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

View File

@@ -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;
}

View File

@@ -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);
}

View File

@@ -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>();
}
/*!