Merge remote-tracking branch 'refs/remotes/origin/master' into culling

This commit is contained in:
Lynix
2016-10-19 11:17:12 +02:00
151 changed files with 3726 additions and 1373 deletions

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@@ -2,18 +2,18 @@
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
#include <NDK/Components/CollisionComponent.hpp>
#include <Nazara/Physics/PhysObject.hpp>
#include <NDK/Components/CollisionComponent3D.hpp>
#include <Nazara/Physics3D/RigidBody3D.hpp>
#include <NDK/Algorithm.hpp>
#include <NDK/World.hpp>
#include <NDK/Components/PhysicsComponent.hpp>
#include <NDK/Systems/PhysicsSystem.hpp>
#include <NDK/Components/PhysicsComponent3D.hpp>
#include <NDK/Systems/PhysicsSystem3D.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::CollisionComponent
* \class Ndk::CollisionComponent3D
* \brief NDK class that represents the component for collision (meant for static objects)
*/
@@ -25,14 +25,14 @@ namespace Ndk
* \remark Produces a NazaraAssert if the entity has no physics component and has no static body
*/
void CollisionComponent::SetGeom(Nz::PhysGeomRef geom)
void CollisionComponent3D::SetGeom(Nz::Collider3DRef geom)
{
m_geom = std::move(geom);
if (m_entity->HasComponent<PhysicsComponent>())
if (m_entity->HasComponent<PhysicsComponent3D>())
{
// We update the geometry of the PhysiscsObject linked to the PhysicsComponent
PhysicsComponent& physComponent = m_entity->GetComponent<PhysicsComponent>();
// We update the geometry of the PhysiscsObject linked to the PhysicsComponent3D
PhysicsComponent3D& physComponent = m_entity->GetComponent<PhysicsComponent3D>();
physComponent.GetPhysObject().SetGeom(m_geom);
}
else
@@ -49,16 +49,16 @@ namespace Ndk
* \remark Produces a NazaraAssert if entity is not linked to a world, or the world has no physics system
*/
void CollisionComponent::InitializeStaticBody()
void CollisionComponent3D::InitializeStaticBody()
{
NazaraAssert(m_entity, "Invalid entity");
World* entityWorld = m_entity->GetWorld();
NazaraAssert(entityWorld, "Entity must have world");
NazaraAssert(entityWorld->HasSystem<PhysicsSystem>(), "World must have a physics system");
Nz::PhysWorld& physWorld = entityWorld->GetSystem<PhysicsSystem>().GetWorld();
NazaraAssert(entityWorld->HasSystem<PhysicsSystem3D>(), "World must have a physics system");
Nz::PhysWorld3D& physWorld = entityWorld->GetSystem<PhysicsSystem3D>().GetWorld();
m_staticBody.reset(new Nz::PhysObject(&physWorld, m_geom));
m_staticBody.reset(new Nz::RigidBody3D(&physWorld, m_geom));
m_staticBody->EnableAutoSleep(false);
}
@@ -66,9 +66,9 @@ namespace Ndk
* \brief Operation to perform when component is attached to an entity
*/
void CollisionComponent::OnAttached()
void CollisionComponent3D::OnAttached()
{
if (!m_entity->HasComponent<PhysicsComponent>())
if (!m_entity->HasComponent<PhysicsComponent3D>())
InitializeStaticBody();
}
@@ -78,9 +78,9 @@ namespace Ndk
* \param component Component being attached
*/
void CollisionComponent::OnComponentAttached(BaseComponent& component)
void CollisionComponent3D::OnComponentAttached(BaseComponent& component)
{
if (IsComponent<PhysicsComponent>(component))
if (IsComponent<PhysicsComponent3D>(component))
m_staticBody.reset();
}
@@ -90,9 +90,9 @@ namespace Ndk
* \param component Component being detached
*/
void CollisionComponent::OnComponentDetached(BaseComponent& component)
void CollisionComponent3D::OnComponentDetached(BaseComponent& component)
{
if (IsComponent<PhysicsComponent>(component))
if (IsComponent<PhysicsComponent3D>(component))
InitializeStaticBody();
}
@@ -100,10 +100,10 @@ namespace Ndk
* \brief Operation to perform when component is detached from an entity
*/
void CollisionComponent::OnDetached()
void CollisionComponent3D::OnDetached()
{
m_staticBody.reset();
}
ComponentIndex CollisionComponent::componentIndex;
ComponentIndex CollisionComponent3D::componentIndex;
}

