JoltPhysics3D: Rework Character class
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@ -35,6 +35,7 @@
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#include <Nazara/JoltPhysics3D/JoltCollider3D.hpp>
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#include <Nazara/JoltPhysics3D/JoltConstraint3D.hpp>
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#include <Nazara/JoltPhysics3D/JoltPhysics3D.hpp>
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#include <Nazara/JoltPhysics3D/JoltPhysicsStepListener.hpp>
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#include <Nazara/JoltPhysics3D/JoltPhysWorld3D.hpp>
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#include <Nazara/JoltPhysics3D/JoltRigidBody3D.hpp>
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@ -29,6 +29,7 @@
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#ifndef NAZARA_JOLTPHYSICS3D_COMPONENTS_HPP
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#define NAZARA_JOLTPHYSICS3D_COMPONENTS_HPP
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#include <Nazara/JoltPhysics3D/Components/JoltCharacterComponent.hpp>
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#include <Nazara/JoltPhysics3D/Components/JoltRigidBody3DComponent.hpp>
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#endif // NAZARA_JOLTPHYSICS3D_COMPONENTS_HPP
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@ -0,0 +1,32 @@
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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_COMPONENTS_JOLTCHARACTERCOMPONENT_HPP
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#define NAZARA_JOLTPHYSICS3D_COMPONENTS_JOLTCHARACTERCOMPONENT_HPP
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#include <NazaraUtils/Prerequisites.hpp>
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#include <Nazara/JoltPhysics3D/JoltCharacter.hpp>
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namespace Nz
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{
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class NAZARA_JOLTPHYSICS3D_API JoltCharacterComponent : public JoltCharacter
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{
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friend class JoltPhysics3DSystem;
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public:
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using JoltCharacter::JoltCharacter;
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JoltCharacterComponent(const JoltCharacterComponent&) = default;
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JoltCharacterComponent(JoltCharacterComponent&&) noexcept = default;
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~JoltCharacterComponent() = default;
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JoltCharacterComponent& operator=(const JoltCharacterComponent&) = default;
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JoltCharacterComponent& operator=(JoltCharacterComponent&&) noexcept = default;
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};
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}
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#include <Nazara/JoltPhysics3D/Components/JoltRigidBody3DComponent.inl>
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#endif // NAZARA_JOLTPHYSICS3D_COMPONENTS_JOLTCHARACTERCOMPONENT_HPP
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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/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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@ -9,8 +9,10 @@
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#include <NazaraUtils/Prerequisites.hpp>
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#include <Nazara/JoltPhysics3D/Config.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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#include <NazaraUtils/MovablePtr.hpp>
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#include <memory>
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namespace JPH
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@ -21,22 +23,24 @@ namespace JPH
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namespace Nz
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{
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class JoltCharacterImpl;
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class JoltCollider3D;
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class JoltPhysWorld3D;
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class NAZARA_JOLTPHYSICS3D_API JoltCharacter
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class NAZARA_JOLTPHYSICS3D_API JoltCharacter : public JoltPhysicsStepListener
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{
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friend JoltPhysWorld3D;
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public:
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JoltCharacter(JoltPhysWorld3D& physWorld, std::shared_ptr<JoltCollider3D> collider, const Vector3f& position, const Quaternionf& rotation = Quaternionf::Identity());
