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

View File

@@ -14,25 +14,11 @@
namespace Nz
{
JoltCharacter::JoltCharacter(JoltPhysWorld3D& physWorld, std::shared_ptr<JoltCollider3D> collider, const Vector3f& position, const Quaternionf& rotation) :
m_impl(physWorld.GetDefaultCharacterImpl()),
m_collider(std::move(collider)),
m_world(&physWorld)
JoltCharacter::JoltCharacter() = default;
JoltCharacter::JoltCharacter(JoltPhysWorld3D& physWorld, const Settings& settings)
{
auto shapeResult = m_collider->GetShapeSettings()->Create();
if (!shapeResult.IsValid())
throw std::runtime_error("invalid shape");
JPH::CharacterSettings settings;
settings.mShape = shapeResult.Get();
settings.mLayer = 1;
m_character = std::make_unique<JPH::Character>(&settings, ToJolt(position), ToJolt(rotation), 0, m_world->GetPhysicsSystem());
m_character->AddToPhysicsSystem();
m_bodyIndex = m_character->GetBodyID().GetIndex();
m_world->RegisterStepListener(this);
Create(physWorld, settings);
}
JoltCharacter::JoltCharacter(JoltCharacter&& character) noexcept :
@@ -152,6 +138,28 @@ namespace Nz
return *this;
}
void JoltCharacter::Create(JoltPhysWorld3D& physWorld, const Settings& settings)
{
m_collider = settings.collider;
m_impl = physWorld.GetDefaultCharacterImpl();
m_world = &physWorld;
auto shapeResult = m_collider->GetShapeSettings()->Create();
if (!shapeResult.IsValid())
throw std::runtime_error("invalid shape");
JPH::CharacterSettings characterSettings;
characterSettings.mShape = shapeResult.Get();
characterSettings.mLayer = 1;
m_character = std::make_unique<JPH::Character>(&characterSettings, ToJolt(settings.position), ToJolt(settings.rotation), 0, m_world->GetPhysicsSystem());
m_character->AddToPhysicsSystem();
m_bodyIndex = m_character->GetBodyID().GetIndex();
m_world->RegisterStepListener(this);
}
void JoltCharacter::Destroy()
{
if (m_character)

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@@ -16,44 +16,6 @@
namespace Nz
{
JoltRigidBody3D::JoltRigidBody3D(JoltPhysWorld3D& world, const DynamicSettings& settings) :
m_geom(settings.geom),
m_world(&world),
m_isSimulationEnabled(false),
m_isTrigger(settings.isTrigger)
{
JPH::BodyInterface& bodyInterface = m_world->GetPhysicsSystem()->GetBodyInterface();
JPH::BodyCreationSettings creationSettings;
BuildSettings(settings, creationSettings);
m_body = bodyInterface.CreateBody(creationSettings);
JPH::BodyID bodyId = m_body->GetID();
m_bodyIndex = bodyId.GetIndex();
if (settings.isSimulationEnabled)
m_world->RegisterBody(bodyId, !settings.initiallySleeping, false);
}
JoltRigidBody3D::JoltRigidBody3D(JoltPhysWorld3D& world, const StaticSettings& settings) :
m_geom(settings.geom),
m_world(&world),
m_isSimulationEnabled(false),
m_isTrigger(settings.isTrigger)
{
JPH::BodyInterface& bodyInterface = m_world->GetPhysicsSystem()->GetBodyInterface();
JPH::BodyCreationSettings creationSettings;
BuildSettings(settings, creationSettings);
m_body = bodyInterface.CreateBody(creationSettings);
JPH::BodyID bodyId = m_body->GetID();
m_bodyIndex = bodyId.GetIndex();
if (settings.isSimulationEnabled)
m_world->RegisterBody(bodyId, false, false); //< static bodies cannot be activated
}
JoltRigidBody3D::JoltRigidBody3D(JoltRigidBody3D&& body) noexcept :
m_geom(std::move(body.m_geom)),
m_body(std::move(body.m_body)),
@@ -357,6 +319,47 @@ namespace Nz
return *this;
}
void JoltRigidBody3D::Create(JoltPhysWorld3D& world, const DynamicSettings& settings)
{
m_geom = settings.geom;
m_isSimulationEnabled = settings.isSimulationEnabled;
m_isTrigger = settings.isTrigger;
m_world = &world;
JPH::BodyCreationSettings creationSettings;
BuildSettings(settings, creationSettings);
JPH::BodyInterface& bodyInterface = m_world->GetPhysicsSystem()->GetBodyInterface();
m_body = bodyInterface.CreateBody(creationSettings);
JPH::BodyID bodyId = m_body->GetID();
m_bodyIndex = bodyId.GetIndex();
if (settings.isSimulationEnabled)
m_world->RegisterBody(bodyId, !settings.initiallySleeping, false);
}
void JoltRigidBody3D::Create(JoltPhysWorld3D& world, const StaticSettings& settings)
{
m_geom = settings.geom;
m_isSimulationEnabled = settings.isSimulationEnabled;
m_isTrigger = settings.isTrigger;
m_world = &world;
JPH::BodyCreationSettings creationSettings;
BuildSettings(settings, creationSettings);
JPH::BodyInterface& bodyInterface = m_world->GetPhysicsSystem()->GetBodyInterface();
m_body = bodyInterface.CreateBody(creationSettings);
JPH::BodyID bodyId = m_body->GetID();
m_bodyIndex = bodyId.GetIndex();
if (settings.isSimulationEnabled)
m_world->RegisterBody(bodyId, false, false); //< static bodies cannot be activated
}
void JoltRigidBody3D::Destroy(bool worldDestruction)
{
if (m_body)