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@@ -2,19 +2,19 @@
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
#include <NDK/Components/PhysicsComponent.hpp>
#include <Nazara/Physics/PhysObject.hpp>
#include <NDK/Components/PhysicsComponent3D.hpp>
#include <Nazara/Physics3D/RigidBody3D.hpp>
#include <NDK/Algorithm.hpp>
#include <NDK/World.hpp>
#include <NDK/Components/CollisionComponent.hpp>
#include <NDK/Components/CollisionComponent3D.hpp>
#include <NDK/Components/NodeComponent.hpp>
#include <NDK/Systems/PhysicsSystem.hpp>
#include <NDK/Systems/PhysicsSystem3D.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::PhysicsComponent
* \class Ndk::PhysicsComponent3D
* \brief NDK class that represents the component for physics (meant for dynamic objects)
*/
@@ -24,16 +24,16 @@ namespace Ndk
* \remark Produces a NazaraAssert if the world does not have a physics system
*/
void PhysicsComponent::OnAttached()
void PhysicsComponent3D::OnAttached()
{
World* entityWorld = m_entity->GetWorld();
NazaraAssert(entityWorld->HasSystem<PhysicsSystem>(), "World must have a physics system");
NazaraAssert(entityWorld->HasSystem<PhysicsSystem3D>(), "World must have a physics system");
Nz::PhysWorld& world = entityWorld->GetSystem<PhysicsSystem>().GetWorld();
Nz::PhysWorld3D& world = entityWorld->GetSystem<PhysicsSystem3D>().GetWorld();
Nz::PhysGeomRef geom;
if (m_entity->HasComponent<CollisionComponent>())
geom = m_entity->GetComponent<CollisionComponent>().GetGeom();
Nz::Collider3DRef geom;
if (m_entity->HasComponent<CollisionComponent3D>())
geom = m_entity->GetComponent<CollisionComponent3D>().GetGeom();
Nz::Matrix4f matrix;
if (m_entity->HasComponent<NodeComponent>())
@@ -41,7 +41,7 @@ namespace Ndk
else
matrix.MakeIdentity();
m_object.reset(new Nz::PhysObject(&world, geom, matrix));
m_object.reset(new Nz::RigidBody3D(&world, geom, matrix));
m_object->SetMass(1.f);
}
@@ -53,12 +53,12 @@ namespace Ndk
* \remark Produces a NazaraAssert if physical object is invalid
*/
void PhysicsComponent::OnComponentAttached(BaseComponent& component)
void PhysicsComponent3D::OnComponentAttached(BaseComponent& component)
{
if (IsComponent<CollisionComponent>(component))
if (IsComponent<CollisionComponent3D>(component))
{
NazaraAssert(m_object, "Invalid object");
m_object->SetGeom(static_cast<CollisionComponent&>(component).GetGeom());
m_object->SetGeom(static_cast<CollisionComponent3D&>(component).GetGeom());
}
}
@@ -70,12 +70,12 @@ namespace Ndk
* \remark Produces a NazaraAssert if physical object is invalid
*/
void PhysicsComponent::OnComponentDetached(BaseComponent& component)
void PhysicsComponent3D::OnComponentDetached(BaseComponent& component)
{
if (IsComponent<CollisionComponent>(component))
if (IsComponent<CollisionComponent3D>(component))
{
NazaraAssert(m_object, "Invalid object");
m_object->SetGeom(Nz::NullGeom::New());
m_object->SetGeom(Nz::NullCollider3D::New());
}
}
@@ -83,10 +83,10 @@ namespace Ndk
* \brief Operation to perform when component is detached from an entity
*/
void PhysicsComponent::OnDetached()
void PhysicsComponent3D::OnDetached()
{
m_object.reset();
}
ComponentIndex PhysicsComponent::componentIndex;
ComponentIndex PhysicsComponent3D::componentIndex;
}

