Sdk: Rename [Collision|Physics]Component to [Collision|Physics]Component3D
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@ -6,14 +6,14 @@
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#define NDK_COMPONENTS_GLOBAL_HPP
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#include <NDK/Components/CameraComponent.hpp>
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#include <NDK/Components/CollisionComponent.hpp>
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#include <NDK/Components/CollisionComponent3D.hpp>
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#include <NDK/Components/GraphicsComponent.hpp>
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#include <NDK/Components/LightComponent.hpp>
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#include <NDK/Components/ListenerComponent.hpp>
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#include <NDK/Components/NodeComponent.hpp>
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#include <NDK/Components/ParticleEmitterComponent.hpp>
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#include <NDK/Components/ParticleGroupComponent.hpp>
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#include <NDK/Components/PhysicsComponent.hpp>
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#include <NDK/Components/PhysicsComponent3D.hpp>
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#include <NDK/Components/VelocityComponent.hpp>
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#endif // NDK_COMPONENTS_GLOBAL_HPP
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@ -20,22 +20,22 @@ namespace Ndk
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{
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class Entity;
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class NDK_API CollisionComponent : public Component<CollisionComponent>
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class NDK_API CollisionComponent3D : public Component<CollisionComponent3D>
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{
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friend class PhysicsSystem;
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friend class PhysicsSystem3D;
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friend class StaticCollisionSystem;
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public:
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CollisionComponent(Nz::Collider3DRef geom = Nz::Collider3DRef());
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CollisionComponent(const CollisionComponent& collision);
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~CollisionComponent() = default;
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CollisionComponent3D(Nz::Collider3DRef geom = Nz::Collider3DRef());
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CollisionComponent3D(const CollisionComponent3D& collision);
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~CollisionComponent3D() = default;
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const Nz::Collider3DRef& GetGeom() const;
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void SetGeom(Nz::Collider3DRef geom);
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CollisionComponent& operator=(Nz::Collider3DRef geom);
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CollisionComponent& operator=(CollisionComponent&& collision) = default;
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CollisionComponent3D& operator=(Nz::Collider3DRef geom);
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CollisionComponent3D& operator=(CollisionComponent3D&& collision) = default;
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static ComponentIndex componentIndex;
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@ -54,6 +54,6 @@ namespace Ndk
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};
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}
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#include <NDK/Components/CollisionComponent.inl>
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#include <NDK/Components/CollisionComponent3D.inl>
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#endif // NDK_COMPONENTS_COLLISIONCOMPONENT_HPP
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@ -4,30 +4,30 @@
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#include <NDK/Entity.hpp>
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#include <NDK/World.hpp>
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#include <NDK/Components/PhysicsComponent.hpp>
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#include <NDK/Systems/PhysicsSystem.hpp>
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#include <NDK/Components/PhysicsComponent3D.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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* \brief Constructs a CollisionComponent object with a geometry
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* \brief Constructs a CollisionComponent3D object with a geometry
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*
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* \param geom Reference to a geometry symbolizing the entity
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*/
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inline CollisionComponent::CollisionComponent(Nz::Collider3DRef geom) :
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inline CollisionComponent3D::CollisionComponent3D(Nz::Collider3DRef geom) :
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m_geom(std::move(geom)),
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m_bodyUpdated(false)
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{
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}
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/*!
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* \brief Constructs a CollisionComponent object by copy semantic
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* \brief Constructs a CollisionComponent3D object by copy semantic
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*
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* \param collision CollisionComponent to copy
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* \param collision CollisionComponent3D to copy
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*/
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inline CollisionComponent::CollisionComponent(const CollisionComponent& collision) :
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inline CollisionComponent3D::CollisionComponent3D(const CollisionComponent3D& collision) :
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m_geom(collision.m_geom),
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m_bodyUpdated(false)
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{
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@ -38,7 +38,7 @@ namespace Ndk
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* \return A constant reference to the physics geometry
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*/
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inline const Nz::Collider3DRef& CollisionComponent::GetGeom() const
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inline const Nz::Collider3DRef& CollisionComponent3D::GetGeom() const
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{
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return m_geom;
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}
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@ -50,7 +50,7 @@ namespace Ndk
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* \param geom Reference to a geometry symbolizing the entity
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*/
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inline CollisionComponent& CollisionComponent::operator=(Nz::Collider3DRef geom)
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inline CollisionComponent3D& CollisionComponent3D::operator=(Nz::Collider3DRef geom)
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{
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SetGeom(geom);
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@ -62,7 +62,7 @@ namespace Ndk
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* \return A pointer to the entity
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*/
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inline Nz::RigidBody3D* CollisionComponent::GetStaticBody()
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inline Nz::RigidBody3D* CollisionComponent3D::GetStaticBody()
