Physics3D: Add raycast support
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5ee25e9621
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@ -39,6 +39,8 @@ namespace Nz
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std::size_t GetMaxStepCount() const;
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std::size_t GetMaxStepCount() const;
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Time GetStepSize() const;
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Time GetStepSize() const;
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bool RaycastQueryFirst(const Vector3f& from, const Vector3f& to, RaycastHit* hitInfo = nullptr);
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void SetGravity(const Vector3f& gravity);
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void SetGravity(const Vector3f& gravity);
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void SetMaxStepCount(std::size_t maxStepCount);
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void SetMaxStepCount(std::size_t maxStepCount);
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void SetStepSize(Time stepSize);
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void SetStepSize(Time stepSize);
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@ -51,7 +53,7 @@ namespace Nz
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struct RaycastHit
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struct RaycastHit
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{
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{
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float fraction;
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float fraction;
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RigidBody3D* hitBody;
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RigidBody3D* hitBody = nullptr;
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Vector3f hitPosition;
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Vector3f hitPosition;
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Vector3f hitNormal;
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Vector3f hitNormal;
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};
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};
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@ -13,6 +13,7 @@
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#include <Nazara/Physics3D/Components/RigidBody3DComponent.hpp>
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#include <Nazara/Physics3D/Components/RigidBody3DComponent.hpp>
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#include <NazaraUtils/TypeList.hpp>
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#include <NazaraUtils/TypeList.hpp>
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#include <entt/entt.hpp>
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#include <entt/entt.hpp>
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#include <vector>
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namespace Nz
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namespace Nz
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{
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{
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@ -22,6 +23,8 @@ namespace Nz
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static constexpr Int64 ExecutionOrder = 0;
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static constexpr Int64 ExecutionOrder = 0;
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using Components = TypeList<RigidBody3DComponent, class NodeComponent>;
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using Components = TypeList<RigidBody3DComponent, class NodeComponent>;
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struct RaycastHit;
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Physics3DSystem(entt::registry& registry);
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Physics3DSystem(entt::registry& registry);
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Physics3DSystem(const Physics3DSystem&) = delete;
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Physics3DSystem(const Physics3DSystem&) = delete;
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Physics3DSystem(Physics3DSystem&&) = delete;
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Physics3DSystem(Physics3DSystem&&) = delete;
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@ -32,16 +35,27 @@ namespace Nz
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inline PhysWorld3D& GetPhysWorld();
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inline PhysWorld3D& GetPhysWorld();
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inline const PhysWorld3D& GetPhysWorld() const;
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inline const PhysWorld3D& GetPhysWorld() const;
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bool RaycastQueryFirst(const Vector3f& from, const Vector3f& to, RaycastHit* hitInfo = nullptr);
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void Update(Time elapsedTime);
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void Update(Time elapsedTime);
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Physics3DSystem& operator=(const Physics3DSystem&) = delete;
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Physics3DSystem& operator=(const Physics3DSystem&) = delete;
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Physics3DSystem& operator=(Physics3DSystem&&) = delete;
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Physics3DSystem& operator=(Physics3DSystem&&) = delete;
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private:
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struct RaycastHit : PhysWorld3D::RaycastHit
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static void OnConstruct(entt::registry& registry, entt::entity entity);
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{
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entt::handle hitEntity;
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};
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private:
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void OnConstruct(entt::registry& registry, entt::entity entity);
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void OnDestruct(entt::registry& registry, entt::entity entity);
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std::vector<entt::entity> m_physicsEntities;
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entt::registry& m_registry;
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entt::registry& m_registry;
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entt::observer m_physicsConstructObserver;
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entt::scoped_connection m_constructConnection;
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entt::scoped_connection m_constructConnection;
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entt::scoped_connection m_destructConnection;
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PhysWorld3D m_physWorld;
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PhysWorld3D m_physWorld;
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};
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};
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}
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}
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@ -70,6 +70,27 @@ namespace Nz
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return m_stepSize;
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return m_stepSize;
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}
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}
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bool PhysWorld3D::RaycastQueryFirst(const Vector3f& from, const Vector3f& to, RaycastHit* hitInfo)
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{
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btCollisionWorld::ClosestRayResultCallback callback(ToBullet(from), ToBullet(to));
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m_world->dynamicWorld.rayTest(ToBullet(from), ToBullet(to), callback);
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if (!callback.hasHit())
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return false;
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if (hitInfo)
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{
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hitInfo->fraction = callback.m_closestHitFraction;
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hitInfo->hitNormal = FromBullet(callback.m_hitNormalWorld);
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hitInfo->hitPosition = FromBullet(callback.m_hitPointWorld);
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if (const btRigidBody* body = btRigidBody::upcast(callback.m_collisionObject))
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hitInfo->hitBody = static_cast<RigidBody3D*>(body->getUserPointer());
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}
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return true;
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}
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void PhysWorld3D::SetGravity(const Vector3f& gravity)
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void PhysWorld3D::SetGravity(const Vector3f& gravity)
