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

@@ -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)