SDK/PhysicsComponent2D: Add node synchronization

This commit is contained in:
Lynix 2018-10-24 20:38:20 +02:00
parent a292e47673
commit 2c0c8ef0a0
4 changed files with 54 additions and 11 deletions

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@ -223,6 +223,7 @@ Nazara Development Kit:
- ⚠️ Use of the new Angle class instead of floating point angle
- Added EntityOwner::Release
- Add missing `recomputeMoment` parameter to PhysicsComponent2D::SetMass
- Added possibility of disabling synchronization between PhysicsComponent2D and NodeComponent
# 0.4:

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@ -24,7 +24,7 @@ namespace Ndk
friend class ConstraintComponent2D;
public:
PhysicsComponent2D() = default;
PhysicsComponent2D();
PhysicsComponent2D(const PhysicsComponent2D& physics);
~PhysicsComponent2D() = default;
@ -36,6 +36,8 @@ namespace Ndk
inline bool ClosestPointQuery(const Nz::Vector2f& position, Nz::Vector2f* closestPoint, float* closestDistance) const;
inline void EnableNodeSynchronization(bool nodeSynchronization);
inline Nz::Rectf GetAABB() const;
inline float GetAngularDamping() const;
inline Nz::RadianAnglef GetAngularVelocity() const;
@ -52,6 +54,7 @@ namespace Ndk
inline std::size_t GetShapeCount() const;
inline Nz::Vector2f GetVelocity() const;
inline bool IsNodeSynchronizationEnabled() const;
inline bool IsSleeping() const;
inline void SetAngularDamping(float angularDamping);
@ -81,6 +84,7 @@ namespace Ndk
void OnEntityDestruction() override;
std::unique_ptr<Nz::RigidBody2D> m_object;
bool m_nodeSynchronizationEnabled;
};
}

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@ -7,12 +7,19 @@
namespace Ndk
{
/*!
* \brief Constructs a PhysicsComponent2D object by default
*/
inline PhysicsComponent2D::PhysicsComponent2D() :
m_nodeSynchronizationEnabled(true)
{
}
/*!
* \brief Constructs a PhysicsComponent2D object by copy semantic
*
* \param physics PhysicsComponent2D to copy
*/
inline PhysicsComponent2D::PhysicsComponent2D(const PhysicsComponent2D& physics)
{
// No copy of physical object (because we only create it when attached to an entity)
@ -115,6 +122,22 @@ namespace Ndk
return m_object->ClosestPointQuery(position, closestPoint, closestDistance);
}
/*!
* \brief Enables position/rotation synchronization with the NodeComponent
*
* By default, at every update of the PhysicsSystem2D, the NodeComponent's position and rotation (if any) will be synchronized with
* the values of the PhysicsComponent2D. This function allows to enable/disable this behavior on a per-entity basis.
*
* \param nodeSynchronization Should synchronization occur between NodeComponent and PhysicsComponent2D
*/
inline void PhysicsComponent2D::EnableNodeSynchronization(bool nodeSynchronization)
{
m_nodeSynchronizationEnabled = nodeSynchronization;
if (m_entity)
m_entity->Invalidate();
}
/*!
* \brief Gets the AABB of the physics object
* \return AABB of the object
@ -314,13 +337,23 @@ namespace Ndk
return m_object->GetVelocity();
}
/*!
* \brief Checks if position & rotation are synchronized with NodeComponent
* \return true If synchronization is enabled
*
* \see EnableNodeSynchronization
*/
inline bool PhysicsComponent2D::IsNodeSynchronizationEnabled() const
{
return m_nodeSynchronizationEnabled;
}
/*!
* \brief Checks whether the entity is currently sleeping
* \return true If it is the case
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline bool PhysicsComponent2D::IsSleeping() const
{
NazaraAssert(m_object, "Invalid physics object");

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@ -147,16 +147,21 @@ namespace Ndk
void PhysicsSystem2D::OnEntityValidation(Entity* entity, bool justAdded)
{
// It's possible our entity got revalidated because of the addition/removal of a PhysicsComponent3D
if (!justAdded)
if (entity->HasComponent<PhysicsComponent2D>())
{
// We take the opposite array from which the entity should belong to
auto& entities = (entity->HasComponent<PhysicsComponent2D>()) ? m_staticObjects : m_dynamicObjects;
entities.Remove(entity);
}
if (entity->GetComponent<PhysicsComponent2D>().IsNodeSynchronizationEnabled())
m_dynamicObjects.Insert(entity);
else
m_dynamicObjects.Remove(entity);
auto& entities = (entity->HasComponent<PhysicsComponent2D>()) ? m_dynamicObjects : m_staticObjects;
entities.Insert(entity);
m_staticObjects.Remove(entity);
}
else
{
m_dynamicObjects.Remove(entity);
m_staticObjects.Insert(entity);
}
if (!m_physWorld)
CreatePhysWorld();