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

This commit is contained in:
Lynix
2016-11-23 14:07:52 +01:00
100 changed files with 2585 additions and 1294 deletions

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@@ -25,6 +25,7 @@ namespace Ndk
ListenerSystem::ListenerSystem()
{
Requires<ListenerComponent, NodeComponent>();
SetUpdateOrder(100); //< Update last, after every movement is done
}
/*!
@@ -33,11 +34,9 @@ namespace Ndk
* \param elapsedTime Delta time used for the update
*/
void ListenerSystem::OnUpdate(float elapsedTime)
void ListenerSystem::OnUpdate(float /*elapsedTime*/)
{
NazaraUnused(elapsedTime);
unsigned int activeListenerCount = 0;
std::size_t activeListenerCount = 0;
for (const Ndk::EntityHandle& entity : GetEntities())
{

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@@ -0,0 +1,140 @@
// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
#include <NDK/Systems/PhysicsSystem2D.hpp>
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <NDK/Components/CollisionComponent2D.hpp>
#include <NDK/Components/NodeComponent.hpp>
#include <NDK/Components/PhysicsComponent2D.hpp>
#include <NDK/Components/PhysicsComponent3D.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::PhysicsSystem2D
* \brief NDK class that represents a two-dimensional physics system
*
* \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
*/
/*!
* \brief Constructs an PhysicsSystem object by default
*/
PhysicsSystem2D::PhysicsSystem2D()
{
Requires<NodeComponent>();
RequiresAny<CollisionComponent2D, PhysicsComponent2D>();
Excludes<PhysicsComponent3D>();
}
/*!
* \brief Constructs a PhysicsSystem object by copy semantic
*
* \param system PhysicsSystem to copy
*/
PhysicsSystem2D::PhysicsSystem2D(const PhysicsSystem2D& system) :
System(system),
m_world()
{
}
void PhysicsSystem2D::CreatePhysWorld() const
{
NazaraAssert(!m_world, "Physics world should not be created twice");
m_world = std::make_unique<Nz::PhysWorld2D>();
}
/*!
* \brief Operation to perform when entity is validated for the system
*
* \param entity Pointer to the entity
* \param justAdded Is the entity newly added
*/
void PhysicsSystem2D::OnEntityValidation(Entity* entity, bool justAdded)
{
// It's possible our entity got revalidated because of the addition/removal of a PhysicsComponent3D
if (!justAdded)
{
// We take the opposite array from which the entity should belong to
auto& entities = (entity->HasComponent<PhysicsComponent2D>()) ? m_staticObjects : m_dynamicObjects;
entities.Remove(entity);
}
auto& entities = (entity->HasComponent<PhysicsComponent2D>()) ? m_dynamicObjects : m_staticObjects;
entities.Insert(entity);
if (!m_world)
CreatePhysWorld();
}
/*!
* \brief Operation to perform when system is updated
*
* \param elapsedTime Delta time used for the update
*/
void PhysicsSystem2D::OnUpdate(float elapsedTime)
{
if (!m_world)
return;
m_world->Step(elapsedTime);
for (const Ndk::EntityHandle& entity : m_dynamicObjects)
{
NodeComponent& node = entity->GetComponent<NodeComponent>();
PhysicsComponent2D& phys = entity->GetComponent<PhysicsComponent2D>();
Nz::RigidBody2D& body = phys.GetRigidBody();
node.SetRotation(Nz::EulerAnglesf(0.f, 0.f, body.GetRotation()), Nz::CoordSys_Global);
node.SetPosition(Nz::Vector3f(body.GetPosition(), node.GetPosition(Nz::CoordSys_Global).z), Nz::CoordSys_Global);
}
float invElapsedTime = 1.f / elapsedTime;
for (const Ndk::EntityHandle& entity : m_staticObjects)
{
CollisionComponent2D& collision = entity->GetComponent<CollisionComponent2D>();
NodeComponent& node = entity->GetComponent<NodeComponent>();
Nz::RigidBody2D* body = collision.GetStaticBody();
Nz::Vector2f oldPosition = body->GetPosition();
Nz::Vector2f newPosition = Nz::Vector2f(node.GetPosition(Nz::CoordSys_Global));
// To move static objects and ensure their collisions, we have to specify them a velocity
// (/!\: the physical motor does not apply the speed on static objects)
if (newPosition != oldPosition)
{
body->SetPosition(newPosition);
body->SetVelocity((newPosition - oldPosition) * invElapsedTime);
}
else
body->SetVelocity(Nz::Vector2f::Zero());
/*
if (newRotation != oldRotation)
{
Nz::Quaternionf transition = newRotation * oldRotation.GetConjugate();
Nz::EulerAnglesf angles = transition.ToEulerAngles();
Nz::Vector3f angularVelocity(Nz::ToRadians(angles.pitch * invElapsedTime),
Nz::ToRadians(angles.yaw * invElapsedTime),
Nz::ToRadians(angles.roll * invElapsedTime));
physObj->SetRotation(oldRotation);
physObj->SetAngularVelocity(angularVelocity);
}
else
physObj->SetAngularVelocity(Nz::Vector3f::Zero());
*/
}
}
SystemIndex PhysicsSystem2D::systemIndex;
}

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@@ -6,6 +6,7 @@
#include <Nazara/Physics3D/RigidBody3D.hpp>
#include <NDK/Components/CollisionComponent3D.hpp>
#include <NDK/Components/NodeComponent.hpp>
#include <NDK/Components/PhysicsComponent2D.hpp>
#include <NDK/Components/PhysicsComponent3D.hpp>
namespace Ndk
@@ -27,6 +28,7 @@ namespace Ndk
{
Requires<NodeComponent>();
RequiresAny<CollisionComponent3D, PhysicsComponent3D>();
Excludes<PhysicsComponent2D>();
}
/*!
@@ -90,7 +92,7 @@ namespace Ndk
NodeComponent& node = entity->GetComponent<NodeComponent>();
PhysicsComponent3D& phys = entity->GetComponent<PhysicsComponent3D>();
Nz::RigidBody3D& physObj = phys.GetPhysObject();
Nz::RigidBody3D& physObj = phys.GetRigidBody();
node.SetRotation(physObj.GetRotation(), Nz::CoordSys_Global);
node.SetPosition(physObj.GetPosition(), Nz::CoordSys_Global);
}

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@@ -35,7 +35,8 @@ namespace Ndk
{
ChangeRenderTechnique<Nz::ForwardRenderTechnique>();
SetDefaultBackground(Nz::ColorBackground::New());
SetUpdateRate(0.f);
SetUpdateOrder(100); //< Render last, after every movement is done
SetUpdateRate(0.f); //< We don't want any rate limit
}
/*!
@@ -150,10 +151,8 @@ namespace Ndk
* \param elapsedTime Delta time used for the update
*/
void RenderSystem::OnUpdate(float elapsedTime)
void RenderSystem::OnUpdate(float /*elapsedTime*/)
{
NazaraUnused(elapsedTime);
// Invalidate every renderable if the coordinate system changed
if (m_coordinateSystemInvalidated)
{

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@@ -24,8 +24,9 @@ namespace Ndk
VelocitySystem::VelocitySystem()
{
Requires<NodeComponent, VelocityComponent>();
Excludes<PhysicsComponent3D>();
Requires<NodeComponent, VelocityComponent>();
SetUpdateOrder(10); //< Since some systems may want to stop us
}
/*!