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{
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return m_staticBody.get();
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}
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@ -4,8 +4,8 @@
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#pragma once
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#ifndef NDK_COMPONENTS_PHYSICSCOMPONENT_HPP
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#define NDK_COMPONENTS_PHYSICSCOMPONENT_HPP
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#ifndef NDK_COMPONENTS_PHYSICSCOMPONENT3D_HPP
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#define NDK_COMPONENTS_PHYSICSCOMPONENT3D_HPP
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#include <Nazara/Physics3D/RigidBody3D.hpp>
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#include <NDK/Component.hpp>
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@ -15,15 +15,15 @@ namespace Ndk
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{
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class Entity;
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class NDK_API PhysicsComponent : public Component<PhysicsComponent>
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class NDK_API PhysicsComponent3D : public Component<PhysicsComponent3D>
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{
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friend class CollisionComponent;
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friend class PhysicsSystem;
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friend class CollisionComponent3D;
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friend class PhysicsSystem3D;
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public:
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PhysicsComponent() = default;
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PhysicsComponent(const PhysicsComponent& physics);
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~PhysicsComponent() = default;
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PhysicsComponent3D() = default;
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PhysicsComponent3D(const PhysicsComponent3D& physics);
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~PhysicsComponent3D() = default;
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void AddForce(const Nz::Vector3f& force, Nz::CoordSys coordSys = Nz::CoordSys_Global);
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void AddForce(const Nz::Vector3f& force, const Nz::Vector3f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
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@ -67,6 +67,6 @@ namespace Ndk
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};
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}
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#include <NDK/Components/PhysicsComponent.inl>
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#include <NDK/Components/PhysicsComponent3D.inl>
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#endif // NDK_COMPONENTS_PHYSICSCOMPONENT_HPP
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#endif // NDK_COMPONENTS_PHYSICSCOMPONENT3D_HPP
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@ -7,12 +7,12 @@
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namespace Ndk
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{
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/*!
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* \brief Constructs a PhysicsComponent object by copy semantic
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* \brief Constructs a PhysicsComponent3D object by copy semantic
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*
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* \param physics PhysicsComponent to copy
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* \param physics PhysicsComponent3D to copy
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*/
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inline PhysicsComponent::PhysicsComponent(const PhysicsComponent& physics)
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inline PhysicsComponent3D::PhysicsComponent3D(const PhysicsComponent3D& physics)
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{
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// No copy of physical object (because we only create it when attached to an entity)
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NazaraUnused(physics);
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@ -27,7 +27,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline void PhysicsComponent::AddForce(const Nz::Vector3f& force, Nz::CoordSys coordSys)
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inline void PhysicsComponent3D::AddForce(const Nz::Vector3f& force, Nz::CoordSys coordSys)
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -44,7 +44,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline void PhysicsComponent::AddForce(const Nz::Vector3f& force, const Nz::Vector3f& point, Nz::CoordSys coordSys)
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inline void PhysicsComponent3D::AddForce(const Nz::Vector3f& force, const Nz::Vector3f& point, Nz::CoordSys coordSys)
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -60,7 +60,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline void PhysicsComponent::AddTorque(const Nz::Vector3f& torque, Nz::CoordSys coordSys)
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inline void PhysicsComponent3D::AddTorque(const Nz::Vector3f& torque, Nz::CoordSys coordSys)
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -75,7 +75,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline void PhysicsComponent::EnableAutoSleep(bool autoSleep)
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inline void PhysicsComponent3D::EnableAutoSleep(bool autoSleep)
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -89,7 +89,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline Nz::Boxf PhysicsComponent::GetAABB() const
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inline Nz::Boxf PhysicsComponent3D::GetAABB() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -103,7 +103,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline Nz::Vector3f PhysicsComponent::GetAngularVelocity() const
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inline Nz::Vector3f PhysicsComponent3D::GetAngularVelocity() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -117,7 +117,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline float PhysicsComponent::GetGravityFactor() const
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inline float PhysicsComponent3D::GetGravityFactor() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -131,7 +131,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline float PhysicsComponent::GetMass() const
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inline float PhysicsComponent3D::GetMass() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -147,7 +147,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline Nz::Vector3f PhysicsComponent::GetMassCenter(Nz::CoordSys coordSys) const
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inline Nz::Vector3f PhysicsComponent3D::GetMassCenter(Nz::CoordSys coordSys) const
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -161,7 +161,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline const Nz::Matrix4f& PhysicsComponent::GetMatrix() const
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inline const Nz::Matrix4f& PhysicsComponent3D::GetMatrix() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline Nz::Vector3f PhysicsComponent::GetPosition() const
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inline Nz::Vector3f PhysicsComponent3D::GetPosition() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -189,7 +189,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline Nz::Quaternionf PhysicsComponent::GetRotation() const
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inline Nz::Quaternionf PhysicsComponent3D::GetRotation() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -203,7 +203,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline Nz::Vector3f PhysicsComponent::GetVelocity() const
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inline Nz::Vector3f PhysicsComponent3D::GetVelocity() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -217,7 +217,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline bool PhysicsComponent::IsAutoSleepEnabled() const