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{
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{
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m_world->dynamicWorld.setGravity(ToBullet(gravity));
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m_world->dynamicWorld.setGravity(ToBullet(gravity));
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@ -9,24 +9,55 @@
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namespace Nz
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namespace Nz
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{
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{
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Physics3DSystem::Physics3DSystem(entt::registry& registry) :
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Physics3DSystem::Physics3DSystem(entt::registry& registry) :
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m_registry(registry)
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m_registry(registry),
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m_physicsConstructObserver(m_registry, entt::collector.group<RigidBody3DComponent, NodeComponent>())
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{
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{
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m_constructConnection = registry.on_construct<RigidBody3DComponent>().connect<OnConstruct>();
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m_constructConnection = registry.on_construct<RigidBody3DComponent>().connect<&Physics3DSystem::OnConstruct>(this);
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m_destructConnection = registry.on_destroy<RigidBody3DComponent>().connect<&Physics3DSystem::OnDestruct>(this);
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}
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}
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Physics3DSystem::~Physics3DSystem()
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Physics3DSystem::~Physics3DSystem()
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{
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{
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m_physicsConstructObserver.disconnect();
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// Ensure every RigidBody3D is destroyed before world is
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// Ensure every RigidBody3D is destroyed before world is
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auto rigidBodyView = m_registry.view<RigidBody3DComponent>();
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auto rigidBodyView = m_registry.view<RigidBody3DComponent>();
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for (auto [entity, rigidBodyComponent] : rigidBodyView.each())
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for (auto [entity, rigidBodyComponent] : rigidBodyView.each())
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rigidBodyComponent.Destroy();
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rigidBodyComponent.Destroy();
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}
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}
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bool Physics3DSystem::RaycastQueryFirst(const Vector3f& from, const Vector3f& to, RaycastHit* hitInfo)
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{
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if (!m_physWorld.RaycastQueryFirst(from, to, hitInfo))
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return false;
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if (hitInfo->hitBody)
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{
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std::size_t uniqueIndex = hitInfo->hitBody->GetUniqueIndex();
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if (uniqueIndex < m_physicsEntities.size())
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hitInfo->hitEntity = entt::handle(m_registry, m_physicsEntities[uniqueIndex]);
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}
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return true;
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}
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void Physics3DSystem::Update(Time elapsedTime)
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void Physics3DSystem::Update(Time elapsedTime)
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{
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{
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// Move newly-created physics entities to their node position/rotation
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m_physicsConstructObserver.each([&](entt::entity entity)
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{
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RigidBody3DComponent& entityPhysics = m_registry.get<RigidBody3DComponent>(entity);
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NodeComponent& entityNode = m_registry.get<NodeComponent>(entity);
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entityPhysics.SetPosition(entityNode.GetPosition(CoordSys::Global));
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entityPhysics.SetRotation(entityNode.GetRotation(CoordSys::Global));
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});
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// Update the physics world
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m_physWorld.Step(elapsedTime);
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m_physWorld.Step(elapsedTime);
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// Replicate rigid body position to their node components
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// Replicate rigid body position to their node components
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// TODO: Only replicate active entities
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auto view = m_registry.view<NodeComponent, const RigidBody3DComponent>();
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auto view = m_registry.view<NodeComponent, const RigidBody3DComponent>();
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for (auto [entity, nodeComponent, rigidBodyComponent] : view.each())
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for (auto [entity, nodeComponent, rigidBodyComponent] : view.each())
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{
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{
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@ -40,13 +71,22 @@ namespace Nz
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void Physics3DSystem::OnConstruct(entt::registry& registry, entt::entity entity)
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void Physics3DSystem::OnConstruct(entt::registry& registry, entt::entity entity)
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{
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{
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// If our entity already has a node component when adding a rigid body, initialize it with its position/rotation
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// Register rigid body owning entity
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NodeComponent* node = registry.try_get<NodeComponent>(entity);
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if (node)
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{
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RigidBody3DComponent& rigidBody = registry.get<RigidBody3DComponent>(entity);
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RigidBody3DComponent& rigidBody = registry.get<RigidBody3DComponent>(entity);
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rigidBody.SetPosition(node->GetPosition(CoordSys::Global));
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std::size_t uniqueIndex = rigidBody.GetUniqueIndex();
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rigidBody.SetRotation(node->GetRotation(CoordSys::Global));
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if (uniqueIndex >= m_physicsEntities.size())
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m_physicsEntities.resize(uniqueIndex + 1);
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m_physicsEntities[uniqueIndex] = entity;
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}
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}
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void Physics3DSystem::OnDestruct(entt::registry& registry, entt::entity entity)
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{
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// Unregister owning entity
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RigidBody3DComponent& rigidBody = registry.get<RigidBody3DComponent>(entity);
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std::size_t uniqueIndex = rigidBody.GetUniqueIndex();
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assert(uniqueIndex <= m_physicsEntities.size());
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m_physicsEntities[uniqueIndex] = entt::null;
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}
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}
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}
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}
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