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JoltCharacter(JoltPhysWorld3D& physWorld, std::shared_ptr<JoltCollider3D> collider, const Vector3f& position = Vector3f::Zero(), const Quaternionf& rotation = Quaternionf::Identity());
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JoltCharacter(const JoltCharacter&) = delete;
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JoltCharacter(JoltCharacter&&) = delete;
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JoltCharacter(JoltCharacter&& character) noexcept;
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~JoltCharacter();
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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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Vector3f GetLinearVelocity() const;
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Quaternionf GetRotation() const;
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Vector3f GetPosition() const;
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@ -46,23 +50,45 @@ namespace Nz
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bool IsOnGround() const;
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void SetFriction(float friction);
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inline void SetImpl(std::shared_ptr<JoltCharacterImpl> characterImpl);
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void SetLinearVelocity(const Vector3f& linearVel);
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void SetRotation(const Quaternionf& rotation);
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void SetUp(const Vector3f& up);
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void TeleportTo(const Vector3f& position, const Quaternionf& rotation);
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void WakeUp();
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JoltCharacter& operator=(const JoltCharacter&) = delete;
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JoltCharacter& operator=(JoltCharacter&&) = delete;
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JoltCharacter& operator=(JoltCharacter&& character) noexcept;
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protected:
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virtual void PreSimulate(float elapsedTime);
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virtual void PostSimulate();
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void Destroy();
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private:
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void PostSimulate() override;
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void PreSimulate(float elapsedTime) override;
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std::shared_ptr<JoltCharacterImpl> m_impl;
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std::shared_ptr<JoltCollider3D> m_collider;
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std::unique_ptr<JPH::Character> m_character;
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JoltPhysWorld3D& m_physicsWorld;
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MovablePtr<JoltPhysWorld3D> m_world;
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UInt32 m_bodyIndex;
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};
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class NAZARA_JOLTPHYSICS3D_API JoltCharacterImpl
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{
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public:
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JoltCharacterImpl() = default;
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JoltCharacterImpl(const JoltCharacterImpl&) = delete;
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JoltCharacterImpl(JoltCharacterImpl&&) = delete;
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virtual ~JoltCharacterImpl();
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virtual void PostSimulate(JoltCharacter& character);
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virtual void PreSimulate(JoltCharacter& character, float elapsedTime);
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JoltCharacterImpl& operator=(const JoltCharacterImpl&) = delete;
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JoltCharacterImpl& operator=(JoltCharacterImpl&&) = delete;
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};
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}
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@ -10,6 +10,16 @@ namespace Nz
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{
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return EnableSleeping(false);
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}
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inline UInt32 JoltCharacter::GetBodyIndex() const
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{
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return m_bodyIndex;
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}
