Move SDK include and source to base
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include/NazaraSDK/Components/PhysicsComponent2D.hpp
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130
include/NazaraSDK/Components/PhysicsComponent2D.hpp
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// Copyright (C) 2017 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 Prerequisites.hpp
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#pragma once
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#ifndef NDK_COMPONENTS_PHYSICSCOMPONENT2D_HPP
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#define NDK_COMPONENTS_PHYSICSCOMPONENT2D_HPP
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#include <Nazara/Physics2D/RigidBody2D.hpp>
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#include <NazaraSDK/Component.hpp>
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#include <memory>
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namespace Ndk
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{
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class PhysicsComponent2D;
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using PhysicsComponent2DHandle = Nz::ObjectHandle<PhysicsComponent2D>;
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class NDK_API PhysicsComponent2D : public Component<PhysicsComponent2D>
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{
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friend class CollisionComponent2D;
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friend class PhysicsSystem2D;
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friend class ConstraintComponent2D;
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public:
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using VelocityFunc = Nz::RigidBody2D::VelocityFunc;
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PhysicsComponent2D();
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PhysicsComponent2D(const PhysicsComponent2D& physics);
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~PhysicsComponent2D() = default;
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inline void AddForce(const Nz::Vector2f& force, Nz::CoordSys coordSys = Nz::CoordSys_Global);
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inline void AddForce(const Nz::Vector2f& force, const Nz::Vector2f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
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inline void AddImpulse(const Nz::Vector2f& impulse, Nz::CoordSys coordSys = Nz::CoordSys_Global);
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inline void AddImpulse(const Nz::Vector2f& impulse, const Nz::Vector2f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
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inline void AddTorque(const Nz::RadianAnglef& torque);
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inline bool ClosestPointQuery(const Nz::Vector2f& position, Nz::Vector2f* closestPoint, float* closestDistance) const;
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inline void EnableNodeSynchronization(bool nodeSynchronization);
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inline void ForceSleep();
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inline void ForEachArbiter(const std::function<void(Nz::Arbiter2D&)>& callback);
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inline Nz::Rectf GetAABB() const;
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inline float GetAngularDamping() const;
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inline Nz::RadianAnglef GetAngularVelocity() const;
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NAZARA_DEPRECATED("Name error, please use GetMassCenter")
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inline Nz::Vector2f GetCenterOfGravity(Nz::CoordSys coordSys = Nz::CoordSys_Local) const;
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inline float GetElasticity(std::size_t shapeIndex = 0) const;
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inline float GetFriction(std::size_t shapeIndex = 0) const;
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inline float GetMass() const;
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inline Nz::Vector2f GetMassCenter(Nz::CoordSys coordSys = Nz::CoordSys_Local) const;
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inline float GetMomentOfInertia() const;
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inline Nz::Vector2f GetPosition() const;
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inline Nz::RadianAnglef GetRotation() const;
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inline Nz::Vector2f GetSurfaceVelocity(std::size_t shapeIndex = 0) const;
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inline std::size_t GetShapeCount() const;
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inline Nz::Vector2f GetVelocity() const;
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const VelocityFunc& GetVelocityFunction() const;
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inline bool IsNodeSynchronizationEnabled() const;
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inline bool IsSleeping() const;
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inline bool IsValid() const;
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inline void ResetVelocityFunction();
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inline void SetAngularDamping(float angularDamping);
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inline void SetAngularVelocity(const Nz::RadianAnglef& angularVelocity);
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inline void SetElasticity(float elasticity);
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inline void SetElasticity(std::size_t shapeIndex, float friction);
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inline void SetFriction(float friction);
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inline void SetFriction(std::size_t shapeIndex, float friction);
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inline void SetMass(float mass, bool recomputeMoment = true);
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inline void SetMassCenter(const Nz::Vector2f& center, Nz::CoordSys coordSys = Nz::CoordSys_Local);
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inline void SetMomentOfInertia(float moment);
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inline void SetPosition(const Nz::Vector2f& position);
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inline void SetRotation(const Nz::RadianAnglef& rotation);
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inline void SetSurfaceVelocity(const Nz::Vector2f& velocity);
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inline void SetSurfaceVelocity(std::size_t shapeIndex, const Nz::Vector2f& velocity);
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inline void SetVelocity(const Nz::Vector2f& velocity);
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inline void SetVelocityFunction(VelocityFunc velocityFunc);
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inline void UpdateVelocity(const Nz::Vector2f& gravity, float damping, float deltaTime);
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inline void Wakeup();
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static ComponentIndex componentIndex;
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private:
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inline void ApplyPhysicsState(Nz::RigidBody2D& rigidBody) const;
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inline void CopyPhysicsState(const Nz::RigidBody2D& rigidBody);
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Nz::RigidBody2D* GetRigidBody();
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const Nz::RigidBody2D* GetRigidBody() const;
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void OnAttached() override;
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void OnComponentAttached(BaseComponent& component) override;
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void OnComponentDetached(BaseComponent& component) override;
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void OnDetached() override;
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void OnEntityDestruction() override;
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struct PendingPhysObjectStates
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{
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struct ShapeStates
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{
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Nz::Vector2f surfaceVelocity;
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float elasticity;
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float friction;
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};
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VelocityFunc velocityFunc;
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std::vector<ShapeStates> shapes;
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Nz::RadianAnglef angularVelocity;
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Nz::Vector2f massCenter;
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Nz::Vector2f velocity;
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bool valid = false;
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float mass;
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float momentOfInertia;
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};
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std::unique_ptr<Nz::RigidBody2D> m_object;
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PendingPhysObjectStates m_pendingStates;
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bool m_nodeSynchronizationEnabled;
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};
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}
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#include <NazaraSDK/Components/PhysicsComponent2D.inl>
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#endif // NDK_COMPONENTS_PHYSICSCOMPONENT2D_HPP
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