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inline bool PhysicsComponent3D::IsAutoSleepEnabled() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -231,7 +231,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline bool PhysicsComponent::IsSleeping() const
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inline bool PhysicsComponent3D::IsSleeping() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline void PhysicsComponent::SetAngularVelocity(const Nz::Vector3f& angularVelocity)
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inline void PhysicsComponent3D::SetAngularVelocity(const Nz::Vector3f& angularVelocity)
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -261,7 +261,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline void PhysicsComponent::SetGravityFactor(float gravityFactor)
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inline void PhysicsComponent3D::SetGravityFactor(float gravityFactor)
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -277,7 +277,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the mass is negative
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*/
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inline void PhysicsComponent::SetMass(float mass)
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inline void PhysicsComponent3D::SetMass(float mass)
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{
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NazaraAssert(m_object, "Invalid physics object");
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NazaraAssert(mass > 0.f, "Mass should be positive");
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline void PhysicsComponent::SetMassCenter(const Nz::Vector3f& center)
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inline void PhysicsComponent3D::SetMassCenter(const Nz::Vector3f& center)
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{
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NazaraAssert(m_object, "Invalid physics object");
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline void PhysicsComponent::SetPosition(const Nz::Vector3f& position)
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inline void PhysicsComponent3D::SetPosition(const Nz::Vector3f& position)
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -323,7 +323,7 @@ namespace Ndk
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline void PhysicsComponent::SetRotation(const Nz::Quaternionf& rotation)
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inline void PhysicsComponent3D::SetRotation(const Nz::Quaternionf& rotation)
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{
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NazaraAssert(m_object, "Invalid physics object");
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* \remark Produces a NazaraAssert if the physics object is invalid
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*/
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inline void PhysicsComponent::SetVelocity(const Nz::Vector3f& velocity)
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inline void PhysicsComponent3D::SetVelocity(const Nz::Vector3f& velocity)
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{
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NazaraAssert(m_object, "Invalid physics object");
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@ -350,7 +350,7 @@ namespace Ndk
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* \return A reference to the physics object
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*/
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inline Nz::RigidBody3D& PhysicsComponent::GetPhysObject()
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inline Nz::RigidBody3D& PhysicsComponent3D::GetPhysObject()
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{
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return *m_object.get();
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}
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@ -7,7 +7,7 @@
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#include <NDK/Systems/ListenerSystem.hpp>
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#include <NDK/Systems/ParticleSystem.hpp>
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#include <NDK/Systems/PhysicsSystem.hpp>
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#include <NDK/Systems/PhysicsSystem3D.hpp>
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#include <NDK/Systems/RenderSystem.hpp>
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#include <NDK/Systems/VelocitySystem.hpp>
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#pragma once
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#ifndef NDK_SYSTEMS_PHYSICSSYSTEM_HPP
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#define NDK_SYSTEMS_PHYSICSSYSTEM_HPP
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#ifndef NDK_SYSTEMS_PHYSICSSYSTEM3D_HPP
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#define NDK_SYSTEMS_PHYSICSSYSTEM3D_HPP
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#include <Nazara/Physics3D/PhysWorld3D.hpp>
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#include <NDK/EntityList.hpp>
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@ -14,12 +14,12 @@
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namespace Ndk
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{
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class NDK_API PhysicsSystem : public System<PhysicsSystem>
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class NDK_API PhysicsSystem3D : public System<PhysicsSystem3D>
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{
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public:
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PhysicsSystem();
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PhysicsSystem(const PhysicsSystem& system);
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~PhysicsSystem() = default;
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PhysicsSystem3D();
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PhysicsSystem3D(const PhysicsSystem3D& system);
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~PhysicsSystem3D() = default;
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Nz::PhysWorld3D& GetWorld();
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const Nz::PhysWorld3D& GetWorld() const;
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@ -36,6 +36,6 @@ namespace Ndk
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};
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}
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#include <NDK/Systems/PhysicsSystem.inl>
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#include <NDK/Systems/PhysicsSystem3D.inl>
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#endif // NDK_SYSTEMS_PHYSICSSYSTEM_HPP
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#endif // NDK_SYSTEMS_PHYSICSSYSTEM3D_HPP
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@ -9,7 +9,7 @@ namespace Ndk
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* \return A reference to the physical world
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*/
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inline Nz::PhysWorld3D& PhysicsSystem::GetWorld()
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inline Nz::PhysWorld3D& PhysicsSystem3D::GetWorld()
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{
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return *m_world;
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}
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@ -19,7 +19,7 @@ namespace Ndk
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* \return A constant reference to the physical world
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*/
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inline const Nz::PhysWorld3D& PhysicsSystem::GetWorld() const
|
||||
inline const Nz::PhysWorld3D& PhysicsSystem3D::GetWorld() const
|
||||
{
|
||||
return *m_world;
|
||||
}
|
||||
|
|
@ -2,18 +2,18 @@
|
|||
// This file is part of the "Nazara Development Kit"
|
||||
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
|
||||
|
||||
#include <NDK/Components/CollisionComponent.hpp>
|
||||
#include <NDK/Components/CollisionComponent3D.hpp>
|
||||
#include <Nazara/Physics3D/RigidBody3D.hpp>
|
||||
#include <NDK/Algorithm.hpp>
|
||||
#include <NDK/World.hpp>
|
||||
#include <NDK/Components/PhysicsComponent.hpp>
|
||||
#include <NDK/Systems/PhysicsSystem.hpp>
|
||||
#include <NDK/Components/PhysicsComponent3D.hpp>
|
||||
#include <NDK/Systems/PhysicsSystem3D.hpp>
|
||||
|
||||
namespace Ndk
|
||||
{
|
||||
/*!