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@@ -13,7 +13,7 @@ namespace Ndk
void LuaBinding::BindCore()
{
/*********************************** Nz::Clock **********************************/
clockClass.SetConstructor([](Nz::LuaInstance& lua, Nz::Clock* clock, std::size_t argumentCount)
clockClass.SetConstructor([](Nz::LuaInstance& lua, Nz::Clock* clock, std::size_t /*argumentCount*/)
{
int argIndex = 1;
Nz::Int64 startingValue = lua.Check<Nz::Int64>(&argIndex, 0);

View File

@@ -20,10 +20,8 @@ namespace Ndk
return reinterpret_cast<Nz::InstancedRenderableRef*>(model); //TODO: Make a ObjectRefCast
});
modelClass.SetConstructor([] (Nz::LuaInstance& lua, Nz::ModelRef* model, std::size_t argumentCount)
modelClass.SetConstructor([] (Nz::LuaInstance& /*lua*/, Nz::ModelRef* model, std::size_t /*argumentCount*/)
{
NazaraUnused(argumentCount);
Nz::PlacementNew(model, Nz::Model::New());
return true;
});

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@@ -93,10 +93,8 @@ namespace Ndk
});
/*********************************** Nz::Font **********************************/
fontClass.SetConstructor([] (Nz::LuaInstance& lua, Nz::FontRef* font, std::size_t argumentCount)
fontClass.SetConstructor([] (Nz::LuaInstance& /*lua*/, Nz::FontRef* font, std::size_t /*argumentCount*/)
{
NazaraUnused(argumentCount);
Nz::PlacementNew(font, Nz::Font::New());
return true;
});

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@@ -9,15 +9,15 @@
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Lua/Lua.hpp>
#include <Nazara/Noise/Noise.hpp>
#include <Nazara/Physics/Physics.hpp>
#include <Nazara/Physics3D/Physics3D.hpp>
#include <Nazara/Utility/Utility.hpp>
#include <NDK/Algorithm.hpp>
#include <NDK/BaseSystem.hpp>
#include <NDK/Components/CollisionComponent.hpp>
#include <NDK/Components/CollisionComponent3D.hpp>
#include <NDK/Components/NodeComponent.hpp>
#include <NDK/Components/PhysicsComponent.hpp>
#include <NDK/Components/PhysicsComponent3D.hpp>
#include <NDK/Components/VelocityComponent.hpp>
#include <NDK/Systems/PhysicsSystem.hpp>
#include <NDK/Systems/PhysicsSystem3D.hpp>
#include <NDK/Systems/VelocitySystem.hpp>
#ifndef NDK_SERVER
@@ -68,7 +68,7 @@ namespace Ndk
Nz::Lua::Initialize();
Nz::Noise::Initialize();
Nz::Physics::Initialize();
Nz::Physics3D::Initialize();
Nz::Utility::Initialize();
#ifndef NDK_SERVER
@@ -83,9 +83,9 @@ namespace Ndk
BaseComponent::Initialize();
// Shared components
InitializeComponent<CollisionComponent>("NdkColli");
InitializeComponent<CollisionComponent3D>("NdkColli");
InitializeComponent<NodeComponent>("NdkNode");
InitializeComponent<PhysicsComponent>("NdkPhys");
InitializeComponent<PhysicsComponent3D>("NdkPhys");
InitializeComponent<VelocityComponent>("NdkVeloc");
#ifndef NDK_SERVER
@@ -103,7 +103,7 @@ namespace Ndk
BaseSystem::Initialize();
// Shared systems
InitializeSystem<PhysicsSystem>();
InitializeSystem<PhysicsSystem3D>();
InitializeSystem<VelocitySystem>();
#ifndef NDK_SERVER
@@ -161,7 +161,7 @@ namespace Ndk
// Shared modules
Nz::Lua::Uninitialize();
Nz::Noise::Uninitialize();
Nz::Physics::Uninitialize();
Nz::Physics3D::Uninitialize();
Nz::Utility::Uninitialize();
NazaraNotice("Uninitialized: SDK");

