Sdk/PhysicsComponent3D: Fix cloning by preserving physics states
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@@ -6,6 +6,7 @@
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#include <Nazara/Physics3D/PhysWorld3D.hpp>
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#include <Newton/Newton.h>
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#include <algorithm>
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#include <cmath>
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#include <Nazara/Physics3D/Debug.hpp>
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namespace Nz
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@@ -31,6 +32,7 @@ namespace Nz
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m_body = NewtonCreateDynamicBody(m_world->GetHandle(), m_geom->GetHandle(m_world), m_matrix);
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NewtonBodySetUserData(m_body, this);
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NewtonBodySetTransformCallback(m_body, &TransformCallback);
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}
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RigidBody3D::RigidBody3D(const RigidBody3D& object) :
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@@ -47,6 +49,7 @@ namespace Nz
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m_body = NewtonCreateDynamicBody(m_world->GetHandle(), m_geom->GetHandle(m_world), m_matrix);
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NewtonBodySetUserData(m_body, this);
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NewtonBodySetTransformCallback(m_body, &TransformCallback);
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SetMass(object.m_mass);
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SetAngularDamping(object.GetAngularDamping());
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@@ -293,16 +296,27 @@ namespace Nz
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void RigidBody3D::SetMass(float mass)
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{
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NazaraAssert(mass >= 0.f, "Mass must be positive and finite");
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NazaraAssert(std::isfinite(mass), "Mass must be positive and finite");
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if (m_mass > 0.f)
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{
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// If we already have a mass, we already have an inertial matrix as well, just rescale it
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float Ix, Iy, Iz;
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NewtonBodyGetMassMatrix(m_body, &m_mass, &Ix, &Iy, &Iz);
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if (mass > 0.f)
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{
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// If we already have a mass, we already have an inertial matrix as well, just rescale it
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float Ix, Iy, Iz;
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NewtonBodyGetMassMatrix(m_body, &m_mass, &Ix, &Iy, &Iz);
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float scale = mass/m_mass;
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NewtonBodySetMassMatrix(m_body, mass, Ix*scale, Iy*scale, Iz*scale);
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float scale = mass / m_mass;
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NewtonBodySetMassMatrix(m_body, mass, Ix*scale, Iy*scale, Iz*scale);
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}
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else
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{
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NewtonBodySetMassMatrix(m_body, 0.f, 0.f, 0.f, 0.f);
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NewtonBodySetForceAndTorqueCallback(m_body, nullptr);
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}
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}
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else if (mass > 0.f)
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else
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{
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Vector3f inertia, origin;
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m_geom->ComputeInertialMatrix(&inertia, &origin);
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@@ -310,7 +324,6 @@ namespace Nz
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NewtonBodySetCentreOfMass(m_body, &origin.x);
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NewtonBodySetMassMatrix(m_body, mass, inertia.x*mass, inertia.y*mass, inertia.z*mass);
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NewtonBodySetForceAndTorqueCallback(m_body, &ForceAndTorqueCallback);
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NewtonBodySetTransformCallback(m_body, &TransformCallback);
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}
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m_mass = mass;
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