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inline void JoltCharacter::SetImpl(std::shared_ptr<JoltCharacterImpl> characterImpl)
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{
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m_impl = std::move(characterImpl);
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}
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}
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#include <Nazara/JoltPhysics3D/DebugOff.hpp>
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@ -28,6 +28,8 @@ namespace JPH
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namespace Nz
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{
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class JoltCharacter;
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class JoltCharacterImpl;
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class JoltPhysicsStepListener;
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class JoltRigidBody3D;
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class NAZARA_JOLTPHYSICS3D_API JoltPhysWorld3D
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@ -57,12 +59,16 @@ namespace Nz
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void RefreshBodies();
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inline void RegisterStepListener(JoltPhysicsStepListener* character);
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void SetGravity(const Vector3f& gravity);
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void SetMaxStepCount(std::size_t maxStepCount);
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void SetStepSize(Time stepSize);
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void Step(Time timestep);
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inline void UnregisterStepListener(JoltPhysicsStepListener* character);
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JoltPhysWorld3D& operator=(const JoltPhysWorld3D&) = delete;
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JoltPhysWorld3D& operator=(JoltPhysWorld3D&&) = delete;
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@ -83,21 +89,21 @@ namespace Nz
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struct JoltWorld;
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std::shared_ptr<JoltCharacterImpl> GetDefaultCharacterImpl();
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const JPH::Shape* GetNullShape() const;
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void OnPreStep(float deltatime);
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void RegisterBody(const JPH::BodyID& bodyID, bool activate, bool removeFromDeactivationList);
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inline void RegisterCharacter(JoltCharacter* character);
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void UnregisterBody(const JPH::BodyID& bodyID, bool destroy, bool removeFromRegisterList);
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inline void UnregisterCharacter(JoltCharacter* character);
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std::size_t m_maxStepCount;
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std::shared_ptr<JoltCharacterImpl> m_defaultCharacterImpl;
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std::unique_ptr<std::atomic_uint64_t[]> m_activeBodies;
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std::unique_ptr<std::uint64_t[]> m_registeredBodies;
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std::unique_ptr<JoltWorld> m_world;
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std::vector<JoltCharacter*> m_characters;
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std::vector<JoltPhysicsStepListener*> m_stepListeners;
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Vector3f m_gravity;
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Time m_stepSize;
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Time m_timestepAccumulator;
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@ -22,17 +22,17 @@ namespace Nz
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return m_registeredBodies[blockIndex] & (UInt64(1u) << localIndex);
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}
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inline void JoltPhysWorld3D::RegisterCharacter(JoltCharacter* character)
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inline void JoltPhysWorld3D::RegisterStepListener(JoltPhysicsStepListener* stepListener)
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{
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auto it = std::lower_bound(m_characters.begin(), m_characters.end(), character);
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m_characters.insert(it, character);
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auto it = std::lower_bound(m_stepListeners.begin(), m_stepListeners.end(), stepListener);
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m_stepListeners.insert(it, stepListener);
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}
