JoltPhysics3D: Allow to construct components without using the system
This commit is contained in:
@@ -17,16 +17,21 @@ namespace Nz
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friend class JoltPhysics3DSystem;
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public:
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using JoltCharacter::JoltCharacter;
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inline JoltCharacterComponent(const JoltCharacter::Settings& settings);
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JoltCharacterComponent(const JoltCharacterComponent&) = default;
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JoltCharacterComponent(JoltCharacterComponent&&) noexcept = default;
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~JoltCharacterComponent() = default;
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JoltCharacterComponent& operator=(const JoltCharacterComponent&) = default;
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JoltCharacterComponent& operator=(JoltCharacterComponent&&) noexcept = default;
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private:
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inline void Construct(JoltPhysWorld3D& world);
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std::unique_ptr<JoltCharacter::Settings> m_settings;
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};
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}
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#include <Nazara/JoltPhysics3D/Components/JoltRigidBody3DComponent.inl>
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#include <Nazara/JoltPhysics3D/Components/JoltCharacterComponent.inl>
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#endif // NAZARA_JOLTPHYSICS3D_COMPONENTS_JOLTCHARACTERCOMPONENT_HPP
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@@ -6,6 +6,17 @@
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namespace Nz
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{
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inline JoltCharacterComponent::JoltCharacterComponent(const JoltCharacter::Settings& settings)
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{
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m_settings = std::make_unique<JoltCharacter::Settings>(settings);
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}
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inline void JoltCharacterComponent::Construct(JoltPhysWorld3D& world)
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{
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assert(m_settings);
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Create(world, *m_settings);
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m_settings.reset();
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}
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}
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#include <Nazara/JoltPhysics3D/DebugOff.hpp>
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@@ -9,6 +9,7 @@
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#include <NazaraUtils/Prerequisites.hpp>
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#include <Nazara/JoltPhysics3D/JoltRigidBody3D.hpp>
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#include <variant>
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namespace Nz
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{
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@@ -17,13 +18,20 @@ namespace Nz
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friend class JoltPhysics3DSystem;
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public:
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using JoltRigidBody3D::JoltRigidBody3D;
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inline JoltRigidBody3DComponent(const JoltRigidBody3D::DynamicSettings& settings);
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inline JoltRigidBody3DComponent(const JoltRigidBody3D::StaticSettings& settings);
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JoltRigidBody3DComponent(const JoltRigidBody3DComponent&) = default;
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JoltRigidBody3DComponent(JoltRigidBody3DComponent&&) noexcept = default;
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~JoltRigidBody3DComponent() = default;
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JoltRigidBody3DComponent& operator=(const JoltRigidBody3DComponent&) = default;
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JoltRigidBody3DComponent& operator=(JoltRigidBody3DComponent&&) noexcept = default;
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private:
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inline void Construct(JoltPhysWorld3D& world);
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using Setting = std::variant<JoltRigidBody3D::DynamicSettings, JoltRigidBody3D::StaticSettings>;
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std::unique_ptr<Setting> m_settings;
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};
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}
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@@ -3,9 +3,29 @@
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/JoltPhysics3D/Debug.hpp>
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#include <cassert>
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namespace Nz
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{
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inline JoltRigidBody3DComponent::JoltRigidBody3DComponent(const JoltRigidBody3D::DynamicSettings& settings)
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{
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m_settings = std::make_unique<Setting>(settings);
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}
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inline JoltRigidBody3DComponent::JoltRigidBody3DComponent(const JoltRigidBody3D::StaticSettings& settings)
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{
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m_settings = std::make_unique<Setting>(settings);
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}
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inline void JoltRigidBody3DComponent::Construct(JoltPhysWorld3D& world)
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{
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assert(m_settings);
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std::visit([&](auto&& arg)
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{
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Create(world, arg);
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}, *m_settings);
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m_settings.reset();
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}
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}
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#include <Nazara/JoltPhysics3D/DebugOff.hpp>
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@@ -32,7 +32,9 @@ namespace Nz
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friend JoltPhysWorld3D;
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public:
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JoltCharacter(JoltPhysWorld3D& physWorld, std::shared_ptr<JoltCollider3D> collider, const Vector3f& position = Vector3f::Zero(), const Quaternionf& rotation = Quaternionf::Identity());
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struct Settings;
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JoltCharacter(JoltPhysWorld3D& physWorld, const Settings& settings);
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JoltCharacter(const JoltCharacter&) = delete;
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JoltCharacter(JoltCharacter&& character) noexcept;
