Sdk/PhysicsComponent3D: Fix cloning by preserving physics states
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9272efa159
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5aab9b248d
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@ -60,7 +60,10 @@ namespace Ndk
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static ComponentIndex componentIndex;
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private:
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void ApplyPhysicsState(Nz::RigidBody3D& rigidBody) const;
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void CopyPhysicsState(const Nz::RigidBody3D& rigidBody);
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Nz::RigidBody3D& GetRigidBody();
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const Nz::RigidBody3D& GetRigidBody() const;
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void OnAttached() override;
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void OnComponentAttached(BaseComponent& component) override;
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@ -70,7 +73,19 @@ namespace Ndk
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void OnEntityDisabled() override;
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void OnEntityEnabled() override;
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struct PendingPhysObjectStates
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{
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Nz::Vector3f angularDamping;
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Nz::Vector3f massCenter;
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bool autoSleep;
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bool valid = false;
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float gravityFactor;
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float linearDamping;
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float mass;
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};
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std::unique_ptr<Nz::RigidBody3D> m_object;
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PendingPhysObjectStates m_pendingStates;
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bool m_nodeSynchronizationEnabled;
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};
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}
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@ -20,8 +20,8 @@ namespace Ndk
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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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// We can't make a copy of the RigidBody3D, as we are not attached yet (and will possibly be attached to another world)
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CopyPhysicsState(physics.GetRigidBody());
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}
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/*!
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@ -383,7 +383,8 @@ namespace Ndk
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inline void PhysicsComponent3D::SetMass(float mass)
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{
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NazaraAssert(m_object, "Invalid physics object");
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NazaraAssert(mass > 0.f, "Mass should be positive");
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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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m_object->SetMass(mass);
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}
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@ -433,13 +434,44 @@ namespace Ndk
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m_object->SetRotation(rotation);
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}
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inline void PhysicsComponent3D::ApplyPhysicsState(Nz::RigidBody3D& rigidBody) const
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{
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assert(m_pendingStates.valid);
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rigidBody.EnableAutoSleep(m_pendingStates.autoSleep);
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rigidBody.SetAngularDamping(m_pendingStates.angularDamping);
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rigidBody.SetGravityFactor(m_pendingStates.gravityFactor);
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rigidBody.SetLinearDamping(m_pendingStates.linearDamping);
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rigidBody.SetMass(m_pendingStates.mass);
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rigidBody.SetMassCenter(m_pendingStates.massCenter);
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}
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inline void PhysicsComponent3D::CopyPhysicsState(const Nz::RigidBody3D& rigidBody)
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{
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m_pendingStates.autoSleep = rigidBody.IsAutoSleepEnabled();
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m_pendingStates.angularDamping = rigidBody.GetAngularDamping();
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m_pendingStates.gravityFactor = rigidBody.GetGravityFactor();
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m_pendingStates.linearDamping = rigidBody.GetLinearDamping();
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m_pendingStates.mass = rigidBody.GetMass();
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m_pendingStates.massCenter = rigidBody.GetMassCenter(Nz::CoordSys_Local);
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m_pendingStates.valid = true;
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}
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/*!
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* \brief Gets the underlying physics object
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* \return A reference to the physics object
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*/
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inline Nz::RigidBody3D& PhysicsComponent3D::GetRigidBody()
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{
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return *m_object.get();
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}
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/*!
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* \brief Gets the underlying physics object
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* \return A reference to the physics object
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*/
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inline const Nz::RigidBody3D& PhysicsComponent3D::GetRigidBody() const
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{
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return *m_object.get();
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}
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}
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@ -41,6 +41,10 @@ namespace Ndk
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matrix.MakeIdentity();
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m_object = std::make_unique<Nz::RigidBody3D>(&world, geom, matrix);
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if (m_pendingStates.valid)
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ApplyPhysicsState(*m_object);
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else
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m_object->SetMass(1.f);
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}
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@ -57,6 +61,7 @@ namespace Ndk
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if (IsComponent<CollisionComponent3D>(component))
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{
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NazaraAssert(m_object, "Invalid object");
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m_object->SetGeom(static_cast<CollisionComponent3D&>(component).GetGeom());
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}
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}
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@ -74,6 +79,7 @@ namespace Ndk
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if (IsComponent<CollisionComponent3D>(component))
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{
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NazaraAssert(m_object, "Invalid object");
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m_object->SetGeom(Nz::NullCollider3D::New());
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}
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}
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@ -84,8 +90,12 @@ namespace Ndk
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void PhysicsComponent3D::OnDetached()
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{
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if (m_object)
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{
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CopyPhysicsState(*m_object);
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m_object.reset();
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}
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}
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void PhysicsComponent3D::OnEntityDestruction()
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{
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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 (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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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 if (mass > 0.f)
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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
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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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