|
||||
* \ingroup NDK
|
||||
* \class Ndk::CollisionComponent
|
||||
* \class Ndk::CollisionComponent3D
|
||||
* \brief NDK class that represents the component for collision (meant for static objects)
|
||||
*/
|
||||
|
||||
|
|
@ -25,14 +25,14 @@ namespace Ndk
|
|||
* \remark Produces a NazaraAssert if the entity has no physics component and has no static body
|
||||
*/
|
||||
|
||||
void CollisionComponent::SetGeom(Nz::Collider3DRef geom)
|
||||
void CollisionComponent3D::SetGeom(Nz::Collider3DRef geom)
|
||||
{
|
||||
m_geom = std::move(geom);
|
||||
|
||||
if (m_entity->HasComponent<PhysicsComponent>())
|
||||
if (m_entity->HasComponent<PhysicsComponent3D>())
|
||||
{
|
||||
// We update the geometry of the PhysiscsObject linked to the PhysicsComponent
|
||||
PhysicsComponent& physComponent = m_entity->GetComponent<PhysicsComponent>();
|
||||
// We update the geometry of the PhysiscsObject linked to the PhysicsComponent3D
|
||||
PhysicsComponent3D& physComponent = m_entity->GetComponent<PhysicsComponent3D>();
|
||||
physComponent.GetPhysObject().SetGeom(m_geom);
|
||||
}
|
||||
else
|
||||
|
|
@ -49,14 +49,14 @@ namespace Ndk
|
|||
* \remark Produces a NazaraAssert if entity is not linked to a world, or the world has no physics system
|
||||
*/
|
||||
|
||||
void CollisionComponent::InitializeStaticBody()
|
||||
void CollisionComponent3D::InitializeStaticBody()
|
||||
{
|
||||
NazaraAssert(m_entity, "Invalid entity");
|
||||
World* entityWorld = m_entity->GetWorld();
|
||||
|
||||
NazaraAssert(entityWorld, "Entity must have world");
|
||||
NazaraAssert(entityWorld->HasSystem<PhysicsSystem>(), "World must have a physics system");
|
||||
Nz::PhysWorld3D& physWorld = entityWorld->GetSystem<PhysicsSystem>().GetWorld();
|
||||
NazaraAssert(entityWorld->HasSystem<PhysicsSystem3D>(), "World must have a physics system");
|
||||
Nz::PhysWorld3D& physWorld = entityWorld->GetSystem<PhysicsSystem3D>().GetWorld();
|
||||
|
||||
m_staticBody.reset(new Nz::RigidBody3D(&physWorld, m_geom));
|
||||
m_staticBody->EnableAutoSleep(false);
|
||||
|
|
@ -66,9 +66,9 @@ namespace Ndk
|
|||
* \brief Operation to perform when component is attached to an entity
|
||||
*/
|
||||
|
||||
void CollisionComponent::OnAttached()
|
||||
void CollisionComponent3D::OnAttached()
|
||||
{
|
||||
if (!m_entity->HasComponent<PhysicsComponent>())
|
||||
if (!m_entity->HasComponent<PhysicsComponent3D>())
|
||||
InitializeStaticBody();
|
||||
}
|
||||
|
||||
|
|
@ -78,9 +78,9 @@ namespace Ndk
|
|||
* \param component Component being attached
|
||||
*/
|
||||
|
||||
void CollisionComponent::OnComponentAttached(BaseComponent& component)
|
||||
void CollisionComponent3D::OnComponentAttached(BaseComponent& component)
|
||||
{
|
||||
if (IsComponent<PhysicsComponent>(component))
|
||||
if (IsComponent<PhysicsComponent3D>(component))
|
||||
m_staticBody.reset();
|
||||
}
|
||||
|
||||
|
|
@ -90,9 +90,9 @@ namespace Ndk
|
|||
* \param component Component being detached
|
||||
*/
|
||||
|
||||
void CollisionComponent::OnComponentDetached(BaseComponent& component)
|
||||
void CollisionComponent3D::OnComponentDetached(BaseComponent& component)
|
||||
{
|
||||
if (IsComponent<PhysicsComponent>(component))
|
||||
if (IsComponent<PhysicsComponent3D>(component))
|
||||
InitializeStaticBody();
|
||||
}
|
||||
|
||||
|
|
@ -100,10 +100,10 @@ namespace Ndk
