SDK: Add components and system for 2D physics
This commit is contained in:
108
SDK/src/NDK/Components/CollisionComponent2D.cpp
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108
SDK/src/NDK/Components/CollisionComponent2D.cpp
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Development Kit"
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#include <NDK/Components/CollisionComponent2D.hpp>
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#include <Nazara/Physics2D/RigidBody2D.hpp>
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#include <NDK/Algorithm.hpp>
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#include <NDK/World.hpp>
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#include <NDK/Components/PhysicsComponent2D.hpp>
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#include <NDK/Systems/PhysicsSystem2D.hpp>
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namespace Ndk
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{
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/*!
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* \ingroup NDK
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* \class Ndk::CollisionComponent2D
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* \brief NDK class that represents a two-dimensional collision geometry
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*/
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/*!
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* \brief Sets geometry for the entity
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*
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* \param geom Geometry used for collisions
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*
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* \remark Produces a NazaraAssert if the entity has no physics component and has no static body
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*/
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void CollisionComponent2D::SetGeom(Nz::Collider2DRef geom)
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{
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m_geom = std::move(geom);
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if (m_entity->HasComponent<PhysicsComponent2D>())
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{
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// We update the geometry of the PhysiscsObject linked to the PhysicsComponent2D
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PhysicsComponent2D& physComponent = m_entity->GetComponent<PhysicsComponent2D>();
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physComponent.GetRigidBody().SetGeom(m_geom);
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}
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else
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{
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NazaraAssert(m_staticBody, "An entity without physics component should have a static body");
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m_staticBody->SetGeom(m_geom);
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}
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}
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/*!
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* \brief Initializes the static body
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*
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* \remark Produces a NazaraAssert if entity is invalid
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* \remark Produces a NazaraAssert if entity is not linked to a world, or the world has no physics system
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*/
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void CollisionComponent2D::InitializeStaticBody()
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{
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NazaraAssert(m_entity, "Invalid entity");
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World* entityWorld = m_entity->GetWorld();
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NazaraAssert(entityWorld, "Entity must have world");
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NazaraAssert(entityWorld->HasSystem<PhysicsSystem2D>(), "World must have a physics system");
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Nz::PhysWorld2D& physWorld = entityWorld->GetSystem<PhysicsSystem2D>().GetWorld();
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m_staticBody.reset(new Nz::RigidBody2D(&physWorld, m_geom));
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}
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/*!
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* \brief Operation to perform when component is attached to an entity
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*/
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void CollisionComponent2D::OnAttached()
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{
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if (!m_entity->HasComponent<PhysicsComponent2D>())
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InitializeStaticBody();
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}
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/*!
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* \brief Operation to perform when component is attached to this component
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*
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* \param component Component being attached
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*/
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void CollisionComponent2D::OnComponentAttached(BaseComponent& component)
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{
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if (IsComponent<PhysicsComponent2D>(component))
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m_staticBody.reset();
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}
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/*!
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* \brief Operation to perform when component is detached from this component
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*
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* \param component Component being detached
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*/
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void CollisionComponent2D::OnComponentDetached(BaseComponent& component)
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{
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if (IsComponent<PhysicsComponent2D>(component))
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InitializeStaticBody();
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}
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/*!
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* \brief Operation to perform when component is detached from an entity
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*/
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void CollisionComponent2D::OnDetached()
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{
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m_staticBody.reset();
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}
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ComponentIndex CollisionComponent2D::componentIndex;
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}
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@@ -33,7 +33,7 @@ namespace Ndk
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{
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// We update the geometry of the PhysiscsObject linked to the PhysicsComponent3D
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PhysicsComponent3D& physComponent = m_entity->GetComponent<PhysicsComponent3D>();
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physComponent.GetPhysObject().SetGeom(m_geom);
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physComponent.GetRigidBody().SetGeom(m_geom);
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}
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else
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{
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92
SDK/src/NDK/Components/PhysicsComponent2D.cpp
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92
SDK/src/NDK/Components/PhysicsComponent2D.cpp
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@@ -0,0 +1,92 @@
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Development Kit"
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#include <NDK/Components/PhysicsComponent2D.hpp>
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#include <Nazara/Physics2D/RigidBody2D.hpp>
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#include <NDK/Algorithm.hpp>
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#include <NDK/World.hpp>
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#include <NDK/Components/CollisionComponent2D.hpp>
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#include <NDK/Components/NodeComponent.hpp>
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#include <NDK/Systems/PhysicsSystem3D.hpp>
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namespace Ndk
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{
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/*!
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* \ingroup NDK
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* \class Ndk::PhysicsComponent2D
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* \brief NDK class that represents a physics point, without any collision
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*/
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/*!
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* \brief Operation to perform when component is attached to an entity
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*
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* \remark Produces a NazaraAssert if the world does not have a physics system
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*/
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void PhysicsComponent2D::OnAttached()
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{
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World* entityWorld = m_entity->GetWorld();
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NazaraAssert(entityWorld->HasSystem<PhysicsSystem2D>(), "World must have a 2D physics system");
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Nz::PhysWorld2D& world = entityWorld->GetSystem<PhysicsSystem2D>().GetWorld();
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Nz::Collider2DRef geom;
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if (m_entity->HasComponent<CollisionComponent2D>())
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geom = m_entity->GetComponent<CollisionComponent2D>().GetGeom();
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Nz::Matrix4f matrix;
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if (m_entity->HasComponent<NodeComponent>())
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matrix = m_entity->GetComponent<NodeComponent>().GetTransformMatrix();
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else
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matrix.MakeIdentity();
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m_object.reset(new Nz::RigidBody2D(&world, 1.f, geom));
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m_object->SetPosition(Nz::Vector2f(matrix.GetTranslation()));
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}
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/*!
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* \brief Operation to perform when component is attached to this component
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*
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* \param component Component being attached
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*
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* \remark Produces a NazaraAssert if physical object is invalid
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*/
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void PhysicsComponent2D::OnComponentAttached(BaseComponent& component)
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{
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if (IsComponent<CollisionComponent2D>(component))
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{
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NazaraAssert(m_object, "Invalid object");
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m_object->SetGeom(static_cast<CollisionComponent2D&>(component).GetGeom());
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}
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}
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/*!
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* \brief Operation to perform when component is detached from this component
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*
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* \param component Component being detached
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*
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* \remark Produces a NazaraAssert if physical object is invalid
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*/
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void PhysicsComponent2D::OnComponentDetached(BaseComponent& component)
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{
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if (IsComponent<CollisionComponent2D>(component))
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{
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NazaraAssert(m_object, "Invalid object");
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m_object->SetGeom(Nz::NullCollider2D::New());
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}
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}
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/*!
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* \brief Operation to perform when component is detached from an entity
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*/
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void PhysicsComponent2D::OnDetached()
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{
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m_object.reset();
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}
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ComponentIndex PhysicsComponent2D::componentIndex;
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}
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