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inline void JoltPhysWorld3D::UnregisterCharacter(JoltCharacter* character)
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inline void JoltPhysWorld3D::UnregisterStepListener(JoltPhysicsStepListener* stepListener)
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{
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auto it = std::lower_bound(m_characters.begin(), m_characters.end(), character);
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assert(*it == character);
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m_characters.erase(it);
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auto it = std::lower_bound(m_stepListeners.begin(), m_stepListeners.end(), stepListener);
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assert(*it == stepListener);
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m_stepListeners.erase(it);
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}
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}
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@ -0,0 +1,33 @@
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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_JOLTPHYSICSSTEPLISTENER_HPP
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#define NAZARA_JOLTPHYSICS3D_JOLTPHYSICSSTEPLISTENER_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 JoltPhysicsStepListener
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{
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public:
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JoltPhysicsStepListener() = default;
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JoltPhysicsStepListener(const JoltPhysicsStepListener&) = delete;
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JoltPhysicsStepListener(JoltPhysicsStepListener&&) = delete;
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virtual ~JoltPhysicsStepListener();
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virtual void PostSimulate();
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virtual void PreSimulate(float elapsedTime);
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JoltPhysicsStepListener& operator=(const JoltPhysicsStepListener&) = delete;
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JoltPhysicsStepListener& operator=(JoltPhysicsStepListener&&) = delete;
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};
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}
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#include <Nazara/JoltPhysics3D/JoltPhysicsStepListener.inl>
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#endif // NAZARA_JOLTPHYSICS3D_JOLTPHYSICSSTEPLISTENER_HPP
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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/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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@ -133,8 +133,8 @@ namespace Nz
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bool ShouldActivate() const;
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std::shared_ptr<JoltCollider3D> m_geom;
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JPH::Body* m_body;
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JoltPhysWorld3D* m_world;
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MovablePtr<JPH::Body> m_body;
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MovablePtr<JoltPhysWorld3D> m_world;
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UInt32 m_bodyIndex;
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bool m_isSimulationEnabled;
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bool m_isTrigger;
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#include <Nazara/Core/Clock.hpp>
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#include <Nazara/Core/Time.hpp>
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#include <Nazara/JoltPhysics3D/JoltPhysWorld3D.hpp>
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#include <Nazara/JoltPhysics3D/Components/JoltCharacterComponent.hpp>
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#include <Nazara/JoltPhysics3D/Components/JoltRigidBody3DComponent.hpp>
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#include <NazaraUtils/TypeList.hpp>
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#include <entt/entt.hpp>
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{
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public:
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static constexpr Int64 ExecutionOrder = 0;
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using Components = TypeList<JoltRigidBody3DComponent, class NodeComponent>;
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using Components = TypeList<JoltCharacterComponent, JoltRigidBody3DComponent, class NodeComponent>;
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struct RaycastHit;
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JoltPhysics3DSystem(JoltPhysics3DSystem&&) = delete;