|
|||
* \brief Operation to perform when component is detached from an entity
|
||||
*/
|
||||
|
||||
void CollisionComponent::OnDetached()
|
||||
void CollisionComponent3D::OnDetached()
|
||||
{
|
||||
m_staticBody.reset();
|
||||
}
|
||||
|
||||
ComponentIndex CollisionComponent::componentIndex;
|
||||
ComponentIndex CollisionComponent3D::componentIndex;
|
||||
}
|
||||
|
|
@ -2,19 +2,19 @@
|
|||
// This file is part of the "Nazara Development Kit"
|
||||
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
|
||||
|
||||
#include <NDK/Components/PhysicsComponent.hpp>
|
||||
#include <NDK/Components/PhysicsComponent3D.hpp>
|
||||
#include <Nazara/Physics3D/RigidBody3D.hpp>
|
||||
#include <NDK/Algorithm.hpp>
|
||||
#include <NDK/World.hpp>
|
||||
#include <NDK/Components/CollisionComponent.hpp>
|
||||
#include <NDK/Components/CollisionComponent3D.hpp>
|
||||
#include <NDK/Components/NodeComponent.hpp>
|
||||
#include <NDK/Systems/PhysicsSystem.hpp>
|
||||
#include <NDK/Systems/PhysicsSystem3D.hpp>
|
||||
|
||||
namespace Ndk
|
||||
{
|
||||
/*!
|
||||
* \ingroup NDK
|
||||
* \class Ndk::PhysicsComponent
|
||||
* \class Ndk::PhysicsComponent3D
|
||||
* \brief NDK class that represents the component for physics (meant for dynamic objects)
|
||||
*/
|
||||
|
||||
|
|
@ -24,16 +24,16 @@ namespace Ndk
|
|||
* \remark Produces a NazaraAssert if the world does not have a physics system
|
||||
*/
|
||||
|
||||
void PhysicsComponent::OnAttached()
|
||||
void PhysicsComponent3D::OnAttached()
|
||||
{
|
||||
World* entityWorld = m_entity->GetWorld();
|
||||
NazaraAssert(entityWorld->HasSystem<PhysicsSystem>(), "World must have a physics system");
|
||||
NazaraAssert(entityWorld->HasSystem<PhysicsSystem3D>(), "World must have a physics system");
|
||||
|
||||
Nz::PhysWorld3D& world = entityWorld->GetSystem<PhysicsSystem>().GetWorld();
|
||||
Nz::PhysWorld3D& world = entityWorld->GetSystem<PhysicsSystem3D>().GetWorld();
|
||||
|
||||
Nz::Collider3DRef geom;
|
||||
if (m_entity->HasComponent<CollisionComponent>())
|
||||
geom = m_entity->GetComponent<CollisionComponent>().GetGeom();
|
||||
if (m_entity->HasComponent<CollisionComponent3D>())
|
||||
geom = m_entity->GetComponent<CollisionComponent3D>().GetGeom();
|
||||
|
||||
Nz::Matrix4f matrix;
|
||||
if (m_entity->HasComponent<NodeComponent>())
|
||||
|
|
@ -53,12 +53,12 @@ namespace Ndk
|
|||
* \remark Produces a NazaraAssert if physical object is invalid
|
||||
*/
|
||||
|
||||
void PhysicsComponent::OnComponentAttached(BaseComponent& component)
|
||||
void PhysicsComponent3D::OnComponentAttached(BaseComponent& component)
|
||||
{
|
||||
if (IsComponent<CollisionComponent>(component))
|
||||
if (IsComponent<CollisionComponent3D>(component))
|
||||
{
|
||||
NazaraAssert(m_object, "Invalid object");
|
||||
m_object->SetGeom(static_cast<CollisionComponent&>(component).GetGeom());
|
||||
m_object->SetGeom(static_cast<CollisionComponent3D&>(component).GetGeom());
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -70,9 +70,9 @@ namespace Ndk
|
|||
* \remark Produces a NazaraAssert if physical object is invalid
|
||||
*/
|
||||
|
||||
void PhysicsComponent::OnComponentDetached(BaseComponent& component)
|
||||
void PhysicsComponent3D::OnComponentDetached(BaseComponent& component)
|
||||
{
|
||||
if (IsComponent<CollisionComponent>(component))
|
||||
