Sdk/PhysicsComponent3D: Add node synchronization control
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@ -19,7 +19,7 @@ namespace Ndk
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friend class PhysicsSystem3D;
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public:
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PhysicsComponent3D() = default;
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inline PhysicsComponent3D();
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PhysicsComponent3D(const PhysicsComponent3D& physics);
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~PhysicsComponent3D() = default;
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@ -28,6 +28,7 @@ namespace Ndk
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void AddTorque(const Nz::Vector3f& torque, Nz::CoordSys coordSys = Nz::CoordSys_Global);
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void EnableAutoSleep(bool autoSleep);
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void EnableNodeSynchronization(bool nodeSynchronization);
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Nz::Boxf GetAABB() const;
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Nz::Vector3f GetAngularDamping() const;
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@ -43,6 +44,7 @@ namespace Ndk
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bool IsAutoSleepEnabled() const;
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bool IsMoveable() const;
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bool IsNodeSynchronizationEnabled() const;
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bool IsSleeping() const;
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void SetAngularDamping(const Nz::Vector3f& angularDamping);
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@ -69,6 +71,7 @@ namespace Ndk
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void OnEntityEnabled() override;
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std::unique_ptr<Nz::RigidBody3D> m_object;
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bool m_nodeSynchronizationEnabled;
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};
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}
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@ -7,13 +7,18 @@
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namespace Ndk
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{
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inline PhysicsComponent3D::PhysicsComponent3D() :
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m_nodeSynchronizationEnabled(true)
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{
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}
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/*!
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* \brief Constructs a PhysicsComponent3D object by copy semantic
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*
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* \param physics PhysicsComponent3D to copy
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*/
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inline PhysicsComponent3D::PhysicsComponent3D(const PhysicsComponent3D& physics)
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inline PhysicsComponent3D::PhysicsComponent3D(const PhysicsComponent3D& physics) :
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m_nodeSynchronizationEnabled(physics.m_nodeSynchronizationEnabled)
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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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NazaraUnused(physics);
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@ -75,7 +80,6 @@ namespace Ndk
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*
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline void PhysicsComponent3D::EnableAutoSleep(bool autoSleep)
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -83,6 +87,22 @@ namespace Ndk
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m_object->EnableAutoSleep(autoSleep);
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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 PhysicsSystem3D, the NodeComponent's position and rotation (if any) will be synchronized with
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* the values of the PhysicsComponent3D. 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 PhysicsComponent3D
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*/
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inline void PhysicsComponent3D::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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* \brief Gets the AABB of the physics object
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* \return AABB of the object
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@ -178,7 +198,7 @@ namespace Ndk
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* \brief Gets the gravity center of the physics object
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* \return Gravity center of the object
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*
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* \param coordSys System coordinates to consider
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* \param coordSys System coordinates to consider
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*
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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@ -258,13 +278,23 @@ namespace Ndk
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return m_object->IsMoveable();
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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 PhysicsComponent3D::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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* \brief Checks whether the entity is currently sleeping
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* \return true If it is the case
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*
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline bool PhysicsComponent3D::IsSleeping() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -47,16 +47,20 @@ namespace Ndk
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void PhysicsSystem3D::OnEntityValidation(Entity* entity, bool justAdded)
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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 (!justAdded)
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if (entity->HasComponent<PhysicsComponent3D>())
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{
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// We take the opposite array from which the entity should belong to
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auto& entities = (entity->HasComponent<PhysicsComponent3D>()) ? m_staticObjects : m_dynamicObjects;
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entities.Remove(entity);
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}
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if (entity->GetComponent<PhysicsComponent3D>().IsNodeSynchronizationEnabled())
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m_dynamicObjects.Insert(entity);
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else
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m_dynamicObjects.Remove(entity);
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auto& entities = (entity->HasComponent<PhysicsComponent3D>()) ? m_dynamicObjects : m_staticObjects;
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entities.Insert(entity);
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m_staticObjects.Remove(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_world)
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CreatePhysWorld();
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