JoltPhysics3D: Allow raycast to return hit characters (and retrieve their entities)
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// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - JoltPhysics3D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_JOLTPHYSICS3D_JOLTABSTRACTBODY_HPP
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#define NAZARA_JOLTPHYSICS3D_JOLTABSTRACTBODY_HPP
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#include <NazaraUtils/Prerequisites.hpp>
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#include <Nazara/JoltPhysics3D/Config.hpp>
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namespace Nz
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{
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class NAZARA_JOLTPHYSICS3D_API JoltAbstractBody
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{
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public:
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JoltAbstractBody() = default;
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JoltAbstractBody(const JoltAbstractBody&) = delete;
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JoltAbstractBody(JoltAbstractBody&&) = delete;
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virtual ~JoltAbstractBody();
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virtual UInt32 GetBodyIndex() const = 0;
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JoltAbstractBody& operator=(const JoltAbstractBody&) = delete;
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JoltAbstractBody& operator=(JoltAbstractBody&&) = delete;
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};
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}
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#include <Nazara/JoltPhysics3D/JoltAbstractBody.inl>
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#endif // NAZARA_JOLTPHYSICS3D_JOLTABSTRACTBODY_HPP
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// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - JoltPhysics3D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/JoltPhysics3D/JoltAbstractBody.hpp>
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#include <Nazara/JoltPhysics3D/Debug.hpp>
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namespace Nz
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{
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}
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#include <Nazara/JoltPhysics3D/DebugOff.hpp>
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@ -9,6 +9,7 @@
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#include <NazaraUtils/Prerequisites.hpp>
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#include <Nazara/JoltPhysics3D/Config.hpp>
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#include <Nazara/JoltPhysics3D/JoltAbstractBody.hpp>
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#include <Nazara/JoltPhysics3D/JoltPhysicsStepListener.hpp>
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#include <Nazara/Math/Quaternion.hpp>
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#include <Nazara/Math/Vector3.hpp>
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@ -27,7 +28,7 @@ namespace Nz
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class JoltCollider3D;
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class JoltPhysWorld3D;
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class NAZARA_JOLTPHYSICS3D_API JoltCharacter : public JoltPhysicsStepListener
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class NAZARA_JOLTPHYSICS3D_API JoltCharacter : public JoltAbstractBody, public JoltPhysicsStepListener
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{
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friend JoltPhysWorld3D;
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@ -42,11 +43,14 @@ namespace Nz
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inline void DisableSleeping();
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void EnableSleeping(bool enable);
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inline UInt32 GetBodyIndex() const;
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UInt32 GetBodyIndex() const override;
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inline const std::shared_ptr<JoltCollider3D>& GetCollider() const;
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Vector3f GetLinearVelocity() const;
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Quaternionf GetRotation() const;
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inline JoltPhysWorld3D& GetPhysWorld();
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inline const JoltPhysWorld3D& GetPhysWorld() const;
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Vector3f GetPosition() const;
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std::pair<Vector3f, Quaternionf> GetPositionAndRotation() const;
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Quaternionf GetRotation() const;
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Vector3f GetUp() const;
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bool IsOnGround() const;
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@ -11,9 +11,19 @@ namespace Nz
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return EnableSleeping(false);
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}
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inline UInt32 JoltCharacter::GetBodyIndex() const
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inline const std::shared_ptr<JoltCollider3D>& JoltCharacter::GetCollider() const
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{
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return m_bodyIndex;
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return m_collider;
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}
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inline JoltPhysWorld3D& JoltCharacter::GetPhysWorld()
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{
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return *m_world;
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}
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inline const JoltPhysWorld3D& JoltCharacter::GetPhysWorld() const
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{
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return *m_world;
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}
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inline void JoltCharacter::SetImpl(std::shared_ptr<JoltCharacterImpl> characterImpl)
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@ -27,8 +27,10 @@ namespace JPH
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namespace Nz
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{
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class JoltAbstractBody;
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class JoltCharacter;
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class JoltCharacterImpl;
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class JoltCollider3D;
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class JoltPhysicsStepListener;
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class JoltRigidBody3D;
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@ -75,7 +77,7 @@ namespace Nz
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struct RaycastHit
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{
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float fraction;
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JoltRigidBody3D* hitBody = nullptr;
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JoltAbstractBody* hitBody = nullptr;
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Vector3f hitNormal;
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Vector3f hitPosition;
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};
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@ -10,6 +10,7 @@
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#include <NazaraUtils/Prerequisites.hpp>
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#include <Nazara/Core/Enums.hpp>
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#include <Nazara/JoltPhysics3D/Config.hpp>
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#include <Nazara/JoltPhysics3D/JoltAbstractBody.hpp>
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#include <Nazara/JoltPhysics3D/JoltCollider3D.hpp>
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#include <Nazara/Math/Matrix4.hpp>
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#include <Nazara/Math/Quaternion.hpp>
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@ -26,7 +27,7 @@ namespace Nz
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{
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class JoltPhysWorld3D;
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class NAZARA_JOLTPHYSICS3D_API JoltRigidBody3D
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class NAZARA_JOLTPHYSICS3D_API JoltRigidBody3D : public JoltAbstractBody
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{
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public:
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struct DynamicSettings;
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@ -54,7 +55,7 @@ namespace Nz
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Vector3f GetAngularVelocity() const;
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inline JPH::Body* GetBody();
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inline const JPH::Body* GetBody() const;