if (IsComponent<CollisionComponent3D>(component))
|
||||
{
|
||||
NazaraAssert(m_object, "Invalid object");
|
||||
m_object->SetGeom(Nz::NullCollider3D::New());
|
||||
|
|
@ -83,10 +83,10 @@ namespace Ndk
|
|||
* \brief Operation to perform when component is detached from an entity
|
||||
*/
|
||||
|
||||
void PhysicsComponent::OnDetached()
|
||||
void PhysicsComponent3D::OnDetached()
|
||||
{
|
||||
m_object.reset();
|
||||
}
|
||||
|
||||
ComponentIndex PhysicsComponent::componentIndex;
|
||||
ComponentIndex PhysicsComponent3D::componentIndex;
|
||||
}
|
||||
|
|
@ -13,11 +13,11 @@
|
|||
#include <Nazara/Utility/Utility.hpp>
|
||||
#include <NDK/Algorithm.hpp>
|
||||
#include <NDK/BaseSystem.hpp>
|
||||
#include <NDK/Components/CollisionComponent.hpp>
|
||||
#include <NDK/Components/CollisionComponent3D.hpp>
|
||||
#include <NDK/Components/NodeComponent.hpp>
|
||||
#include <NDK/Components/PhysicsComponent.hpp>
|
||||
#include <NDK/Components/PhysicsComponent3D.hpp>
|
||||
#include <NDK/Components/VelocityComponent.hpp>
|
||||
#include <NDK/Systems/PhysicsSystem.hpp>
|
||||
#include <NDK/Systems/PhysicsSystem3D.hpp>
|
||||
#include <NDK/Systems/VelocitySystem.hpp>
|
||||
|
||||
#ifndef NDK_SERVER
|
||||
|
|
@ -83,9 +83,9 @@ namespace Ndk
|
|||
BaseComponent::Initialize();
|
||||
|
||||
// Shared components
|
||||
InitializeComponent<CollisionComponent>("NdkColli");
|
||||
InitializeComponent<CollisionComponent3D>("NdkColli");
|
||||
InitializeComponent<NodeComponent>("NdkNode");
|
||||
InitializeComponent<PhysicsComponent>("NdkPhys");
|
||||
InitializeComponent<PhysicsComponent3D>("NdkPhys");
|
||||
InitializeComponent<VelocityComponent>("NdkVeloc");
|
||||
|
||||
#ifndef NDK_SERVER
|
||||
|
|
@ -103,7 +103,7 @@ namespace Ndk
|
|||
BaseSystem::Initialize();
|
||||
|
||||
// Shared systems
|
||||
InitializeSystem<PhysicsSystem>();
|
||||
InitializeSystem<PhysicsSystem3D>();
|
||||
InitializeSystem<VelocitySystem>();
|
||||
|
||||
#ifndef NDK_SERVER
|
||||
|
|
|
|||
|
|
@ -2,11 +2,11 @@
|
|||
// This file is part of the "Nazara Development Kit"
|
||||
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
|
||||
|
||||
#include <NDK/Systems/PhysicsSystem.hpp>
|
||||
#include <NDK/Systems/PhysicsSystem3D.hpp>
|
||||
#include <Nazara/Physics3D/RigidBody3D.hpp>
|
||||
#include <NDK/Components/CollisionComponent.hpp>
|
||||
#include <NDK/Components/CollisionComponent3D.hpp>
|
||||
#include <NDK/Components/NodeComponent.hpp>
|
||||
#include <NDK/Components/PhysicsComponent.hpp>
|
||||
#include <NDK/Components/PhysicsComponent3D.hpp>
|
||||
|
||||
namespace Ndk
|
||||
{
|
||||
|
|
@ -15,7 +15,7 @@ namespace Ndk
|
|||
* \class Ndk::PhysicsSystem
|
||||
* \brief NDK class that represents the physics system
|
||||
*
|
||||
* \remark This system is enabled if the entity has the trait: NodeComponent and any of these two: CollisionComponent or PhysicsComponent
|
||||
* \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
|
||||
*/
|
||||
|
||||
|
|
@ -23,10 +23,10 @@ namespace Ndk
|
|||
* \brief Constructs an PhysicsSystem object by default
|
||||
*/
|
||||
|
||||
PhysicsSystem::PhysicsSystem()
|
||||
PhysicsSystem3D::PhysicsSystem3D()
|
||||
{
|
||||
Requires<NodeComponent>();
|
||||
RequiresAny<CollisionComponent, PhysicsComponent>();
|
||||
RequiresAny<CollisionComponent3D, PhysicsComponent3D>();
|
||||
}
|
||||
|
||||
/*!
