feat: allow targeting fixtures in `ContactBehavior` (#263)

pull/269/head
Alejandro Santiago 3 years ago committed by GitHub
parent 0a1ae053d8
commit f2a20742f0
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GPG Key ID: 4AEE18F83AFDEB23

@ -1,95 +1,105 @@
import 'package:flame/components.dart'; import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart'; import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart';
import 'package:pinball_flame/pinball_flame.dart'; import 'package:pinball_flame/pinball_flame.dart';
/// Appends a new [ContactCallbacks] to the parent. /// Appends a new [ContactCallbacks] to the parent.
/// ///
/// This is a convenience class for adding a [ContactCallbacks] to the parent. /// This is a convenience class for adding a [ContactCallbacks] to the parent.
/// In constract with just adding a [ContactCallbacks] to the parent's body /// In contrast with just assigning a [ContactCallbacks] to a userData, this
/// userData, this class respects the previous [ContactCallbacks] in the /// class respects the previous userData.
/// parent's body userData, if any. Hence, it avoids overriding any previous
/// [ContactCallbacks] in the parent.
/// ///
/// It does so by grouping the [ContactCallbacks] in a [_ContactCallbacksGroup], /// It does so by grouping the userData in a [_UserData], and resetting the
/// and resetting the parent's userData accordingly. /// parent's userData accordingly.
// TODO(alestiago): Make use of generics to infer the type of the contact. // TODO(alestiago): Make use of generics to infer the type of the contact.
// https://github.com/VGVentures/pinball/pull/234#discussion_r859182267 // https://github.com/VGVentures/pinball/pull/234#discussion_r859182267
// TODO(alestiago): Consider if there is a need to support adjusting a fixture's
// userData.
class ContactBehavior<T extends BodyComponent> extends Component class ContactBehavior<T extends BodyComponent> extends Component
with ContactCallbacks, ParentIsA<T> { with ContactCallbacks, ParentIsA<T> {
final _fixturesUserData = <Object>{};
/// Specifies which fixtures should be considered for contact.
///
/// Fixtures are identifiable by their userData.
///
/// If no fixtures are specified, the [ContactCallbacks] is applied to the
/// entire body, hence all fixtures are considered.
void applyTo(Iterable<Object> userData) => _fixturesUserData.addAll(userData);
@override @override
@mustCallSuper
Future<void> onLoad() async { Future<void> onLoad() async {
final userData = parent.body.userData; if (_fixturesUserData.isNotEmpty) {
if (userData is _ContactCallbacksGroup) { for (final fixture in _targetedFixtures) {
userData.addContactCallbacks(this); fixture.userData = _UserData.fromFixture(fixture)..add(this);
} else if (userData is ContactCallbacks) { }
final contactCallbacksGroup = _ContactCallbacksGroup()
..addContactCallbacks(userData)
..addContactCallbacks(this);
parent.body.userData = contactCallbacksGroup;
} else { } else {
parent.body.userData = this; parent.body.userData = _UserData.fromBody(parent.body)..add(this);
} }
} }
Iterable<Fixture> get _targetedFixtures =>
parent.body.fixtures.where((fixture) {
if (_fixturesUserData.contains(fixture.userData)) return true;
final userData = fixture.userData;
if (userData is _UserData) {
return _fixturesUserData.contains(userData.value);
}
return false;
});
} }
class _ContactCallbacksGroup implements ContactCallbacks { class _UserData with ContactCallbacks {
final List<ContactCallbacks> _contactCallbacks = []; _UserData._(Object? userData) : _userData = [userData];
factory _UserData._fromUserData(Object? userData) {
if (userData is _UserData) return userData;
return _UserData._(userData);
}
factory _UserData.fromFixture(Fixture fixture) =>
