Sdk/PhysicsComponent3D: Fix cloning by preserving physics states

This commit is contained in:
Lynix
2017-12-13 22:17:50 +01:00
parent 9272efa159
commit 5aab9b248d
4 changed files with 83 additions and 13 deletions

View File

@@ -60,7 +60,10 @@ namespace Ndk
static ComponentIndex componentIndex;
private:
void ApplyPhysicsState(Nz::RigidBody3D& rigidBody) const;
void CopyPhysicsState(const Nz::RigidBody3D& rigidBody);
Nz::RigidBody3D& GetRigidBody();
const Nz::RigidBody3D& GetRigidBody() const;
void OnAttached() override;
void OnComponentAttached(BaseComponent& component) override;
@@ -70,7 +73,19 @@ namespace Ndk
void OnEntityDisabled() override;
void OnEntityEnabled() override;
struct PendingPhysObjectStates
{
Nz::Vector3f angularDamping;
Nz::Vector3f massCenter;
bool autoSleep;
bool valid = false;
float gravityFactor;
float linearDamping;
float mass;
};
std::unique_ptr<Nz::RigidBody3D> m_object;
PendingPhysObjectStates m_pendingStates;
bool m_nodeSynchronizationEnabled;
};
}