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@@ -2,11 +2,11 @@
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
#include <NDK/Systems/PhysicsSystem.hpp>
#include <Nazara/Physics/PhysObject.hpp>
#include <NDK/Components/CollisionComponent.hpp>
#include <NDK/Systems/PhysicsSystem3D.hpp>
#include <Nazara/Physics3D/RigidBody3D.hpp>
#include <NDK/Components/CollisionComponent3D.hpp>
#include <NDK/Components/NodeComponent.hpp>
#include <NDK/Components/PhysicsComponent.hpp>
#include <NDK/Components/PhysicsComponent3D.hpp>
namespace Ndk
{
@@ -15,7 +15,7 @@ namespace Ndk
* \class Ndk::PhysicsSystem
* \brief NDK class that represents the physics system
*
* \remark This system is enabled if the entity has the trait: NodeComponent and any of these two: CollisionComponent or PhysicsComponent
* \remark This system is enabled if the entity has the trait: NodeComponent and any of these two: CollisionComponent3D or PhysicsComponent3D
* \remark Static objects do not have a velocity specified by the physical engine
*/
@@ -23,10 +23,10 @@ namespace Ndk
* \brief Constructs an PhysicsSystem object by default
*/
PhysicsSystem::PhysicsSystem()
PhysicsSystem3D::PhysicsSystem3D()
{
Requires<NodeComponent>();
RequiresAny<CollisionComponent, PhysicsComponent>();
RequiresAny<CollisionComponent3D, PhysicsComponent3D>();
}
/*!
@@ -35,12 +35,19 @@ namespace Ndk
* \param system PhysicsSystem to copy
*/
PhysicsSystem::PhysicsSystem(const PhysicsSystem& system) :
PhysicsSystem3D::PhysicsSystem3D(const PhysicsSystem3D& system) :
System(system),
m_world()
{
}
void PhysicsSystem3D::CreatePhysWorld() const
{
NazaraAssert(!m_world, "Physics world should not be created twice");
m_world = std::make_unique<Nz::PhysWorld3D>();
}
/*!
* \brief Operation to perform when entity is validated for the system
*
@@ -48,18 +55,21 @@ namespace Ndk
* \param justAdded Is the entity newly added
*/
void PhysicsSystem::OnEntityValidation(Entity* entity, bool justAdded)
void PhysicsSystem3D::OnEntityValidation(Entity* entity, bool justAdded)
{
// If entity has not been just added to the system, it is possible that it does not own to the right array
// It's possible our entity got revalidated because of the addition/removal of a PhysicsComponent3D
if (!justAdded)
{
// We take the inverted array from which the entity should belong to
auto& entities = (entity->HasComponent<PhysicsComponent>()) ? m_staticObjects : m_dynamicObjects;
// We take the opposite array from which the entity should belong to
auto& entities = (entity->HasComponent<PhysicsComponent3D>()) ? m_staticObjects : m_dynamicObjects;
entities.Remove(entity);
}
auto& entities = (entity->HasComponent<PhysicsComponent>()) ? m_dynamicObjects : m_staticObjects;
auto& entities = (entity->HasComponent<PhysicsComponent3D>()) ? m_dynamicObjects : m_staticObjects;
entities.Insert(entity);
if (!m_world)
CreatePhysWorld();
}
/*!
@@ -68,16 +78,19 @@ namespace Ndk
* \param elapsedTime Delta time used for the update
*/
void PhysicsSystem::OnUpdate(float elapsedTime)
void PhysicsSystem3D::OnUpdate(float elapsedTime)
{
m_world.Step(elapsedTime);
if (!m_world)
return;
m_world->Step(elapsedTime);
for (const Ndk::EntityHandle& entity : m_dynamicObjects)
{
NodeComponent& node = entity->GetComponent<NodeComponent>();
PhysicsComponent& phys = entity->GetComponent<PhysicsComponent>();
PhysicsComponent3D& phys = entity->GetComponent<PhysicsComponent3D>();
Nz::PhysObject& physObj = phys.GetPhysObject();
Nz::RigidBody3D& physObj = phys.GetPhysObject();
node.SetRotation(physObj.GetRotation(), Nz::CoordSys_Global);
node.SetPosition(physObj.GetPosition(), Nz::CoordSys_Global);
}
@@ -85,10 +98,10 @@ namespace Ndk
float invElapsedTime = 1.f / elapsedTime;
for (const Ndk::EntityHandle& entity : m_staticObjects)
{
CollisionComponent& collision = entity->GetComponent<CollisionComponent>();
CollisionComponent3D& collision = entity->GetComponent<CollisionComponent3D>();
NodeComponent& node = entity->GetComponent<NodeComponent>();
Nz::PhysObject* physObj = collision.GetStaticBody();
Nz::RigidBody3D* physObj = collision.GetStaticBody();
Nz::Quaternionf oldRotation = physObj->GetRotation();
Nz::Vector3f oldPosition = physObj->GetPosition();
@@ -121,5 +134,5 @@ namespace Ndk
}
}
SystemIndex PhysicsSystem::systemIndex;
SystemIndex PhysicsSystem3D::systemIndex;
}

