Ndk/Physics: Added first physics components/systems
Former-commit-id: 654b7a2a4645487d139474dcbd02c0882d7c8f02
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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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#pragma once
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#ifndef NDK_COMPONENTS_COLLISIONCOMPONENT_HPP
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#define NDK_COMPONENTS_COLLISIONCOMPONENT_HPP
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#include <Nazara/Physics/Geom.hpp>
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#include <NDK/Component.hpp>
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#include <memory>
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class NzPhysObject;
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namespace Ndk
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{
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class Entity;
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class NDK_API CollisionComponent : public Component<CollisionComponent>
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{
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friend class PhysicsSystem;
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friend class StaticCollisionSystem;
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public:
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CollisionComponent(NzPhysGeomRef geom = NzPhysGeomRef());
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CollisionComponent(const CollisionComponent& collision);
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~CollisionComponent() = default;
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const NzPhysGeomRef& GetGeom() const;
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void SetGeom(NzPhysGeomRef geom);
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CollisionComponent& operator=(NzPhysGeomRef geom);
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CollisionComponent& operator=(CollisionComponent&& collision) = default;
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static ComponentIndex componentIndex;
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private:
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void InitializeStaticBody();
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NzPhysObject* GetStaticBody();
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void OnAttached() override;
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void OnComponentAttached(BaseComponent& component) override;
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void OnComponentDetached(BaseComponent& component) override;
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void OnDetached() override;
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std::unique_ptr<NzPhysObject> m_staticBody;
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NzPhysGeomRef m_geom;
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bool m_bodyUpdated;
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};
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}
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#include <NDK/Components/CollisionComponent.inl>
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#endif // NDK_COMPONENTS_COLLISIONCOMPONENT_HPP
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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/Entity.hpp>
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#include <NDK/World.hpp>
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#include <NDK/Components/PhysicsComponent.hpp>
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#include <NDK/Systems/PhysicsSystem.hpp>
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namespace Ndk
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{
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inline CollisionComponent::CollisionComponent(NzPhysGeomRef geom) :
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m_geom(std::move(geom)),
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m_bodyUpdated(false)
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{
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}
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inline CollisionComponent::CollisionComponent(const CollisionComponent& collision) :
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m_geom(collision.m_geom),
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m_bodyUpdated(false)
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{
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}
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inline const NzPhysGeomRef& CollisionComponent::GetGeom() const
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{
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return m_geom;
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}
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inline CollisionComponent& CollisionComponent::operator=(NzPhysGeomRef geom)
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{
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SetGeom(geom);
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return *this;
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}
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inline NzPhysObject* CollisionComponent::GetStaticBody()
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{
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return m_staticBody.get();
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}
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}
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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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#pragma once
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#ifndef NDK_COMPONENTS_PHYSICSCOMPONENT_HPP
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#define NDK_COMPONENTS_PHYSICSCOMPONENT_HPP
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#include <Nazara/Physics/PhysObject.hpp>
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#include <NDK/Component.hpp>
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#include <memory>
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namespace Ndk
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{
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class Entity;
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class NDK_API PhysicsComponent : public Component<PhysicsComponent>
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{
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friend class CollisionComponent;
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friend class PhysicsSystem;
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public:
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PhysicsComponent() = default;
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PhysicsComponent(const PhysicsComponent& physics);
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~PhysicsComponent() = default;
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void AddForce(const NzVector3f& force, nzCoordSys coordSys = nzCoordSys_Global);
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void AddForce(const NzVector3f& force, const NzVector3f& point, nzCoordSys coordSys = nzCoordSys_Global);
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void AddTorque(const NzVector3f& torque, nzCoordSys coordSys = nzCoordSys_Global);
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void EnableAutoSleep(bool autoSleep);
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NzBoxf GetAABB() const;
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NzVector3f GetAngularVelocity() const;
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float GetGravityFactor() const;
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float GetMass() const;
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NzVector3f GetMassCenter(nzCoordSys coordSys = nzCoordSys_Local) const;
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const NzMatrix4f& GetMatrix() const;
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NzVector3f GetPosition() const;
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NzQuaternionf GetRotation() const;
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NzVector3f GetVelocity() const;
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bool IsAutoSleepEnabled() const;
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bool IsMoveable() const;
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bool IsSleeping() const;
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void SetAngularVelocity(const NzVector3f& angularVelocity);
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void SetGravityFactor(float gravityFactor);
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void SetMass(float mass);
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void SetMassCenter(const NzVector3f& center);
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void SetPosition(const NzVector3f& position);
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void SetRotation(const NzQuaternionf& rotation);
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void SetVelocity(const NzVector3f& velocity);
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static ComponentIndex componentIndex;
