JoltPhysics3D: Allow to construct components without using the system

This commit is contained in:
SirLynix
2023-07-23 13:05:33 +02:00
parent 20f000c8dc
commit c081811760
14 changed files with 167 additions and 87 deletions

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@@ -17,16 +17,21 @@ namespace Nz
friend class JoltPhysics3DSystem;
public:
using JoltCharacter::JoltCharacter;
inline JoltCharacterComponent(const JoltCharacter::Settings& settings);
JoltCharacterComponent(const JoltCharacterComponent&) = default;
JoltCharacterComponent(JoltCharacterComponent&&) noexcept = default;
~JoltCharacterComponent() = default;
JoltCharacterComponent& operator=(const JoltCharacterComponent&) = default;
JoltCharacterComponent& operator=(JoltCharacterComponent&&) noexcept = default;
private:
inline void Construct(JoltPhysWorld3D& world);
std::unique_ptr<JoltCharacter::Settings> m_settings;
};
}
#include <Nazara/JoltPhysics3D/Components/JoltRigidBody3DComponent.inl>
#include <Nazara/JoltPhysics3D/Components/JoltCharacterComponent.inl>
#endif // NAZARA_JOLTPHYSICS3D_COMPONENTS_JOLTCHARACTERCOMPONENT_HPP

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@@ -6,6 +6,17 @@
namespace Nz
{
inline JoltCharacterComponent::JoltCharacterComponent(const JoltCharacter::Settings& settings)
{
m_settings = std::make_unique<JoltCharacter::Settings>(settings);
}
inline void JoltCharacterComponent::Construct(JoltPhysWorld3D& world)
{
assert(m_settings);
Create(world, *m_settings);
m_settings.reset();
}
}
#include <Nazara/JoltPhysics3D/DebugOff.hpp>

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@@ -9,6 +9,7 @@
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/JoltPhysics3D/JoltRigidBody3D.hpp>
#include <variant>
namespace Nz
{
@@ -17,13 +18,20 @@ namespace Nz
friend class JoltPhysics3DSystem;
public:
using JoltRigidBody3D::JoltRigidBody3D;
inline JoltRigidBody3DComponent(const JoltRigidBody3D::DynamicSettings& settings);
inline JoltRigidBody3DComponent(const JoltRigidBody3D::StaticSettings& settings);
JoltRigidBody3DComponent(const JoltRigidBody3DComponent&) = default;
JoltRigidBody3DComponent(JoltRigidBody3DComponent&&) noexcept = default;
~JoltRigidBody3DComponent() = default;
JoltRigidBody3DComponent& operator=(const JoltRigidBody3DComponent&) = default;
JoltRigidBody3DComponent& operator=(JoltRigidBody3DComponent&&) noexcept = default;
private:
inline void Construct(JoltPhysWorld3D& world);
using Setting = std::variant<JoltRigidBody3D::DynamicSettings, JoltRigidBody3D::StaticSettings>;
std::unique_ptr<Setting> m_settings;
};
}

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@@ -3,9 +3,29 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/JoltPhysics3D/Debug.hpp>
#include <cassert>
namespace Nz
{
inline JoltRigidBody3DComponent::JoltRigidBody3DComponent(const JoltRigidBody3D::DynamicSettings& settings)
{
m_settings = std::make_unique<Setting>(settings);
}
inline JoltRigidBody3DComponent::JoltRigidBody3DComponent(const JoltRigidBody3D::StaticSettings& settings)
{
m_settings = std::make_unique<Setting>(settings);
}
inline void JoltRigidBody3DComponent::Construct(JoltPhysWorld3D& world)
{
assert(m_settings);
std::visit([&](auto&& arg)
{
Create(world, arg);
}, *m_settings);
m_settings.reset();
}
}
#include <Nazara/JoltPhysics3D/DebugOff.hpp>