_UserData._fromUserData(fixture.userData);
factory _UserData.fromBody(Body body) =>
_UserData._fromUserData(body.userData);
final List<Object?> _userData;
Iterable<ContactCallbacks> get _contactCallbacks =>
_userData.whereType<ContactCallbacks>();
Object? get value => _userData.first;
void add(Object? userData) => _userData.add(userData);
@override @override
@mustCallSuper
void beginContact(Object other, Contact contact) { void beginContact(Object other, Contact contact) {
onBeginContact?.call(other, contact); super.beginContact(other, contact);
for (final callback in _contactCallbacks) { for (final callback in _contactCallbacks) {
callback.beginContact(other, contact); callback.beginContact(other, contact);
} }
} }
@override @override
@mustCallSuper
void endContact(Object other, Contact contact) { void endContact(Object other, Contact contact) {
onEndContact?.call(other, contact); super.endContact(other, contact);
for (final callback in _contactCallbacks) { for (final callback in _contactCallbacks) {
callback.endContact(other, contact); callback.endContact(other, contact);
} }
} }
@override @override
@mustCallSuper
void preSolve(Object other, Contact contact, Manifold oldManifold) { void preSolve(Object other, Contact contact, Manifold oldManifold) {
onPreSolve?.call(other, contact, oldManifold); super.preSolve(other, contact, oldManifold);
for (final callback in _contactCallbacks) { for (final callback in _contactCallbacks) {
callback.preSolve(other, contact, oldManifold); callback.preSolve(other, contact, oldManifold);
} }
} }
@override @override
@mustCallSuper
void postSolve(Object other, Contact contact, ContactImpulse impulse) { void postSolve(Object other, Contact contact, ContactImpulse impulse) {
onPostSolve?.call(other, contact, impulse); super.postSolve(other, contact, impulse);
for (final callback in _contactCallbacks) { for (final callback in _contactCallbacks) {
callback.postSolve(other, contact, impulse); callback.postSolve(other, contact, impulse);
} }
} }
void addContactCallbacks(ContactCallbacks callback) {
_contactCallbacks.add(callback);
}
@override
void Function(Object other, Contact contact)? onBeginContact;
@override
void Function(Object other, Contact contact)? onEndContact;
@override
void Function(Object other, Contact contact, ContactImpulse impulse)?
onPostSolve;
@override
void Function(Object other, Contact contact, Manifold oldManifold)?
onPreSolve;
} }

@ -58,28 +58,78 @@ void main() {
late Contact contact; late Contact contact;
late Manifold manifold; late Manifold manifold;
late ContactImpulse contactImpulse; late ContactImpulse contactImpulse;
late FixtureDef fixtureDef;
setUp(() { setUp(() {
other = Object(); other = Object();
contact = _MockContact(); contact = _MockContact();
manifold = _MockManifold(); manifold = _MockManifold();
contactImpulse = _MockContactImpulse(); contactImpulse = _MockContactImpulse();
fixtureDef = FixtureDef(CircleShape());
}); });
flameTester.test( flameTester.test(
'should add a new ContactCallbacks to the parent', "should add a new ContactCallbacks to the parent's body userData "
'when not applied to fixtures',
(game) async { (game) async {
final parent = _TestBodyComponent(); final parent = _TestBodyComponent();
final contactBehavior = ContactBehavior(); final contactBehavior = ContactBehavior();
await parent.add(contactBehavior); await parent.add(contactBehavior);
await game.ensureAdd(parent); await game.ensureAdd(parent);
expect(parent.body.userData, contactBehavior); expect(parent.body.userData, isA<ContactCallbacks>());
}, },
); );
flameTester.test( flameTester.test(
"should respect the previous ContactCallbacks in the parent's userData", 'should add a new ContactCallbacks to the targeted fixture ',
(game) async {
final parent = _TestBodyComponent();
