================================================================
// Physics Control
// ============================================================================
// SetPhysicsMode sets the physics mode for the sprite.
func (p *physicsComponent) SetPhysicsMode(mode PhysicsMode) {
p.physicsMode = mode
p.engine().SpriteMgr.SetPhysicsMode(p.sprite.getSpriteId(), int64(mode))
}
// GetPhysicsMode returns the current physics mode.
func (p *physicsComponent) GetPhysicsMode() PhysicsMode {
return p.physicsMode
}
// GetVelocity returns the current velocity in X and Y directions.
func (p *physicsComponent) GetVelocity() (velocityX, velocityY float64) {
vel := p.engine().SpriteMgr.GetVelocity(p.sprite.getSpriteId())
return vel.X, vel.Y
}
// SetVelocity sets the velocity in X and Y directions.
func (p *physicsComponent) SetVelocity(velocityX, velocityY float64) {
p.engine().SpriteMgr.SetVelocity(p.sprite.getSpriteId(), mathf.NewVec2(velocityX, velocityY))
}
// AddImpulse applies an impulse force to the sprite.
func (p *physicsComponent) AddImpulse(impulseX, impulseY float64) {
p.engine().SpriteMgr.AddImpulse(p.sprite.getSpriteId(), mathf.NewVec2(impulseX, impulseY))
}
// IsOnFloor checks if the sprite is on the floor.
func (p *physicsComponent) IsOnFloor() bool {
return p.engine().SpriteMgr.IsOnFloor(p.sprite.getSpriteId())
}
// GetGravity returns the current gravity scale.
func (p *physicsComponent) GetGravity() float64 {
return p.engine().SpriteMgr.GetGravity(p.sprite.getSpriteId())
}
// SetGravity sets the gravity scale for the sprite.
func (p *physicsComponent) SetGravity(gravity float64) {
p.engine().SpriteMgr.SetGravity(p.sprite.getSpriteId(), gravity)
}
func (p *physicsComponent) SetCollisionLayer(layer int64) {
p.sprite.runtimeState.SyncSprite.SetCollisionLayer(layer)
}
func (p *physicsComponent) SetCollisionMask(mask int64) {
p.sprite.runtimeState.SyncSprite.SetCollisionMask(mask)
}
func (p *physicsComponent) SetCollisionEnabled(enabled bool) {
p.sprite.runtimeState.SyncSprite.SetCollisionEnabled(enabled)
}
func (p *physicsComponent) GetCollisionLayer() int64 {
return p.sprite.runtimeState.SyncSprite.GetCollisionLayer()
}
func (p *physicsComponent) GetCollisionMask() int64 {
return p.sprite.runtimeState.SyncSprite.GetCollisionMask()
}
func (p *physicsComponent) IsCollisionEnabled() bool {
return p.sprite.runtimeState.SyncSprite.IsCollisionEnabled()
}
func (p *physicsComponent) SetTriggerEnabled(trigger bool) {
p.sprite.runtimeState.SyncSprite.SetTriggerEnabled(trigger)
}
func (p *physicsComponent) SetTriggerLayer(layer int64) {
p.sprite.runtimeState.SyncSprite.SetTriggerLayer(layer)
}
func (p *physicsComponent) SetTriggerMask(mask int64) {
p.sprite.runtimeState.SyncSprite.SetTriggerMask(mask)
}
func (p *physicsComponent) GetTriggerLayer() int64 {
return p.sprite.runtimeState.SyncSprite.GetTriggerLayer()
}
func (p *physicsComponent) GetTriggerMask() int64 {
return p.sprite.runtimeState.SyncSprite.GetTriggerMask()
}
func (p *physicsComponent) IsTriggerEnabled() bool {
return p.sprite.runtimeState.SyncSprite.IsTriggerEnabled()
}
func (p *physicsComponent) getCollisionTargets() map[string]bool {
return p.collisionTargets
}
func (p *physicsComponent) addCollisionTarget(target string) {
if p.collisionTargets[target] {
return
}
p.collisionTargets[target] = true
if p.sprite != nil && !p.sprite.IsCloned() && p.sprite.g != nil {
p.sprite.g.refreshCollisionLayers()
}
}
// ============================================================================
// Collider Configuration
// ============================================================================
// SetColliderShape sets the collider shape type and parameters.
