SDK/PhysicsComponent2D: Add node synchronization
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@ -223,6 +223,7 @@ Nazara Development Kit:
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- ⚠️ Use of the new Angle class instead of floating point angle
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- ⚠️ Use of the new Angle class instead of floating point angle
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- Added EntityOwner::Release
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- Added EntityOwner::Release
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- Add missing `recomputeMoment` parameter to PhysicsComponent2D::SetMass
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- Add missing `recomputeMoment` parameter to PhysicsComponent2D::SetMass
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- Added possibility of disabling synchronization between PhysicsComponent2D and NodeComponent
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# 0.4:
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# 0.4:
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@ -24,7 +24,7 @@ namespace Ndk
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friend class ConstraintComponent2D;
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friend class ConstraintComponent2D;
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public:
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public:
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PhysicsComponent2D() = default;
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PhysicsComponent2D();
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PhysicsComponent2D(const PhysicsComponent2D& physics);
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PhysicsComponent2D(const PhysicsComponent2D& physics);
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~PhysicsComponent2D() = default;
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~PhysicsComponent2D() = default;
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@ -36,6 +36,8 @@ namespace Ndk
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inline bool ClosestPointQuery(const Nz::Vector2f& position, Nz::Vector2f* closestPoint, float* closestDistance) const;
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inline bool ClosestPointQuery(const Nz::Vector2f& position, Nz::Vector2f* closestPoint, float* closestDistance) const;
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inline void EnableNodeSynchronization(bool nodeSynchronization);
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inline Nz::Rectf GetAABB() const;
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inline Nz::Rectf GetAABB() const;
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inline float GetAngularDamping() const;
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inline float GetAngularDamping() const;
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inline Nz::RadianAnglef GetAngularVelocity() const;
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inline Nz::RadianAnglef GetAngularVelocity() const;
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@ -52,6 +54,7 @@ namespace Ndk
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inline std::size_t GetShapeCount() const;
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inline std::size_t GetShapeCount() const;
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inline Nz::Vector2f GetVelocity() const;
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inline Nz::Vector2f GetVelocity() const;
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inline bool IsNodeSynchronizationEnabled() const;
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inline bool IsSleeping() const;
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inline bool IsSleeping() const;
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inline void SetAngularDamping(float angularDamping);
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inline void SetAngularDamping(float angularDamping);
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@ -81,6 +84,7 @@ namespace Ndk
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void OnEntityDestruction() override;
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void OnEntityDestruction() override;
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std::unique_ptr<Nz::RigidBody2D> m_object;
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std::unique_ptr<Nz::RigidBody2D> m_object;
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bool m_nodeSynchronizationEnabled;
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};
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};
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}
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}
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@ -7,12 +7,19 @@
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namespace Ndk
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namespace Ndk
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{
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{
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/*!
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* \brief Constructs a PhysicsComponent2D object by default
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*/
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inline PhysicsComponent2D::PhysicsComponent2D() :
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m_nodeSynchronizationEnabled(true)
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{
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}
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/*!
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/*!
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* \brief Constructs a PhysicsComponent2D object by copy semantic
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* \brief Constructs a PhysicsComponent2D object by copy semantic
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*
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*
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* \param physics PhysicsComponent2D to copy
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* \param physics PhysicsComponent2D to copy
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*/
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*/
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inline PhysicsComponent2D::PhysicsComponent2D(const PhysicsComponent2D& physics)
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inline PhysicsComponent2D::PhysicsComponent2D(const PhysicsComponent2D& physics)
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{
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{
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// No copy of physical object (because we only create it when attached to an entity)
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// No copy of physical object (because we only create it when attached to an entity)
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@ -115,6 +122,22 @@ namespace Ndk
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return m_object->ClosestPointQuery(position, closestPoint, closestDistance);
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return m_object->ClosestPointQuery(position, closestPoint, closestDistance);
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}
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}
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/*!
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* \brief Enables position/rotation synchronization with the NodeComponent
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*
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* By default, at every update of the PhysicsSystem2D, the NodeComponent's position and rotation (if any) will be synchronized with
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* the values of the PhysicsComponent2D. This function allows to enable/disable this behavior on a per-entity basis.
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*
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* \param nodeSynchronization Should synchronization occur between NodeComponent and PhysicsComponent2D
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*/
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inline void PhysicsComponent2D::EnableNodeSynchronization(bool nodeSynchronization)
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{
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m_nodeSynchronizationEnabled = nodeSynchronization;
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if (m_entity)
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m_entity->Invalidate();
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}
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/*!
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/*!
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* \brief Gets the AABB of the physics object
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* \brief Gets the AABB of the physics object
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* \return AABB of the object
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* \return AABB of the object
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@ -314,13 +337,23 @@ namespace Ndk
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return m_object->GetVelocity();
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return m_object->GetVelocity();
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}
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}
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/*!
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* \brief Checks if position & rotation are synchronized with NodeComponent
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* \return true If synchronization is enabled
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*
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* \see EnableNodeSynchronization
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*/
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inline bool PhysicsComponent2D::IsNodeSynchronizationEnabled() const
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{
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return m_nodeSynchronizationEnabled;
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}
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/*!
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/*!
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* \brief Checks whether the entity is currently sleeping
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* \brief Checks whether the entity is currently sleeping
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* \return true If it is the case
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* \return true If it is the case
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*
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*
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* \remark Produces a NazaraAssert if the physics object is invalid
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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*/
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inline bool PhysicsComponent2D::IsSleeping() const
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inline bool PhysicsComponent2D::IsSleeping() const
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{
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{
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NazaraAssert(m_object, "Invalid physics object");
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NazaraAssert(m_object, "Invalid physics object");
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@ -147,16 +147,21 @@ namespace Ndk
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void PhysicsSystem2D::OnEntityValidation(Entity* entity, bool justAdded)
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void PhysicsSystem2D::OnEntityValidation(Entity* entity, bool justAdded)
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{
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{
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// It's possible our entity got revalidated because of the addition/removal of a PhysicsComponent3D
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if (entity->HasComponent<PhysicsComponent2D>())
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if (!justAdded)
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{
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{
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// We take the opposite array from which the entity should belong to
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if (entity->GetComponent<PhysicsComponent2D>().IsNodeSynchronizationEnabled())
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auto& entities = (entity->HasComponent<PhysicsComponent2D>()) ? m_staticObjects : m_dynamicObjects;
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m_dynamicObjects.Insert(entity);
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entities.Remove(entity);
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else
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}
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m_dynamicObjects.Remove(entity);
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auto& entities = (entity->HasComponent<PhysicsComponent2D>()) ? m_dynamicObjects : m_staticObjects;
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m_staticObjects.Remove(entity);
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entities.Insert(entity);
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}
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else
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{
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m_dynamicObjects.Remove(entity);
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m_staticObjects.Insert(entity);
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}
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if (!m_physWorld)
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if (!m_physWorld)
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CreatePhysWorld();
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CreatePhysWorld();
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