Sdk: Rename [Collision|Physics]Component to [Collision|Physics]Component3D
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131
SDK/src/NDK/Systems/PhysicsSystem3D.cpp
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131
SDK/src/NDK/Systems/PhysicsSystem3D.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/Systems/PhysicsSystem3D.hpp>
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#include <Nazara/Physics3D/RigidBody3D.hpp>
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#include <NDK/Components/CollisionComponent3D.hpp>
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#include <NDK/Components/NodeComponent.hpp>
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#include <NDK/Components/PhysicsComponent3D.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::PhysicsSystem
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* \brief NDK class that represents the physics system
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*
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* \remark This system is enabled if the entity has the trait: NodeComponent and any of these two: CollisionComponent3D or PhysicsComponent3D
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* \remark Static objects do not have a velocity specified by the physical engine
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*/
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/*!
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* \brief Constructs an PhysicsSystem object by default
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*/
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PhysicsSystem3D::PhysicsSystem3D()
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{
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Requires<NodeComponent>();
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RequiresAny<CollisionComponent3D, PhysicsComponent3D>();
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}
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/*!
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* \brief Constructs a PhysicsSystem object by copy semantic
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*
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* \param system PhysicsSystem to copy
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*/
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PhysicsSystem3D::PhysicsSystem3D(const PhysicsSystem3D& system) :
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System(system),
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m_world()
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{
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}
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/*!
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* \brief Operation to perform when entity is validated for the system
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*
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* \param entity Pointer to the entity
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* \param justAdded Is the entity newly added
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*/
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void PhysicsSystem3D::OnEntityValidation(Entity* entity, bool justAdded)
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{
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// It's possible our entity got revalidated because of the addition/removal of a PhysicsComponent3D
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if (!justAdded)
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{
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// We take the opposite array from which the entity should belong to
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auto& entities = (entity->HasComponent<PhysicsComponent3D>()) ? m_staticObjects : m_dynamicObjects;
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entities.Remove(entity);
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}
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auto& entities = (entity->HasComponent<PhysicsComponent3D>()) ? m_dynamicObjects : m_staticObjects;
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entities.Insert(entity);
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if (!m_world)
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m_world = std::make_unique<Nz::PhysWorld3D>();
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}
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/*!
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* \brief Operation to perform when system is updated
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*
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* \param elapsedTime Delta time used for the update
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*/
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void PhysicsSystem3D::OnUpdate(float elapsedTime)
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{
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if (!m_world)
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return;
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m_world->Step(elapsedTime);
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for (const Ndk::EntityHandle& entity : m_dynamicObjects)
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{
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NodeComponent& node = entity->GetComponent<NodeComponent>();
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PhysicsComponent3D& phys = entity->GetComponent<PhysicsComponent3D>();
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Nz::RigidBody3D& physObj = phys.GetPhysObject();
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node.SetRotation(physObj.GetRotation(), Nz::CoordSys_Global);
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node.SetPosition(physObj.GetPosition(), Nz::CoordSys_Global);
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}
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float invElapsedTime = 1.f / elapsedTime;
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for (const Ndk::EntityHandle& entity : m_staticObjects)
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{
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CollisionComponent3D& collision = entity->GetComponent<CollisionComponent3D>();
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NodeComponent& node = entity->GetComponent<NodeComponent>();
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Nz::RigidBody3D* physObj = collision.GetStaticBody();
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Nz::Quaternionf oldRotation = physObj->GetRotation();
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Nz::Vector3f oldPosition = physObj->GetPosition();
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Nz::Quaternionf newRotation = node.GetRotation(Nz::CoordSys_Global);
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Nz::Vector3f newPosition = node.GetPosition(Nz::CoordSys_Global);
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// To move static objects and ensure their collisions, we have to specify them a velocity
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// (/!\: the physical motor does not apply the speed on static objects)
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if (newPosition != oldPosition)
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{
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physObj->SetPosition(newPosition);
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physObj->SetVelocity((newPosition - oldPosition) * invElapsedTime);
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}
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else
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physObj->SetVelocity(Nz::Vector3f::Zero());
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if (newRotation != oldRotation)
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{
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Nz::Quaternionf transition = newRotation * oldRotation.GetConjugate();
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Nz::EulerAnglesf angles = transition.ToEulerAngles();
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Nz::Vector3f angularVelocity(Nz::ToRadians(angles.pitch * invElapsedTime),
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Nz::ToRadians(angles.yaw * invElapsedTime),
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Nz::ToRadians(angles.roll * invElapsedTime));
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physObj->SetRotation(oldRotation);
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physObj->SetAngularVelocity(angularVelocity);
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}
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else
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physObj->SetAngularVelocity(Nz::Vector3f::Zero());
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}
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}
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SystemIndex PhysicsSystem3D::systemIndex;
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}
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