func (p *physicsComponent) SetColliderShape(isTrigger bool, ctype ColliderShapeType, params []float64) error {
config := p.getPhysicConfig(isTrigger)
originalType := config.Type
originalParams := make([]float64, len(config.Params))
copy(originalParams, config.Params)
config.Type = ctype
config.Params = make([]float64, len(params))
copy(config.Params, params)
if !config.validateShape() {
config.Type = originalType
config.Params = originalParams
return fmt.Errorf("invalid shape parameters for type %d", ctype)
}
p.applyPhysicShape(isTrigger)
return nil
}
func (p *physicsComponent) GetColliderShape(isTrigger bool) (ColliderShapeType, []float64) {
config := p.getPhysicConfig(isTrigger)
params := make([]float64, len(config.Params))
copy(params, config.Params)
return config.Type, params
}
func (p *physicsComponent) SetColliderPivot(isTrigger bool, offsetX, offsetY float64) {
config := p.getPhysicConfig(isTrigger)
config.Pivot = mathf.NewVec2(offsetX, offsetY)
if p.sprite.runtimeState.SyncSprite != nil {
p.applyPhysicShape(isTrigger)
}
}
func (p *physicsComponent) GetColliderPivot(isTrigger bool) (offsetX, offsetY float64) {
config := p.getPhysicConfig(isTrigger)
return config.Pivot.X, config.Pivot.Y
}
func (p *physicsComponent) getTriggerInfo() *physicConfig {
return &p.triggerInfo
}
func (p *physicsComponent) getCollisionInfo() *physicConfig {
return &p.collisionInfo
}
func (p *physicsComponent) getPhysicConfig(isTrigger bool) *physicConfig {
if isTrigger {
return &p.triggerInfo
}
return &p.collisionInfo
}
func (p *physicsComponent) applyPhysicShape(isTrigger bool) {
config := p.getPhysicConfig(isTrigger)
ctype := config.Type
params := config.Params
if p.sprite.runtimeState.SyncSprite == nil {
return
}
switch ctype {
case RectCollider:
if len(params) >= 2 {
p.sprite.runtimeState.SyncSprite.SetColliderShapeRect(isTrigger, config.Pivot, mathf.NewVec2(params[0], params[1]))
}
case CircleCollider:
if len(params) >= 1 {
p.sprite.runtimeState.SyncSprite.SetColliderShapeCircle(isTrigger, config.Pivot, params[0])
}
case CapsuleCollider:
if len(params) >= 2 {
p.sprite.runtimeState.SyncSprite.SetColliderShapeCapsule(isTrigger, config.Pivot, mathf.NewVec2(params[0]*2, params[1]))
}
case PolygonCollider:
if len(params) >= 6 {
p.sprite.runtimeState.SyncSprite.SetColliderShapePolygon(isTrigger, config.Pivot, params)
}
}
}
// ============================================================================
// Proxy Sync
// ============================================================================
// initCollisionParams initializes collision parameters based on game settings.
func (p *physicsComponent) initCollisionParams() {
if p.sprite.g.isAutoSetCollisionLayer {
info := p.sprite.g.getSpriteCollisionInfo(p.sprite.name)
p.collisionInfo.Layer = 0
p.collisionInfo.Mask = 0
p.triggerInfo.Layer = int64(info.Layer)
p.triggerInfo.Mask = int64(info.Mask)
if isPhysicsEnabled() {
p.collisionInfo.Layer = int64(info.Layer)
p.collisionInfo.Mask = int64(info.Mask)
}
}
}
// applyPhysicsProxyConfig applies initial physics configuration to the engine sprite proxy.
func (p *physicsComponent) applyPhysicsProxyConfig(syncProxy *engine.Sprite) {
p.initCollisionParams()
p.collisionInfo.syncToProxy(syncProxy, false, p.sprite)
p.triggerInfo.syncToProxy(syncProxy, true, p.sprite)
syncProxy.SetGravityScale(p.gravity)
syncProxy.SetPhysicsMode(p.physicsMode)
}