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#include "UnityPrefix.h"
#if ENABLE_2D_PHYSICS
#include "Runtime/Physics2D/CircleCollider2D.h"
#include "Runtime/Physics2D/RigidBody2D.h"
#include "Runtime/Physics2D/Physics2DManager.h"
#include "Runtime/Graphics/Transform.h"
#include "Runtime/Filters/AABBUtility.h"
#include "Runtime/Serialize/TransferFunctions/SerializeTransfer.h"
#include "Runtime/Profiler/Profiler.h"
#include "Runtime/Utilities/ValidateArgs.h"
#include "External/Box2D/Box2D/Box2D.h"
PROFILER_INFORMATION(gPhysics2DProfileCircleColliderCreate, "Physics2D.CircleColliderCreate", kProfilerPhysics)
IMPLEMENT_CLASS (CircleCollider2D)
IMPLEMENT_OBJECT_SERIALIZE (CircleCollider2D)
// --------------------------------------------------------------------------
CircleCollider2D::CircleCollider2D (MemLabelId label, ObjectCreationMode mode)
: Super(label, mode)
{
}
CircleCollider2D::~CircleCollider2D ()
{
}
template<class TransferFunction>
void CircleCollider2D::Transfer (TransferFunction& transfer)
{
Super::Transfer (transfer);
TRANSFER (m_Radius);
TRANSFER (m_Center);
}
void CircleCollider2D::CheckConsistency ()
{
Super::CheckConsistency ();
m_Radius = clamp<float> (m_Radius, PHYSICS_2D_SMALL_RANGE_CLAMP, PHYSICS_2D_LARGE_RANGE_CLAMP);
if (!IsFinite (m_Center))
m_Center = Vector2f::zero;
}
void CircleCollider2D::Reset ()
{
Super::Reset ();
m_Radius = 0.5f;
m_Center = Vector2f::zero;
}
void CircleCollider2D::SmartReset ()
{
Super::SmartReset ();
AABB aabb;
if (GetGameObjectPtr () && CalculateLocalAABB (GetGameObject (), &aabb))
{
Vector3f dist = aabb.GetExtent ();
m_Radius = clamp<float> (std::max(dist.x, dist.y), PHYSICS_2D_SMALL_RANGE_CLAMP, PHYSICS_2D_LARGE_RANGE_CLAMP);
m_Center.x = aabb.GetCenter().x;
m_Center.y = aabb.GetCenter().y;
return;
}
m_Radius = 0.5f;
m_Center = Vector2f::zero;
}
void CircleCollider2D::SetRadius (float radius)
{
ABORT_INVALID_FLOAT (radius, radius, CircleCollider2D);
// Finish if no change.
if (m_Radius == radius)
return;
m_Radius = clamp<float> (radius, PHYSICS_2D_SMALL_RANGE_CLAMP, PHYSICS_2D_LARGE_RANGE_CLAMP);
if (GetShape() == NULL)
return;
SetDirty ();
Create();
}
void CircleCollider2D::SetCenter (const Vector2f& center)
{
ABORT_INVALID_VECTOR2 (center, center, CircleCollider2D);
// Finish if no change.
if (m_Center == center)
return;
m_Center = center;
SetDirty ();
Create();
}
// --------------------------------------------------------------------------
void CircleCollider2D::Create (const Rigidbody2D* ignoreRigidbody)
{
PROFILER_AUTO(gPhysics2DProfileCircleColliderCreate, NULL);
// Ensure we're cleaned-up.
Cleanup ();
// Ignore if not active.
if (!IsActive())
return;
// Calculate collider transformation.
Matrix4x4f relativeTransform;
b2Body* body;
CalculateColliderTransformation (ignoreRigidbody, &body, relativeTransform);
// Fetch scale.
const Vector3f scale = GetComponent(Transform).GetWorldScaleLossy();
// Calculate collider center.
Vector3f center = relativeTransform.MultiplyPoint3(Vector3f(m_Center.x * scale.x, m_Center.y * scale.y, 0.0f));
// Calculate scaled radius.
const float scaledRadius = clamp<float> (max( PHYSICS_2D_SMALL_RANGE_CLAMP, max (Abs (scale.x), Abs (scale.y)) * m_Radius), PHYSICS_2D_SMALL_RANGE_CLAMP, PHYSICS_2D_LARGE_RANGE_CLAMP);
// Create the shape.
b2CircleShape shape;
shape.m_p.Set(center.x, center.y);
shape.m_radius = scaledRadius;
b2FixtureDef def;
def.shape = &shape;
// Finalize the creation.
FinalizeCreate (def, body);
}
#endif // #if ENABLE_2D_PHYSICS
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