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~JoltPhysics3DSystem();
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template<typename... Args> JoltCharacterComponent CreateCharacter(Args&&... args);
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template<typename... Args> JoltRigidBody3DComponent CreateRigidBody(Args&&... args);
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void Dump();
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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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void OnBodyConstruct(entt::registry& registry, entt::entity entity);
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void OnBodyDestruct(entt::registry& registry, entt::entity entity);
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std::size_t m_stepCount;
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std::vector<entt::entity> m_physicsEntities;
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entt::registry& m_registry;
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entt::observer m_physicsConstructObserver;
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entt::observer m_characterConstructObserver;
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entt::observer m_rigidBodyConstructObserver;
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entt::scoped_connection m_constructConnection;
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entt::scoped_connection m_destructConnection;
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JoltPhysWorld3D m_physWorld;
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namespace Nz
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{
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template<typename... Args>
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JoltCharacterComponent JoltPhysics3DSystem::CreateCharacter(Args&& ...args)
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{
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return JoltCharacterComponent(m_physWorld, std::forward<Args>(args)...);
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}
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template<typename... Args>
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JoltRigidBody3DComponent JoltPhysics3DSystem::CreateRigidBody(Args&&... args)
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{
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#include <Nazara/BulletPhysics3D/Systems/BulletPhysics3DSystem.hpp>
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#include <Nazara/Core/Components/DisabledComponent.hpp>
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#include <Nazara/Utility/Components/NodeComponent.hpp>
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#include <iostream>
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#include <Nazara/BulletPhysics3D/Debug.hpp>
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namespace Nz
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if (m_stepCount == 0)
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m_stepCount = 1;
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/*
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std::cout << "Physics time: " << (m_physicsTime / Time::Nanoseconds(m_stepCount)) << std::endl;
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std::cout << "Update time: " << (m_updateTime / Time::Nanoseconds(m_stepCount)) << std::endl;
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std::cout << "Active body count: " << m_activeObjectCount << std::endl;
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std::cout << "--" << std::endl;
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*/
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m_stepCount = 0;
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m_physicsTime = Time::Zero();
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m_updateTime = Time::Zero();
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{
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JoltCharacter::JoltCharacter(JoltPhysWorld3D& physWorld, std::shared_ptr<JoltCollider3D> collider, const Vector3f& position, const Quaternionf& rotation) :
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m_collider(std::move(collider)),
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m_physicsWorld(physWorld)
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m_world(&physWorld)
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{
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auto shapeResult = m_collider->GetShapeSettings()->Create();
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if (!shapeResult.IsValid())
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settings.mShape = shapeResult.Get();
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settings.mLayer = 1;
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m_character = std::make_unique<JPH::Character>(&settings, ToJolt(position), ToJolt(rotation), 0, m_physicsWorld.GetPhysicsSystem());
