dora-ssr 0.4.3

The lib for building Dora SSR game as wasm32-wasi that runs on multi-platform Dora SSR engine.
Documentation
/* Copyright (c) 2024 Li Jin, dragon-fly@qq.com

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */

extern "C" {
	fn physicsworld_type() -> i32;
	fn physicsworld_query(slf: i64, rect: i64, func: i32, stack: i64) -> i32;
	fn physicsworld_raycast(slf: i64, start: i64, stop: i64, closest: i32, func: i32, stack: i64) -> i32;
	fn physicsworld_set_iterations(slf: i64, velocity_iter: i32, position_iter: i32);
	fn physicsworld_set_should_contact(slf: i64, group_a: i32, group_b: i32, contact: i32);
	fn physicsworld_get_should_contact(slf: i64, group_a: i32, group_b: i32) -> i32;
	fn physicsworld_set_scale_factor(var: f32);
	fn physicsworld_get_scale_factor() -> f32;
	fn physicsworld_new() -> i64;
}
use crate::dora::IObject;
use crate::dora::INode;
impl INode for PhysicsWorld { }
/// A struct that represents a physics world in the game.
pub struct PhysicsWorld { raw: i64 }
crate::dora_object!(PhysicsWorld);
impl IPhysicsWorld for PhysicsWorld { }
pub trait IPhysicsWorld: INode {
	/// Queries the physics world for all bodies that intersect with the specified rectangle.
	///
	/// # Arguments
	///
	/// * `rect` - The rectangle to query for bodies.
	/// * `handler` - A function that is called for each body found in the query. The function takes a `Body` as an argument and returns a `bool` indicating whether to continue querying for more bodies. Return `false` to continue, `true` to stop.
	///
	/// # Returns
	///
	/// * `bool` - Whether the query was interrupted. `true` means interrupted, `false` otherwise.
	fn query(&mut self, rect: &crate::dora::Rect, mut handler: Box<dyn FnMut(&dyn crate::dora::IBody) -> bool>) -> bool {
		let mut stack = crate::dora::CallStack::new();
		let stack_raw = stack.raw();
		let func_id = crate::dora::push_function(Box::new(move || {
			let result = handler(&stack.pop_cast::<crate::dora::Body>().unwrap());
			stack.push_bool(result);
		}));
		unsafe { return physicsworld_query(self.raw(), rect.raw(), func_id, stack_raw) != 0; }
	}
	/// Casts a ray through the physics world and finds the first body that intersects with the ray.
	///
	/// # Arguments
	///
	/// * `start` - The starting point of the ray.
	/// * `stop` - The ending point of the ray.
	/// * `closest` - Whether to stop ray casting upon the closest body that intersects with the ray. Set `closest` to `true` to get a faster ray casting search.
	/// * `handler` - A function that is called for each body found in the raycast. The function takes a `Body`, a `Vec2` representing the point where the ray intersects with the body, and a `Vec2` representing the normal vector at the point of intersection as arguments, and returns a `bool` indicating whether to continue casting the ray for more bodies. Return `false` to continue, `true` to stop.
	///
	/// # Returns
	///
	/// * `bool` - Whether the raycast was interrupted. `true` means interrupted, `false` otherwise.
	fn raycast(&mut self, start: &crate::dora::Vec2, stop: &crate::dora::Vec2, closest: bool, mut handler: Box<dyn FnMut(&dyn crate::dora::IBody, &crate::dora::Vec2, &crate::dora::Vec2) -> bool>) -> bool {
		let mut stack = crate::dora::CallStack::new();
		let stack_raw = stack.raw();
		let func_id = crate::dora::push_function(Box::new(move || {
			let result = handler(&stack.pop_cast::<crate::dora::Body>().unwrap(), &stack.pop_vec2().unwrap(), &stack.pop_vec2().unwrap());
			stack.push_bool(result);
		}));
		unsafe { return physicsworld_raycast(self.raw(), start.into_i64(), stop.into_i64(), if closest { 1 } else { 0 }, func_id, stack_raw) != 0; }
	}
	/// Sets the number of velocity and position iterations to perform in the physics world.
	///
	/// # Arguments
	///
	/// * `velocity_iter` - The number of velocity iterations to perform.
	/// * `position_iter` - The number of position iterations to perform.
	fn set_iterations(&mut self, velocity_iter: i32, position_iter: i32) {
		unsafe { physicsworld_set_iterations(self.raw(), velocity_iter, position_iter); }
	}
	/// Sets whether two physics groups should make contact with each other or not.
	///
	/// # Arguments
	///
	/// * `groupA` - The first physics group.
	/// * `groupB` - The second physics group.
	/// * `contact` - Whether the two groups should make contact with each other.
	fn set_should_contact(&mut self, group_a: i32, group_b: i32, contact: bool) {
		unsafe { physicsworld_set_should_contact(self.raw(), group_a, group_b, if contact { 1 } else { 0 }); }
	}
	/// Gets whether two physics groups should make contact with each other or not.
	///
	/// # Arguments
	///
	/// * `groupA` - The first physics group.
	/// * `groupB` - The second physics group.
	///
	/// # Returns
	///
	/// * `bool` - Whether the two groups should make contact with each other.
	fn get_should_contact(&mut self, group_a: i32, group_b: i32) -> bool {
		unsafe { return physicsworld_get_should_contact(self.raw(), group_a, group_b) != 0; }
	}
}
impl PhysicsWorld {
	pub(crate) fn type_info() -> (i32, fn(i64) -> Option<Box<dyn IObject>>) {
		(unsafe { physicsworld_type() }, |raw: i64| -> Option<Box<dyn IObject>> {
			match raw {
				0 => None,
				_ => Some(Box::new(PhysicsWorld { raw: raw }))
			}
		})
	}
	/// Sets the factor used for converting physics engine meters value to pixel value.
	/// Default 100.0 is a good value since the physics engine can well simulate real life objects
	/// between 0.1 to 10 meters. Use value 100.0 we can simulate game objects
	/// between 10 to 1000 pixels that suite most games.
	/// You can change this value before any physics body creation.
	pub fn set_scale_factor(var: f32) {
		unsafe { physicsworld_set_scale_factor(var) };
	}
	/// Gets the factor used for converting physics engine meters value to pixel value.
	/// Default 100.0 is a good value since the physics engine can well simulate real life objects
	/// between 0.1 to 10 meters. Use value 100.0 we can simulate game objects
	/// between 10 to 1000 pixels that suite most games.
	/// You can change this value before any physics body creation.
	pub fn get_scale_factor() -> f32 {
		return unsafe { physicsworld_get_scale_factor() };
	}
	/// Creates a new `PhysicsWorld` object.
	///
	/// # Returns
	///
	/// * A new `PhysicsWorld` object.
	pub fn new() -> PhysicsWorld {
		unsafe { return PhysicsWorld { raw: physicsworld_new() }; }
	}
}