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~JoltCharacter();
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@@ -62,7 +64,17 @@ namespace Nz
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JoltCharacter& operator=(const JoltCharacter&) = delete;
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JoltCharacter& operator=(JoltCharacter&& character) noexcept;
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struct Settings
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{
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std::shared_ptr<JoltCollider3D> collider;
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Quaternionf rotation = Quaternionf::Identity();
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Vector3f position = Vector3f::Zero();
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};
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protected:
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JoltCharacter();
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void Create(JoltPhysWorld3D& physWorld, const Settings& settings);
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void Destroy();
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private:
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@@ -32,8 +32,8 @@ namespace Nz
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struct DynamicSettings;
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struct StaticSettings;
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JoltRigidBody3D(JoltPhysWorld3D& world, const DynamicSettings& settings);
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JoltRigidBody3D(JoltPhysWorld3D& world, const StaticSettings& settings);
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inline JoltRigidBody3D(JoltPhysWorld3D& world, const DynamicSettings& settings);
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inline JoltRigidBody3D(JoltPhysWorld3D& world, const StaticSettings& settings);
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JoltRigidBody3D(const JoltRigidBody3D& object) = delete;
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JoltRigidBody3D(JoltRigidBody3D&& object) noexcept;
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~JoltRigidBody3D();
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@@ -123,6 +123,9 @@ namespace Nz
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};
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protected:
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JoltRigidBody3D() = default;
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void Create(JoltPhysWorld3D& world, const DynamicSettings& settings);
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void Create(JoltPhysWorld3D& world, const StaticSettings& settings);
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void Destroy(bool worldDestruction = false);
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private:
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@@ -6,6 +6,16 @@
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namespace Nz
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{
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inline JoltRigidBody3D::JoltRigidBody3D(JoltPhysWorld3D& world, const DynamicSettings& settings)
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{
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Create(world, settings);
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}
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inline JoltRigidBody3D::JoltRigidBody3D(JoltPhysWorld3D& world, const StaticSettings& settings)
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{
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Create(world, settings);
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}
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inline void JoltRigidBody3D::DisableSimulation()
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{
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return EnableSimulation(false);
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@@ -32,9 +32,6 @@ namespace Nz
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JoltPhysics3DSystem(JoltPhysics3DSystem&&) = delete;
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~JoltPhysics3DSystem();
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template<typename... Args> JoltCharacterComponent CreateCharacter(Args&&... args);
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template<typename... Args> JoltRigidBody3DComponent CreateRigidBody(Args&&... args);
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void Dump();
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inline JoltPhysWorld3D& GetPhysWorld();
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@@ -55,6 +52,7 @@ namespace Nz
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private:
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void OnBodyConstruct(entt::registry& registry, entt::entity entity);
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void OnCharacterConstruct(entt::registry& registry, entt::entity entity);
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void OnBodyDestruct(entt::registry& registry, entt::entity entity);
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std::size_t m_stepCount;
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@@ -62,8 +60,9 @@ namespace Nz
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entt::registry& m_registry;
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entt::observer m_characterConstructObserver;
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entt::observer m_rigidBodyConstructObserver;
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entt::scoped_connection m_constructConnection;
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entt::scoped_connection m_destructConnection;
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entt::scoped_connection m_bodyConstructConnection;
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entt::scoped_connection m_characterConstructConnection;
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entt::scoped_connection m_bodyDestructConnection;
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JoltPhysWorld3D m_physWorld;
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Time m_physicsTime;
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Time m_updateTime;
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@@ -6,18 +6,6 @@
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namespace Nz
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{
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template<typename... Args>
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JoltCharacterComponent JoltPhysics3DSystem::CreateCharacter(Args&& ...args)
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{
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return JoltCharacterComponent(m_physWorld, std::forward<Args>(args)...);
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}
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template<typename... Args>
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JoltRigidBody3DComponent JoltPhysics3DSystem::CreateRigidBody(Args&&... args)
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{
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return JoltRigidBody3DComponent(m_physWorld, std::forward<Args>(args)...);
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}
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inline JoltPhysWorld3D& JoltPhysics3DSystem::GetPhysWorld()
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{
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return m_physWorld;
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