|
||||
|
|
@ -35,7 +35,7 @@ namespace Ndk
|
|||
* \param system PhysicsSystem to copy
|
||||
*/
|
||||
|
||||
PhysicsSystem::PhysicsSystem(const PhysicsSystem& system) :
|
||||
PhysicsSystem3D::PhysicsSystem3D(const PhysicsSystem3D& system) :
|
||||
System(system),
|
||||
m_world()
|
||||
{
|
||||
|
|
@ -48,17 +48,17 @@ namespace Ndk
|
|||
* \param justAdded Is the entity newly added
|
||||
*/
|
||||
|
||||
void PhysicsSystem::OnEntityValidation(Entity* entity, bool justAdded)
|
||||
void PhysicsSystem3D::OnEntityValidation(Entity* entity, bool justAdded)
|
||||
{
|
||||
// It's possible our entity got revalidated because of the addition/removal of a PhysicsComponent
|
||||
// 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<PhysicsComponent>()) ? m_staticObjects : m_dynamicObjects;
|
||||
auto& entities = (entity->HasComponent<PhysicsComponent3D>()) ? m_staticObjects : m_dynamicObjects;
|
||||
entities.Remove(entity);
|
||||
}
|
||||
|
||||
auto& entities = (entity->HasComponent<PhysicsComponent>()) ? m_dynamicObjects : m_staticObjects;
|
||||
auto& entities = (entity->HasComponent<PhysicsComponent3D>()) ? m_dynamicObjects : m_staticObjects;
|
||||
entities.Insert(entity);
|
||||
|
||||
if (!m_world)
|
||||
|
|
@ -71,7 +71,7 @@ namespace Ndk
|
|||
* \param elapsedTime Delta time used for the update
|
||||
*/
|
||||
|
||||
void PhysicsSystem::OnUpdate(float elapsedTime)
|
||||
void PhysicsSystem3D::OnUpdate(float elapsedTime)
|
||||
{
|
||||
if (!m_world)
|
||||
return;
|
||||
|
|
@ -81,7 +81,7 @@ namespace Ndk
|
|||
for (const Ndk::EntityHandle& entity : m_dynamicObjects)
|
||||
{
|
||||
NodeComponent& node = entity->GetComponent<NodeComponent>();
|
||||
PhysicsComponent& phys = entity->GetComponent<PhysicsComponent>();
|
||||
PhysicsComponent3D& phys = entity->GetComponent<PhysicsComponent3D>();
|
||||
|
||||
Nz::RigidBody3D& physObj = phys.GetPhysObject();
|
||||
node.SetRotation(physObj.GetRotation(), Nz::CoordSys_Global);
|
||||
|
|
@ -91,7 +91,7 @@ namespace Ndk
|
|||
float invElapsedTime = 1.f / elapsedTime;
|
||||
for (const Ndk::EntityHandle& entity : m_staticObjects)
|
||||
{
|
||||
CollisionComponent& collision = entity->GetComponent<CollisionComponent>();
|
||||
CollisionComponent3D& collision = entity->GetComponent<CollisionComponent3D>();
|
||||
NodeComponent& node = entity->GetComponent<NodeComponent>();
|
||||
|
||||
Nz::RigidBody3D* physObj = collision.GetStaticBody();
|
||||
|
|
@ -127,5 +127,5 @@ namespace Ndk
|
|||
}
|
||||
}
|
||||
|
||||
SystemIndex PhysicsSystem::systemIndex;
|
||||
SystemIndex PhysicsSystem3D::systemIndex;
|
||||
}
|
||||
|
|
@ -4,7 +4,7 @@
|
|||
|
||||
#include <NDK/Systems/VelocitySystem.hpp>
|
||||
#include <NDK/Components/NodeComponent.hpp>
|
||||
#include <NDK/Components/PhysicsComponent.hpp>
|
||||
#include <NDK/Components/PhysicsComponent3D.hpp>
|
||||
#include <NDK/Components/VelocityComponent.hpp>
|
||||
|
||||
namespace Ndk
|
||||
|
|
@ -15,7 +15,7 @@ namespace Ndk
|
|||
* \brief NDK class that represents the velocity system
|
||||
*
|
||||
* \remark This system is enabled if the entity owns the trait: NodeComponent and VelocityComponent
|
||||
* but it's disabled with the trait: PhysicsComponent
|
||||
* but it's disabled with the trait: PhysicsComponent3D
|
||||
*/
|
||||
|
||||
/*!
|
||||
|
|
@ -25,7 +25,7 @@ namespace Ndk
|
|||
VelocitySystem::VelocitySystem()
|
||||
{
|
||||
Requires<NodeComponent, VelocityComponent>();
|
||||
Excludes<PhysicsComponent>();
|
||||
Excludes<PhysicsComponent3D>();
|
||||
}
|
||||
|
||||
/*!