await game.ensureAdd(parent);
final fixture1 =
parent.body.createFixture(fixtureDef..userData = 'foo');
final fixture2 = parent.body.createFixture(fixtureDef..userData = null);
final contactBehavior = ContactBehavior()
..applyTo(
[fixture1.userData!],
);
await parent.ensureAdd(contactBehavior);
expect(parent.body.userData, isNull);
expect(fixture1.userData, isA<ContactCallbacks>());
expect(fixture2.userData, isNull);
},
);
flameTester.test(
'should add a new ContactCallbacks to the targeted fixtures ',
(game) async {
final parent = _TestBodyComponent();
await game.ensureAdd(parent);
final fixture1 =
parent.body.createFixture(fixtureDef..userData = 'foo');
final fixture2 =
parent.body.createFixture(fixtureDef..userData = 'boo');
final contactBehavior = ContactBehavior()
..applyTo([
fixture1.userData!,
fixture2.userData!,
]);
await parent.ensureAdd(contactBehavior);
expect(parent.body.userData, isNull);
expect(fixture1.userData, isA<ContactCallbacks>());
expect(fixture2.userData, isA<ContactCallbacks>());
},
);
flameTester.test(
"should respect the previous ContactCallbacks in the parent's userData "
'when not applied to fixtures',
(game) async { (game) async {
final parent = _TestBodyComponent(); final parent = _TestBodyComponent();
await game.ensureAdd(parent); await game.ensureAdd(parent);
@ -113,7 +163,8 @@ void main() {
}, },
); );
flameTester.test('can group multiple ContactBehaviors and keep listening', flameTester.test(
'can group multiple ContactBehaviors and keep listening',
(game) async { (game) async {
final parent = _TestBodyComponent(); final parent = _TestBodyComponent();
await game.ensureAdd(parent); await game.ensureAdd(parent);
@ -148,6 +199,58 @@ void main() {
expect(contactBehavior1.postSolveContactCallsCount, equals(1)); expect(contactBehavior1.postSolveContactCallsCount, equals(1));
expect(contactBehavior2.postSolveContactCallsCount, equals(1)); expect(contactBehavior2.postSolveContactCallsCount, equals(1));
expect(contactBehavior3.postSolveContactCallsCount, equals(1)); expect(contactBehavior3.postSolveContactCallsCount, equals(1));
}); },
);
flameTester.test(
'can group multiple ContactBehaviors and keep listening '
'when applied to a fixture',
(game) async {
final parent = _TestBodyComponent();
await game.ensureAdd(parent);
final fixture = parent.body.createFixture(fixtureDef..userData = 'foo');
final contactBehavior1 = _TestContactBehavior()
..applyTo(
[fixture.userData!],
);
final contactBehavior2 = _TestContactBehavior()
..applyTo(
[fixture.userData!],
);
final contactBehavior3 = _TestContactBehavior()
..applyTo(
[fixture.userData!],
);
await parent.ensureAddAll([
contactBehavior1,
contactBehavior2,
contactBehavior3,
]);
final contactCallbacks = fixture.userData! as ContactCallbacks;
contactCallbacks.beginContact(other, contact);
expect(contactBehavior1.beginContactCallsCount, equals(1));
expect(contactBehavior2.beginContactCallsCount, equals(1));
expect(contactBehavior3.beginContactCallsCount, equals(1));
contactCallbacks.endContact(other, contact);
expect(contactBehavior1.endContactCallsCount, equals(1));
expect(contactBehavior2.endContactCallsCount, equals(1));
expect(contactBehavior3.endContactCallsCount, equals(1));
contactCallbacks.preSolve(other, contact, manifold);
expect(contactBehavior1.preSolveContactCallsCount, equals(1));
expect(contactBehavior2.preSolveContactCallsCount, equals(1));
expect(contactBehavior3.preSolveContactCallsCount, equals(1));
contactCallbacks.postSolve(other, contact, contactImpulse);
expect(contactBehavior1.postSolveContactCallsCount, equals(1));
expect(contactBehavior2.postSolveContactCallsCount, equals(1));
expect(contactBehavior3.postSolveContactCallsCount, equals(1));
},
);
}); });
} }

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