View File

@@ -15,8 +15,9 @@ namespace Nz
m_characterConstructObserver(m_registry, entt::collector.group<JoltCharacterComponent, NodeComponent>(entt::exclude<DisabledComponent, JoltRigidBody3DComponent>)),
m_rigidBodyConstructObserver(m_registry, entt::collector.group<JoltRigidBody3DComponent, NodeComponent>(entt::exclude<DisabledComponent, JoltCharacterComponent>))
{
m_constructConnection = registry.on_construct<JoltRigidBody3DComponent>().connect<&JoltPhysics3DSystem::OnBodyConstruct>(this);
m_destructConnection = registry.on_destroy<JoltRigidBody3DComponent>().connect<&JoltPhysics3DSystem::OnBodyDestruct>(this);
m_bodyConstructConnection = registry.on_construct<JoltRigidBody3DComponent>().connect<&JoltPhysics3DSystem::OnBodyConstruct>(this);
m_characterConstructConnection = registry.on_construct<JoltCharacterComponent>().connect<&JoltPhysics3DSystem::OnCharacterConstruct>(this);
m_bodyDestructConnection = registry.on_destroy<JoltRigidBody3DComponent>().connect<&JoltPhysics3DSystem::OnBodyDestruct>(this);
m_stepCount = 0;
m_physicsTime = Time::Zero();
@@ -161,6 +162,8 @@ namespace Nz
{
// Register rigid body owning entity
JoltRigidBody3DComponent& rigidBody = registry.get<JoltRigidBody3DComponent>(entity);
rigidBody.Construct(m_physWorld);
std::size_t uniqueIndex = rigidBody.GetBodyIndex();
if (uniqueIndex >= m_physicsEntities.size())
m_physicsEntities.resize(uniqueIndex + 1);
@@ -168,6 +171,12 @@ namespace Nz
m_physicsEntities[uniqueIndex] = entity;
}
void JoltPhysics3DSystem::OnCharacterConstruct(entt::registry& registry, entt::entity entity)
{
JoltCharacterComponent& character = registry.get<JoltCharacterComponent>(entity);
character.Construct(m_physWorld);
}
void JoltPhysics3DSystem::OnBodyDestruct(entt::registry& registry, entt::entity entity)
{
// Unregister owning entity