Move SDK include and source to base
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src/NazaraSDK/Components/CollisionComponent2D.cpp
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172
src/NazaraSDK/Components/CollisionComponent2D.cpp
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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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#include <NazaraSDK/Components/CollisionComponent2D.hpp>
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#include <Nazara/Physics2D/RigidBody2D.hpp>
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#include <NazaraSDK/World.hpp>
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#include <NazaraSDK/Components/NodeComponent.hpp>
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#include <NazaraSDK/Components/PhysicsComponent2D.hpp>
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#include <NazaraSDK/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 Gets the collision box representing the entity
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* \return The physics collision box
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*/
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Nz::Rectf CollisionComponent2D::GetAABB() const
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{
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return GetRigidBody()->GetAABB();
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}
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/*!
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* \brief Gets the position offset between the actual rigid body center of mass position and the origin of the geometry
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* \return Position offset
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*/
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const Nz::Vector2f& CollisionComponent2D::GetGeomOffset() const
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{
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return GetRigidBody()->GetPositionOffset();
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}
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/*!
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* \brief Convenience function to align center of geometry to a specific point
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*
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* \param geomOffset Position offset
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*
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* \remark This does not change the center of mass
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*/
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void CollisionComponent2D::Recenter(const Nz::Vector2f& origin)
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{
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const Nz::RigidBody2D* rigidBody = GetRigidBody();
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SetGeomOffset(origin - rigidBody->GetAABB().GetCenter() + rigidBody->GetPositionOffset());
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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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void CollisionComponent2D::SetGeom(Nz::Collider2DRef geom)
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{
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m_geom = std::move(geom);
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GetRigidBody()->SetGeom(m_geom);
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}
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/*!
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* \brief Sets the position offset between the actual rigid body center of mass position and the origin of the geometry
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*
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* \param geomOffset Position offset
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*/
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void CollisionComponent2D::SetGeomOffset(const Nz::Vector2f& geomOffset)
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{
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GetRigidBody()->SetPositionOffset(geomOffset);
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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>().GetPhysWorld();
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m_staticBody = std::make_unique<Nz::RigidBody2D>(&physWorld, 0.f, m_geom);
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m_staticBody->SetUserdata(reinterpret_cast<void*>(static_cast<std::ptrdiff_t>(m_entity->GetId())));
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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_staticBody->SetPosition(Nz::Vector2f(matrix.GetTranslation()));
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}
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Nz::RigidBody2D* CollisionComponent2D::GetRigidBody()
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{
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if (m_entity->HasComponent<PhysicsComponent2D>())
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{
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PhysicsComponent2D& physComponent = m_entity->GetComponent<PhysicsComponent2D>();
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return physComponent.GetRigidBody();
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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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return m_staticBody.get();
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}
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}
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const Nz::RigidBody2D* CollisionComponent2D::GetRigidBody() const
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{
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if (m_entity->HasComponent<PhysicsComponent2D>())
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{
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PhysicsComponent2D& physComponent = m_entity->GetComponent<PhysicsComponent2D>();
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return physComponent.GetRigidBody();
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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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return m_staticBody.get();
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}
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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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