Physics2D: Fix some last stuffs
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@ -176,6 +176,7 @@ Nazara Engine:
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- ENet DisconnectLater now reflects libenet behavior (and is waiting for unreliable commands to be sent before disconnecting for good)
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- ⚠ Collider3D::ForEachPolygon now takes a void(Vector3f\*, std::size_t) callback (instead of void(float\*, std::size_t))
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- Added Collider2D::ForEachPolygon method
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- Added RigidBody::[Get|Set]PositionOffset allowing set an offset between body logic position and body physics position (center of mass position)
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Nazara Development Kit:
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- Added ImageWidget (#139)
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@ -248,6 +249,7 @@ Nazara Development Kit:
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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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- Fixed GraphicsComponent not invalidating render queue on material change (causing crashes or visual errors)
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- Added CollisionComponent2D::SetGeomOffset and CollisionComponent2D::Recenter
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# 0.4:
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@ -20,8 +20,9 @@ namespace Ndk
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class NDK_API CollisionComponent2D : public Component<CollisionComponent2D>
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{
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friend class PhysicsSystem2D;
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friend class ConstraintComponent2D;
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friend class PhysicsComponent2D;
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friend class PhysicsSystem2D;
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public:
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CollisionComponent2D(Nz::Collider2DRef geom = Nz::Collider2DRef());
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@ -47,6 +48,7 @@ namespace Ndk
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Nz::RigidBody2D* GetRigidBody();
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const Nz::RigidBody2D* GetRigidBody() const;
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Nz::RigidBody2D* GetStaticBody();
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const Nz::RigidBody2D* GetStaticBody() const;
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void OnAttached() override;
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void OnComponentAttached(BaseComponent& component) override;
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@ -52,13 +52,13 @@ namespace Ndk
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return *this;
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}
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/*!
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* \brief Gets the static body used by the entity
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* \return A pointer to the entity
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*/
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inline Nz::RigidBody2D* CollisionComponent2D::GetStaticBody()
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{
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return m_staticBody.get();
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}
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inline const Nz::RigidBody2D* CollisionComponent2D::GetStaticBody() const
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{
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return m_staticBody.get();
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}
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}
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@ -26,7 +26,7 @@ namespace Ndk
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private:
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Nz::InstancedRenderableRef GenerateBox(Nz::Boxf box);
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Nz::InstancedRenderableRef GenerateCollision2DMesh(Entity* entity, Nz::Vector3f* origin);
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Nz::InstancedRenderableRef GenerateCollision2DMesh(Entity* entity, Nz::Vector3f* offset);
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Nz::InstancedRenderableRef GenerateCollision3DMesh(Entity* entity);
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Nz::MaterialRef GetCollisionMaterial();
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@ -31,9 +31,17 @@ namespace Ndk
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Nz::PhysWorld2D& world = entityWorld->GetSystem<PhysicsSystem2D>().GetPhysWorld();
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Nz::Vector2f positionOffset;
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Nz::Collider2DRef geom;
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if (m_entity->HasComponent<CollisionComponent2D>())
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geom = m_entity->GetComponent<CollisionComponent2D>().GetGeom();
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{
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const CollisionComponent2D& entityCollision = m_entity->GetComponent<CollisionComponent2D>();
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geom = entityCollision.GetGeom();
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positionOffset = entityCollision.GetStaticBody()->GetPositionOffset(); //< Calling GetGeomOffset would retrieve current component which is not yet initialized
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}
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else
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positionOffset = Nz::Vector2f::Zero();
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Nz::Matrix4f matrix;
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if (m_entity->HasComponent<NodeComponent>())
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@ -42,6 +50,7 @@ namespace Ndk
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matrix.MakeIdentity();
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m_object = std::make_unique<Nz::RigidBody2D>(&world, 1.f, geom);
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m_object->SetPositionOffset(positionOffset);
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m_object->SetPosition(Nz::Vector2f(matrix.GetTranslation()));
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m_object->SetUserdata(reinterpret_cast<void*>(static_cast<std::ptrdiff_t>(m_entity->GetId())));
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}
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@ -234,10 +234,10 @@ namespace Ndk
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const Nz::Boxf& obb = entityGfx.GetAABB();
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CollisionComponent2D& entityCollision2D = entity->GetComponent<CollisionComponent2D>();
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Nz::Vector3f origin;
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Nz::InstancedRenderableRef renderable = GenerateCollision2DMesh(entity, &origin);
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Nz::Vector3f offset;
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Nz::InstancedRenderableRef renderable = GenerateCollision2DMesh(entity, &offset);
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if (renderable)
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entityGfx.Attach(renderable, Nz::Matrix4f::Translate(origin - entityNode.GetPosition() + entityCollision2D.GetGeomOffset()), DebugDrawOrder);
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entityGfx.Attach(renderable, Nz::Matrix4f::Translate(offset), DebugDrawOrder);
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entityDebug.UpdateDebugRenderable(option, std::move(renderable));
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break;
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@ -318,7 +318,7 @@ namespace Ndk
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return model;
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}
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Nz::InstancedRenderableRef DebugSystem::GenerateCollision2DMesh(Entity* entity, Nz::Vector3f* origin)
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Nz::InstancedRenderableRef DebugSystem::GenerateCollision2DMesh(Entity* entity, Nz::Vector3f* offset)
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{
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if (entity->HasComponent<CollisionComponent2D>())
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{
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@ -375,9 +375,12 @@ namespace Ndk
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// Find center of mass
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if (entity->HasComponent<PhysicsComponent2D>())
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*origin = entity->GetComponent<PhysicsComponent2D>().GetMassCenter(Nz::CoordSys_Global);
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{
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const PhysicsComponent2D& entityPhys = entity->GetComponent<PhysicsComponent2D>();
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*offset = entityPhys.GetMassCenter(Nz::CoordSys_Global) - entityPhys.GetPosition(); // GetPosition already takes GetGeomOffset into account
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}
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else
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*origin = entity->GetComponent<NodeComponent>().GetPosition(Nz::CoordSys_Global);
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*offset = entityCollision.GetGeomOffset();
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return model;
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}
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@ -213,7 +213,7 @@ namespace Ndk
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Nz::Vector2f newPosition = Nz::Vector2f(node.GetPosition(Nz::CoordSys_Global));
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// To move static objects and ensure their collisions, we have to specify them a velocity
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// (/!\: the physical motor does not apply the speed on static objects)
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// (/!\: the physical engine does not apply the speed on static objects)
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if (newPosition != oldPosition)
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{
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body->SetPosition(newPosition);
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@ -222,8 +222,7 @@ namespace Ndk
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else
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body->SetVelocity(Nz::Vector2f::Zero());
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/*
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if (newRotation != oldRotation)
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/*if (newRotation != oldRotation)
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{
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Nz::Quaternionf transition = newRotation * oldRotation.GetConjugate();
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Nz::EulerAnglesf angles = transition.ToEulerAngles();
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@ -235,8 +234,7 @@ namespace Ndk
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physObj->SetAngularVelocity(angularVelocity);
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}
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else
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physObj->SetAngularVelocity(Nz::Vector3f::Zero());
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*/
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physObj->SetAngularVelocity(Nz::Vector3f::Zero());*/
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}
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}
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