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inline UInt32 GetBodyIndex() const;
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UInt32 GetBodyIndex() const override;
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inline const std::shared_ptr<JoltCollider3D>& GetGeom() const;
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float GetLinearDamping() const;
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Vector3f GetLinearVelocity() const;
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@ -36,11 +36,6 @@ namespace Nz
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return m_body;
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}
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inline UInt32 JoltRigidBody3D::GetBodyIndex() const
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{
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return m_bodyIndex;
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}
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inline const std::shared_ptr<JoltCollider3D>& JoltRigidBody3D::GetGeom() const
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{
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return m_geom;
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@ -51,8 +51,9 @@ namespace Nz
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private:
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void OnBodyConstruct(entt::registry& registry, entt::entity entity);
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void OnCharacterConstruct(entt::registry& registry, entt::entity entity);
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void OnBodyDestruct(entt::registry& registry, entt::entity entity);
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void OnCharacterConstruct(entt::registry& registry, entt::entity entity);
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void OnCharacterDestruct(entt::registry& registry, entt::entity entity);
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std::size_t m_stepCount;
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std::vector<entt::entity> m_bodyIndicesToEntity;
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@ -60,8 +61,9 @@ namespace Nz
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entt::observer m_characterConstructObserver;
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entt::observer m_rigidBodyConstructObserver;
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entt::scoped_connection m_bodyConstructConnection;
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entt::scoped_connection m_characterConstructConnection;
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entt::scoped_connection m_bodyDestructConnection;
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entt::scoped_connection m_characterConstructConnection;
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entt::scoped_connection m_characterDestructConnection;
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JoltPhysWorld3D m_physWorld;
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};
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}
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@ -0,0 +1,11 @@
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// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - JoltPhysics3D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/JoltPhysics3D/JoltAbstractBody.hpp>
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#include <Nazara/JoltPhysics3D/Debug.hpp>
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namespace Nz
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{
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JoltAbstractBody::~JoltAbstractBody() = default;
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}
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@ -29,7 +29,13 @@ namespace Nz
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m_bodyIndex(character.m_bodyIndex)
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{
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character.m_bodyIndex = std::numeric_limits<UInt32>::max();
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if (m_character)
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{
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JPH::BodyInterface& bodyInterface = m_world->GetPhysicsSystem()->GetBodyInterfaceNoLock();
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bodyInterface.SetUserData(m_character->GetBodyID(), SafeCast<UInt64>(reinterpret_cast<std::uintptr_t>(this)));
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}
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if (m_world)
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{
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m_world->UnregisterStepListener(&character);
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@ -52,6 +58,11 @@ namespace Nz
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bodyLock.GetBody().SetAllowSleeping(enable);
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}
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UInt32 JoltCharacter::GetBodyIndex() const
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{
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return m_bodyIndex;
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}
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Vector3f JoltCharacter::GetLinearVelocity() const
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{
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return FromJolt(m_character->GetLinearVelocity(false));
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@ -135,6 +146,12 @@ namespace Nz
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character.m_bodyIndex = std::numeric_limits<UInt32>::max();
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if (m_character)
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{
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JPH::BodyInterface& bodyInterface = m_world->GetPhysicsSystem()->GetBodyInterfaceNoLock();
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bodyInterface.SetUserData(m_character->GetBodyID(), SafeCast<UInt64>(reinterpret_cast<std::uintptr_t>(this)));
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}
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return *this;
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}
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@ -157,6 +174,9 @@ namespace Nz
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m_bodyIndex = m_character->GetBodyID().GetIndex();
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JPH::BodyInterface& bodyInterface = m_world->GetPhysicsSystem()->GetBodyInterfaceNoLock();
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bodyInterface.SetUserData(m_character->GetBodyID(), SafeCast<UInt64>(reinterpret_cast<std::uintptr_t>(this)));
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m_world->RegisterStepListener(this);
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}
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@ -186,7 +186,7 @@ namespace Nz
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JPH::Body& body = lock.GetBody();
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hitInfo.hitBody = reinterpret_cast<JoltRigidBody3D*>(static_cast<std::uintptr_t>(body.GetUserData()));
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hitInfo.hitBody = reinterpret_cast<JoltAbstractBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
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hitInfo.hitNormal = FromJolt(body.GetWorldSpaceSurfaceNormal(result.mSubShapeID2, ToJolt(hitInfo.hitPosition)));
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if (auto fractionOpt = m_callback(hitInfo))
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@ -387,7 +387,7 @@ namespace Nz
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RaycastHit hitInfo;
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hitInfo.fraction = collector.mHit.GetEarlyOutFraction();
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hitInfo.hitPosition = Lerp(from, to, hitInfo.fraction);
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hitInfo.hitBody = reinterpret_cast<JoltRigidBody3D*>(static_cast<std::uintptr_t>(body.GetUserData()));
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hitInfo.hitBody = reinterpret_cast<JoltAbstractBody*>(static_cast<std::uintptr_t>(body.GetUserData()));
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hitInfo.hitNormal = FromJolt(body.GetWorldSpaceSurfaceNormal(collector.mHit.mSubShapeID2, rayCast.GetPointOnRay(collector.mHit.GetEarlyOutFraction())));
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callback(hitInfo);
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@ -120,6 +120,11 @@ namespace Nz
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return FromJolt(m_body->GetAngularVelocity());
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}
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UInt32 JoltRigidBody3D::GetBodyIndex() const
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{
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return m_bodyIndex;
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}
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float JoltRigidBody3D::GetLinearDamping() const
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{
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if NAZARA_UNLIKELY(IsStatic())
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