JoltPhysics3D: Add some methods to JoltCharacter

This commit is contained in:
SirLynix 2023-03-30 13:24:33 +02:00 committed by Jérôme Leclercq
parent 74bfd8fa4e
commit 8d25495bab
3 changed files with 32 additions and 1 deletions

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@ -16,6 +16,7 @@
namespace JPH
{
class Character;
class Body;
}
namespace Nz
@ -33,13 +34,18 @@ namespace Nz
JoltCharacter(JoltCharacter&&) = delete;
~JoltCharacter();
inline void DisableSleeping();
void EnableSleeping(bool enable);
Vector3f GetLinearVelocity() const;
Quaternionf GetRotation() const;
Vector3f GetPosition() const;
std::pair<Vector3f, Quaternionf> GetPositionAndRotation() const;
Vector3f GetUp() const;
bool IsOnGround() const;
void SetFriction(float friction);
void SetLinearVelocity(const Vector3f& linearVel);
void SetRotation(const Quaternionf& rotation);
void SetUp(const Vector3f& up);

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@ -2,11 +2,14 @@
// 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/JoltCharacter.hpp>
#include <Nazara/JoltPhysics3D/Debug.hpp>
namespace Nz
{
inline void JoltCharacter::DisableSleeping()
{
return EnableSleeping(false);
}
}
#include <Nazara/JoltPhysics3D/DebugOff.hpp>

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@ -9,6 +9,7 @@
#include <Jolt/Jolt.h>
#include <Jolt/Physics/Collision/ObjectLayer.h>
#include <Jolt/Physics/Character/Character.h>
#include <Jolt/Physics/PhysicsSystem.h>
#include <Nazara/JoltPhysics3D/Debug.hpp>
namespace Nz
@ -37,6 +38,16 @@ namespace Nz
m_physicsWorld.UnregisterCharacter(this);
}
void JoltCharacter::EnableSleeping(bool enable)
{
const JPH::BodyLockInterfaceNoLock& bodyInterface = m_physicsWorld.GetPhysicsSystem()->GetBodyLockInterfaceNoLock();
JPH::BodyLockWrite bodyLock(bodyInterface, m_character->GetBodyID());
if (!bodyLock.Succeeded())
return;
bodyLock.GetBody().SetAllowSleeping(enable);
}
Vector3f JoltCharacter::GetLinearVelocity() const
{
return FromJolt(m_character->GetLinearVelocity(false));
@ -61,11 +72,22 @@ namespace Nz
return { FromJolt(position), FromJolt(rotation) };
}
Vector3f JoltCharacter::GetUp() const
{
return FromJolt(m_character->GetUp());
}
bool JoltCharacter::IsOnGround() const
{
return m_character->IsSupported();
}
void JoltCharacter::SetFriction(float friction)
{
JPH::BodyInterface& bodyInterface = m_physicsWorld.GetPhysicsSystem()->GetBodyInterfaceNoLock();
bodyInterface.SetFriction(m_character->GetBodyID(), friction);
}
void JoltCharacter::SetLinearVelocity(const Vector3f& linearVel)
{
m_character->SetLinearVelocity(ToJolt(linearVel), false);