Sdk: Rename [Collision|Physics]Component to [Collision|Physics]Component3D
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109
SDK/src/NDK/Components/CollisionComponent3D.cpp
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109
SDK/src/NDK/Components/CollisionComponent3D.cpp
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// Copyright (C) 2015 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 Prerequesites.hpp
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#include <NDK/Components/CollisionComponent3D.hpp>
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#include <Nazara/Physics3D/RigidBody3D.hpp>
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#include <NDK/Algorithm.hpp>
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#include <NDK/World.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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* \ingroup NDK
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* \class Ndk::CollisionComponent3D
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* \brief NDK class that represents the component for collision (meant for static objects)
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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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* \remark Produces a NazaraAssert if the entity has no physics component and has no static body
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*/
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void CollisionComponent3D::SetGeom(Nz::Collider3DRef geom)
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{
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m_geom = std::move(geom);
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if (m_entity->HasComponent<PhysicsComponent3D>())
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{
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// We update the geometry of the PhysiscsObject linked to the PhysicsComponent3D
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PhysicsComponent3D& physComponent = m_entity->GetComponent<PhysicsComponent3D>();
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physComponent.GetPhysObject().SetGeom(m_geom);
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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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m_staticBody->SetGeom(m_geom);
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}
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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 CollisionComponent3D::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<PhysicsSystem3D>(), "World must have a physics system");
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Nz::PhysWorld3D& physWorld = entityWorld->GetSystem<PhysicsSystem3D>().GetWorld();
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m_staticBody.reset(new Nz::RigidBody3D(&physWorld, m_geom));
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m_staticBody->EnableAutoSleep(false);
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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 CollisionComponent3D::OnAttached()
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{
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if (!m_entity->HasComponent<PhysicsComponent3D>())
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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 CollisionComponent3D::OnComponentAttached(BaseComponent& component)
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{
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if (IsComponent<PhysicsComponent3D>(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 CollisionComponent3D::OnComponentDetached(BaseComponent& component)
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{
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if (IsComponent<PhysicsComponent3D>(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 CollisionComponent3D::OnDetached()
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{
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m_staticBody.reset();
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}
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ComponentIndex CollisionComponent3D::componentIndex;
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}
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