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m_character = std::make_unique<JPH::Character>(&settings, ToJolt(position), ToJolt(rotation), 0, m_world->GetPhysicsSystem());
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m_character->AddToPhysicsSystem();
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m_physicsWorld.RegisterCharacter(this);
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m_bodyIndex = m_character->GetBodyID().GetIndex();
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m_world->RegisterStepListener(this);
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}
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JoltCharacter::JoltCharacter(JoltCharacter&& character) noexcept :
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m_impl(std::move(character.m_impl)),
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m_collider(std::move(character.m_collider)),
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m_character(std::move(character.m_character)),
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m_world(std::move(character.m_world)),
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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_world)
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m_world->RegisterStepListener(this);
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}
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JoltCharacter::~JoltCharacter()
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{
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m_character->RemoveFromPhysicsSystem();
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|
||||
m_physicsWorld.UnregisterCharacter(this);
|
||||
Destroy();
|
||||
}
|
||||
|
||||
void JoltCharacter::EnableSleeping(bool enable)
|
||||
{
|
||||
const JPH::BodyLockInterfaceNoLock& bodyInterface = m_physicsWorld.GetPhysicsSystem()->GetBodyLockInterfaceNoLock();
|
||||
const JPH::BodyLockInterfaceNoLock& bodyInterface = m_world->GetPhysicsSystem()->GetBodyLockInterfaceNoLock();
|
||||
JPH::BodyLockWrite bodyLock(bodyInterface, m_character->GetBodyID());
|
||||
if (!bodyLock.Succeeded())
|
||||
return;
|
||||
|
|
@ -85,7 +98,7 @@ namespace Nz
|
|||
|
||||
void JoltCharacter::SetFriction(float friction)
|
||||
{
|
||||
JPH::BodyInterface& bodyInterface = m_physicsWorld.GetPhysicsSystem()->GetBodyInterfaceNoLock();
|
||||
JPH::BodyInterface& bodyInterface = m_world->GetPhysicsSystem()->GetBodyInterfaceNoLock();
|
||||
bodyInterface.SetFriction(m_character->GetBodyID(), friction);
|
||||
}
|
||||
|
||||
|
|
@ -104,17 +117,71 @@ namespace Nz
|
|||
m_character->SetUp(ToJolt(up));
|
||||
}
|
||||
|
||||
void JoltCharacter::TeleportTo(const Vector3f& position, const Quaternionf& rotation)
|
||||
{
|
||||
m_character->SetPositionAndRotation(ToJolt(position), ToJolt(rotation), JPH::EActivation::Activate, false);
|
||||
}
|
||||
|
||||
void JoltCharacter::WakeUp()
|
||||
{
|
||||
m_character->Activate(false);
|
||||
}
|
||||
|
||||
void JoltCharacter::PreSimulate(float /*elapsedTime*/)
|
||||
JoltCharacter& JoltCharacter::operator=(JoltCharacter&& character) noexcept
|
||||
{
|
||||
if (m_world)
|
||||
m_world->UnregisterStepListener(this);
|
||||
|
||||
m_impl = std::move(character.m_impl);
|
||||
m_collider = std::move(character.m_collider);
|
||||
m_character = std::move(character.m_character);
|
||||
m_bodyIndex = character.m_bodyIndex;
|
||||
m_world = std::move(character.m_world);
|
||||
|
||||
if (m_world)
|
||||
m_world->RegisterStepListener(this);
|
||||
|
||||
character.m_bodyIndex = std::numeric_limits<UInt32>::max();
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
void JoltCharacter::Destroy()
|
||||
{
|
||||
if (m_character)
|
||||
{
|
||||
m_character->RemoveFromPhysicsSystem();
|
||||
m_character = nullptr;
|
||||
}
|
||||
|
||||
if (m_world)
|
||||
{
|
||||
m_world->UnregisterStepListener(this);
|
||||
m_world = nullptr;
|
||||
}
|
||||
|
||||
m_collider.reset();
|
||||
}
|
||||
|
||||
void JoltCharacter::PostSimulate()
|
||||
{
|
||||
m_character->PostSimulation(0.05f);
|
||||
m_impl->PostSimulate(*this);
|
||||
}
|
||||
|
||||
void JoltCharacter::PreSimulate(float elapsedTime)
|
||||
{
|
||||
m_impl->PreSimulate(*this, elapsedTime);
|
||||
}
|
||||
|
||||
|
||||
JoltCharacterImpl::~JoltCharacterImpl() = default;
|
||||
|
||||
void JoltCharacterImpl::PostSimulate(JoltCharacter& /*character*/)
|
||||
{
|
||||
}
|
||||
|
||||
void JoltCharacterImpl::PreSimulate(JoltCharacter& /*character*/, float /*elapsedTime*/)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,9 +3,9 @@
|
|||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/JoltPhysics3D/JoltPhysWorld3D.hpp>
|
||||
#include <Nazara/JoltPhysics3D/JoltCharacter.hpp>
|
||||
#include <Nazara/JoltPhysics3D/JoltHelper.hpp>
|
||||
#include <Nazara/JoltPhysics3D/JoltPhysics3D.hpp>
|
||||
#include <Nazara/JoltPhysics3D/JoltPhysicsStepListener.hpp>
|
||||
#include <NazaraUtils/MemoryPool.hpp>
|
||||
#include <NazaraUtils/StackVector.hpp>
|
||||
#include <Jolt/Jolt.h>
|
||||
|
|
@ -469,8 +469,8 @@ namespace Nz
|
|||
{