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@@ -234,7 +234,7 @@ namespace Ndk
* \param viewer Viewer of the scene
*/
void RenderSystem::UpdateDirectionalShadowMaps(const Nz::AbstractViewer& viewer)
void RenderSystem::UpdateDirectionalShadowMaps(const Nz::AbstractViewer& /*viewer*/)
{
if (!m_shadowRT.IsValid())
m_shadowRT.Create();
@@ -265,7 +265,6 @@ namespace Ndk
for (const Ndk::EntityHandle& drawable : m_drawables)
{
GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
NodeComponent& drawableNode = drawable->GetComponent<NodeComponent>();
graphicsComponent.AddToRenderQueue(renderQueue);
}
@@ -338,7 +337,6 @@ namespace Ndk
for (const Ndk::EntityHandle& drawable : m_drawables)
{
GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
NodeComponent& drawableNode = drawable->GetComponent<NodeComponent>();
graphicsComponent.AddToRenderQueue(renderQueue);
}
@@ -366,7 +364,6 @@ namespace Ndk
for (const Ndk::EntityHandle& drawable : m_drawables)
{
GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
NodeComponent& drawableNode = drawable->GetComponent<NodeComponent>();
graphicsComponent.AddToRenderQueue(renderQueue);
}

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@@ -4,7 +4,7 @@
#include <NDK/Systems/VelocitySystem.hpp>
#include <NDK/Components/NodeComponent.hpp>
#include <NDK/Components/PhysicsComponent.hpp>
#include <NDK/Components/PhysicsComponent3D.hpp>
#include <NDK/Components/VelocityComponent.hpp>
namespace Ndk
@@ -15,7 +15,7 @@ namespace Ndk
* \brief NDK class that represents the velocity system
*
* \remark This system is enabled if the entity owns the trait: NodeComponent and VelocityComponent
* but it's disabled with the trait: PhysicsComponent
* but it's disabled with the trait: PhysicsComponent3D
*/
/*!
@@ -25,7 +25,7 @@ namespace Ndk
VelocitySystem::VelocitySystem()
{
Requires<NodeComponent, VelocityComponent>();
Excludes<PhysicsComponent>();
Excludes<PhysicsComponent3D>();
}
/*!

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@@ -5,7 +5,7 @@
#include <NDK/World.hpp>
#include <Nazara/Core/Error.hpp>
#include <NDK/BaseComponent.hpp>
#include <NDK/Systems/PhysicsSystem.hpp>
#include <NDK/Systems/PhysicsSystem3D.hpp>
#include <NDK/Systems/VelocitySystem.hpp>
#ifndef NDK_SERVER
@@ -40,7 +40,7 @@ namespace Ndk
void World::AddDefaultSystems()
{
AddSystem<PhysicsSystem>();
AddSystem<PhysicsSystem3D>();
AddSystem<VelocitySystem>();
#ifndef NDK_SERVER