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@
|
|||
#include <NDK/World.hpp>
|
||||
#include <Nazara/Core/Error.hpp>
|
||||
#include <NDK/BaseComponent.hpp>
|
||||
#include <NDK/Systems/PhysicsSystem.hpp>
|
||||
#include <NDK/Systems/PhysicsSystem3D.hpp>
|
||||
#include <NDK/Systems/VelocitySystem.hpp>
|
||||
|
||||
#ifndef NDK_SERVER
|
||||
|
|
@ -40,7 +40,7 @@ namespace Ndk
|
|||
|
||||
void World::AddDefaultSystems()
|
||||
{
|
||||
AddSystem<PhysicsSystem>();
|
||||
AddSystem<PhysicsSystem3D>();
|
||||
AddSystem<VelocitySystem>();
|
||||
|
||||
#ifndef NDK_SERVER
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/Physics3D/Collider3D.hpp>
|
||||
#include <Nazara/Physics3D/PhysWorld.hpp>
|
||||
#include <Nazara/Physics3D/PhysWorld3D.hpp>
|
||||
#include <Newton/Newton.h>
|
||||
#include <memory>
|
||||
#include <Nazara/Physics3D/Debug.hpp>
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
// This file is part of the "Nazara Engine - Physics 3D module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/Physics3D/PhysWorld.hpp>
|
||||
#include <Nazara/Physics3D/PhysWorld3D.hpp>
|
||||
#include <Newton/Newton.h>
|
||||
#include <Nazara/Physics3D/Debug.hpp>
|
||||
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@
|
|||
#include <Nazara/Physics3D/RigidBody3D.hpp>
|
||||
#include <Nazara/Math/Algorithm.hpp>
|
||||
#include <Nazara/Physics3D/Config.hpp>
|
||||
#include <Nazara/Physics3D/PhysWorld.hpp>
|
||||
#include <Nazara/Physics3D/PhysWorld3D.hpp>
|
||||
#include <Newton/Newton.h>
|
||||
#include <algorithm>
|
||||
#include <Nazara/Physics3D/Debug.hpp>
|
||||
|
|
|
|||
|
|
@ -1,8 +1,8 @@
|
|||
#include <NDK/Systems/PhysicsSystem.hpp>
|
||||
#include <NDK/Systems/PhysicsSystem3D.hpp>
|
||||
#include <NDK/World.hpp>
|
||||
#include <NDK/Components/CollisionComponent.hpp>
|
||||
#include <NDK/Components/CollisionComponent3D.hpp>
|
||||
#include <NDK/Components/NodeComponent.hpp>
|
||||
#include <NDK/Components/PhysicsComponent.hpp>
|
||||
#include <NDK/Components/PhysicsComponent3D.hpp>
|
||||
#include <Catch/catch.hpp>
|
||||
|
||||
SCENARIO("PhysicsSystem", "[NDK][PHYSICSSYSTEM]")
|
||||
|
|
@ -11,12 +11,12 @@ SCENARIO("PhysicsSystem", "[NDK][PHYSICSSYSTEM]")
|
|||
{
|
||||
Ndk::World world;
|
||||
const Ndk::EntityHandle& staticEntity = world.CreateEntity();
|
||||
Ndk::CollisionComponent& collisionComponentStatic = staticEntity->AddComponent<Ndk::CollisionComponent>();
|
||||
Ndk::CollisionComponent3D& collisionComponentStatic = staticEntity->AddComponent<Ndk::CollisionComponent3D>();
|
||||
Ndk::NodeComponent& nodeComponentStatic = staticEntity->AddComponent<Ndk::NodeComponent>();
|
||||
|
||||
const Ndk::EntityHandle& dynamicEntity = world.CreateEntity();
|
||||
Ndk::NodeComponent& nodeComponentDynamic = dynamicEntity->AddComponent<Ndk::NodeComponent>();
|
||||
Ndk::PhysicsComponent& physicsComponentDynamic = dynamicEntity->AddComponent<Ndk::PhysicsComponent>();
|
||||
Ndk::PhysicsComponent3D& physicsComponentDynamic = dynamicEntity->AddComponent<Ndk::PhysicsComponent3D>();
|
||||
|
||||
WHEN("We make collide these two entities")
|
||||
{
|
||||
Loading…
Reference in New Issue