|
||||
m_world->physicsSystem.Update(stepSize, 1, 1, &m_world->tempAllocator, &jobSystem);
|
||||
|
||||
for (JoltCharacter* character : m_characters)
|
||||
character->PostSimulate();
|
||||
for (JoltPhysicsStepListener* stepListener : m_stepListeners)
|
||||
stepListener->PostSimulate();
|
||||
|
||||
m_timestepAccumulator -= m_stepSize;
|
||||
stepCount++;
|
||||
|
|
@ -523,6 +523,14 @@ namespace Nz
|
|||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<JoltCharacterImpl> JoltPhysWorld3D::GetDefaultCharacterImpl()
|
||||
{
|
||||
if (!m_defaultCharacterImpl)
|
||||
m_defaultCharacterImpl = std::make_shared<JoltCharacterImpl>();
|
||||
|
||||
return m_defaultCharacterImpl;
|
||||
}
|
||||
|
||||
const JPH::Shape* JoltPhysWorld3D::GetNullShape() const
|
||||
{
|
||||
if (!m_world->nullShape)
|
||||
|
|
@ -536,7 +544,7 @@ namespace Nz
|
|||
|
||||
void JoltPhysWorld3D::OnPreStep(float deltatime)
|
||||
{
|
||||
for (JoltCharacter* character : m_characters)
|
||||
character->PreSimulate(deltatime);
|
||||
for (JoltPhysicsStepListener* stepListener : m_stepListeners)
|
||||
stepListener->PreSimulate(deltatime);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,19 @@
|
|||
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
||||
// This file is part of the "Nazara Engine - JoltPhysics3D module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/JoltPhysics3D/JoltPhysicsStepListener.hpp>
|
||||
#include <Nazara/JoltPhysics3D/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
JoltPhysicsStepListener::~JoltPhysicsStepListener() = default;
|
||||
|
||||
void JoltPhysicsStepListener::PostSimulate()
|
||||
{
|
||||
}
|
||||
|
||||
void JoltPhysicsStepListener::PreSimulate(float /*elapsedTime*/)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
|
@ -56,13 +56,12 @@ namespace Nz
|
|||
|
||||
JoltRigidBody3D::JoltRigidBody3D(JoltRigidBody3D&& body) noexcept :
|
||||
m_geom(std::move(body.m_geom)),
|
||||
m_body(body.m_body),
|
||||
m_world(body.m_world),
|
||||
m_body(std::move(body.m_body)),
|
||||
m_world(std::move(body.m_world)),
|
||||
m_bodyIndex(body.m_bodyIndex),
|
||||
m_isSimulationEnabled(body.m_isSimulationEnabled),
|
||||
m_isTrigger(body.m_isTrigger)
|
||||
{
|
||||
body.m_body = nullptr;
|
||||
body.m_bodyIndex = std::numeric_limits<UInt32>::max();
|
||||
|
||||
if (m_body)
|
||||
|
|
@ -343,14 +342,13 @@ namespace Nz
|
|||
{
|
||||
Destroy();
|
||||
|
||||
m_body = body.m_body;
|
||||
m_body = std::move(body.m_body);
|
||||
m_bodyIndex = body.m_bodyIndex;
|
||||
m_geom = std::move(body.m_geom);
|
||||
m_world = body.m_world;
|
||||
m_world = std::move(body.m_world);
|
||||
m_isSimulationEnabled = body.m_isSimulationEnabled;
|
||||
m_isTrigger = body.m_isTrigger;
|
||||
|
||||
body.m_body = nullptr;
|
||||
body.m_bodyIndex = std::numeric_limits<UInt32>::max();
|
||||
|
||||
if (m_body)
|
||||
|
|
@ -417,10 +415,11 @@ namespace Nz
|
|||
{
|
||||
creationSettings.SetShape(m_world->GetNullShape());
|
||||
creationSettings.mIsSensor = true; //< not the best solution but enough for now
|
||||
}
|
||||
|
||||
creationSettings.mPosition = ToJolt(settings.position);
|
||||
creationSettings.mRotation = ToJolt(settings.rotation);
|
||||
}
|
||||
}
|
||||
|
||||
bool JoltRigidBody3D::ShouldActivate() const
|
||||
{
|
||||
|
|
|
|||
|
|
@ -3,19 +3,20 @@
|
|||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/JoltPhysics3D/Systems/JoltPhysics3DSystem.hpp>
|
||||
#include <Nazara/Core/Log.hpp>
|
||||
#include <Nazara/Core/Components/DisabledComponent.hpp>
|
||||
#include <Nazara/Utility/Components/NodeComponent.hpp>
|
||||
#include <iostream>
|
||||
#include <Nazara/JoltPhysics3D/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
JoltPhysics3DSystem::JoltPhysics3DSystem(entt::registry& registry) :
|
||||
m_registry(registry),
|
||||
m_physicsConstructObserver(m_registry, entt::collector.group<JoltRigidBody3DComponent, NodeComponent>())
|
||||
m_characterConstructObserver(m_registry, entt::collector.group<JoltCharacterComponent, NodeComponent>(entt::exclude<DisabledComponent, JoltRigidBody3DComponent>)),
|
||||
m_rigidBodyConstructObserver(m_registry, entt::collector.group<JoltRigidBody3DComponent, NodeComponent>(entt::exclude<DisabledComponent, JoltCharacterComponent>))
|
||||
{
|
||||
m_constructConnection = registry.on_construct<JoltRigidBody3DComponent>().connect<&JoltPhysics3DSystem::OnConstruct>(this);
|
||||
m_destructConnection = registry.on_destroy<JoltRigidBody3DComponent>().connect<&JoltPhysics3DSystem::OnDestruct>(this);
|
||||
m_constructConnection = registry.on_construct<JoltRigidBody3DComponent>().connect<&JoltPhysics3DSystem::OnBodyConstruct>(this);
|
||||
m_destructConnection = registry.on_destroy<JoltRigidBody3DComponent>().connect<&JoltPhysics3DSystem::OnBodyDestruct>(this);
|
||||
|
||||
m_stepCount = 0;
|
||||
m_physicsTime = Time::Zero();
|
||||
|
|
@ -24,9 +25,14 @@ namespace Nz
|
|||
|
||||
JoltPhysics3DSystem::~JoltPhysics3DSystem()
|
||||
{
|
||||
m_physicsConstructObserver.disconnect();
|
||||
m_characterConstructObserver.disconnect();
|
||||
m_rigidBodyConstructObserver.disconnect();
|
||||
|
||||
// Ensure every RigidBody3D is destroyed before world is
|
||||
auto characterView = m_registry.view<JoltCharacterComponent>();
|
||||
for (auto [entity, characterComponent] : characterView.each())
|
||||
characterComponent.Destroy();
|
||||
|
||||
auto rigidBodyView = m_registry.view<JoltRigidBody3DComponent>();
|
||||
for (auto [entity, rigidBodyComponent] : rigidBodyView.each())
|
||||
rigidBodyComponent.Destroy(true);
|
||||
|
|
@ -37,10 +43,12 @@ namespace Nz
|
|||
if (m_stepCount == 0)
|
||||
m_stepCount = 1;
|
||||
|
||||
std::cout << "Physics time: " << (m_physicsTime / Time::Nanoseconds(m_stepCount)) << std::endl;
|
||||
std::cout << "Replication time: " << (m_updateTime / Time::Nanoseconds(m_stepCount)) << std::endl;
|
||||
std::cout << "Active entity count: " << m_physWorld.GetActiveBodyCount() << std::endl;
|
||||
std::cout << "--" << std::endl;
|
||||
/*
|
||||
NazaraDebug("Physics time: " << (m_physicsTime / Time::Nanoseconds(m_stepCount)));
|
||||
NazaraDebug("Replication time: " << (m_updateTime / Time::Nanoseconds(m_stepCount)));
|
||||
NazaraDebug("Active entity count: " << m_physWorld.GetActiveBodyCount()));
|
||||
NazaraDebug("--");
|
||||
*/
|
||||
|
||||
m_stepCount = 0;
|
||||
m_physicsTime = Time::Zero();
|
||||
|
|
@ -86,14 +94,23 @@ namespace Nz
|
|||
void JoltPhysics3DSystem::Update(Time elapsedTime)
|
||||
{
|
||||
// Move newly-created physics entities to their node position/rotation
|
||||
m_physicsConstructObserver.each([&](entt::entity entity)
|
||||
m_characterConstructObserver.each([this](entt::entity entity)
|
||||
{
|
||||
JoltRigidBody3DComponent& entityPhysics = m_registry.get<JoltRigidBody3DComponent>(entity);
|
||||
JoltCharacterComponent& entityCharacter = m_registry.get<JoltCharacterComponent>(entity);
|
||||
NodeComponent& entityNode = m_registry.get<NodeComponent>(entity);
|
||||
|
||||
entityPhysics.TeleportTo(entityNode.GetPosition(), entityNode.GetRotation());
|
||||
entityCharacter.TeleportTo(entityNode.GetPosition(), entityNode.GetRotation());
|
||||
});
|
||||
|
||||
m_rigidBodyConstructObserver.each([this](entt::entity entity)
|
||||
{
|
||||
JoltRigidBody3DComponent& entityBody = m_registry.get<JoltRigidBody3DComponent>(entity);
|
||||
NodeComponent& entityNode = m_registry.get<NodeComponent>(entity);
|
||||
|
||||
entityBody.TeleportTo(entityNode.GetPosition(), entityNode.GetRotation());
|
||||
});
|
||||
|
||||
|
||||
Time t1 = GetElapsedNanoseconds();
|
||||
|
||||
// Update the physics world
|
||||
|
|
@ -102,9 +119,26 @@ namespace Nz
|
|||
|
||||
Time t2 = GetElapsedNanoseconds();
|
||||
|
||||
// Replicate active rigid body position to their node components
|
||||
auto view = m_registry.view<NodeComponent, const JoltRigidBody3DComponent>(entt::exclude<DisabledComponent>);
|
||||
// Replicate characters to their NodeComponent
|
||||
{
|
||||
auto view = m_registry.view<NodeComponent, const JoltCharacterComponent>(entt::exclude<DisabledComponent>);
|
||||
for (auto entity : view)
|
||||
{
|
||||
auto& characterComponent = view.get<const JoltCharacterComponent>(entity);
|
||||
if (!m_physWorld.IsBodyActive(characterComponent.GetBodyIndex()))
|
||||
continue;
|
||||
|
||||
auto& nodeComponent = view.get<NodeComponent>(entity);
|
||||
|
||||
auto [position, rotation] = characterComponent.GetPositionAndRotation();
|
||||
nodeComponent.SetTransform(position, rotation);
|
||||
}
|
||||
}
|
||||
|
||||
// Replicate active rigid body position to their node components
|
||||
{
|
||||
auto view = m_registry.view<NodeComponent, const JoltRigidBody3DComponent>(entt::exclude<DisabledComponent>);
|
||||
for (auto entity : m_registry.view<NodeComponent, const JoltRigidBody3DComponent>(entt::exclude<DisabledComponent>))
|
||||
{
|
||||
auto& rigidBodyComponent = view.get<const JoltRigidBody3DComponent>(entity);
|
||||
if (!m_physWorld.IsBodyActive(rigidBodyComponent.GetBodyIndex()))
|
||||
|
|
@ -115,6 +149,7 @@ namespace Nz
|
|||
auto [position, rotation] = rigidBodyComponent.GetPositionAndRotation();
|
||||
nodeComponent.SetTransform(position, rotation);
|
||||
}
|
||||
}
|
||||
|
||||
Time t3 = GetElapsedNanoseconds();
|
||||
|
||||
|
|
@ -122,7 +157,7 @@ namespace Nz
|
|||
m_updateTime += (t3 - t2);
|
||||
}
|
||||
|
||||
void JoltPhysics3DSystem::OnConstruct(entt::registry& registry, entt::entity entity)
|
||||
void JoltPhysics3DSystem::OnBodyConstruct(entt::registry& registry, entt::entity entity)
|
||||
{
|
||||
// Register rigid body owning entity
|
||||
JoltRigidBody3DComponent& rigidBody = registry.get<JoltRigidBody3DComponent>(entity);
|
||||
|
|
@ -133,7 +168,7 @@ namespace Nz
|
|||
m_physicsEntities[uniqueIndex] = entity;
|
||||
}
|
||||
|
||||
void JoltPhysics3DSystem::OnDestruct(entt::registry& registry, entt::entity entity)
|
||||
void JoltPhysics3DSystem::OnBodyDestruct(entt::registry& registry, entt::entity entity)
|
||||
{
|
||||
// Unregister owning entity
|
||||
JoltRigidBody3DComponent& rigidBody = registry.get<JoltRigidBody3DComponent>(entity);
|
||||
|
|
|
|||
Loading…
Reference in New Issue