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private:
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NzPhysObject& GetPhysObject();
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void OnAttached() override;
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void OnComponentAttached(BaseComponent& component) override;
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void OnComponentDetached(BaseComponent& component) override;
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void OnDetached() override;
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std::unique_ptr<NzPhysObject> m_object;
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};
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}
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#include <NDK/Components/PhysicsComponent.inl>
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#endif // NDK_COMPONENTS_PHYSICSCOMPONENT_HPP
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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 <Nazara/Core/Error.hpp>
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namespace Ndk
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{
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inline PhysicsComponent::PhysicsComponent(const PhysicsComponent& physics)
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{
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// Pas de copie de l'objet physique (étant donné que nous n'allons le créer qu'une fois attaché à une entité)
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NazaraUnused(physics);
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}
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inline void PhysicsComponent::AddForce(const NzVector3f& force, nzCoordSys coordSys)
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{
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NazaraAssert(m_object, "Invalid physics object");
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m_object->AddForce(force, coordSys);
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}
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inline void PhysicsComponent::AddForce(const NzVector3f& force, const NzVector3f& point, nzCoordSys coordSys)
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{
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NazaraAssert(m_object, "Invalid physics object");
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m_object->AddForce(force, point, coordSys);
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}
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inline void PhysicsComponent::AddTorque(const NzVector3f& torque, nzCoordSys coordSys)
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{
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NazaraAssert(m_object, "Invalid physics object");
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m_object->AddForce(torque, coordSys);
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}
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inline void PhysicsComponent::EnableAutoSleep(bool autoSleep)
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{
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NazaraAssert(m_object, "Invalid physics object");
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m_object->EnableAutoSleep(autoSleep);
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}
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inline NzBoxf PhysicsComponent::GetAABB() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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return m_object->GetAABB();
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}
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inline NzVector3f PhysicsComponent::GetAngularVelocity() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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return m_object->GetAngularVelocity();
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}
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inline float PhysicsComponent::GetGravityFactor() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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return m_object->GetGravityFactor();
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}
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inline float PhysicsComponent::GetMass() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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return m_object->GetMass();
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}
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inline NzVector3f PhysicsComponent::GetMassCenter(nzCoordSys coordSys) const
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{
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NazaraAssert(m_object, "Invalid physics object");
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return m_object->GetMassCenter(coordSys);
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}
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inline const NzMatrix4f& PhysicsComponent::GetMatrix() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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return m_object->GetMatrix();
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}
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inline NzVector3f PhysicsComponent::GetPosition() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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return m_object->GetPosition();
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}
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inline NzQuaternionf PhysicsComponent::GetRotation() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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return m_object->GetRotation();
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}
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inline NzVector3f PhysicsComponent::GetVelocity() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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return m_object->GetVelocity();
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}
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inline bool PhysicsComponent::IsAutoSleepEnabled() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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return m_object->IsAutoSleepEnabled();
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}
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inline bool PhysicsComponent::IsSleeping() const
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{
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NazaraAssert(m_object, "Invalid physics object");
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return m_object->IsSleeping();
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}
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inline void PhysicsComponent::SetAngularVelocity(const NzVector3f& angularVelocity)
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{
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NazaraAssert(m_object, "Invalid physics object");
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m_object->SetAngularVelocity(angularVelocity);
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}
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inline void PhysicsComponent::SetGravityFactor(float gravityFactor)
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{
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NazaraAssert(m_object, "Invalid physics object");
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m_object->SetGravityFactor(gravityFactor);
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}
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inline void PhysicsComponent::SetMass(float mass)
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{
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NazaraAssert(m_object, "Invalid physics object");
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NazaraAssert(mass > 0.f, "Mass should be positive");
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m_object->SetMass(mass);
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}
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inline void PhysicsComponent::SetMassCenter(const NzVector3f& center)
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{
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NazaraAssert(m_object, "Invalid physics object");
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m_object->SetMassCenter(center);
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}
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inline void PhysicsComponent::SetPosition(const NzVector3f& position)
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{
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NazaraAssert(m_object, "Invalid physics object");
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m_object->SetPosition(position);
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}
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inline void PhysicsComponent::SetRotation(const NzQuaternionf& rotation)
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{
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NazaraAssert(m_object, "Invalid physics object");
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m_object->SetRotation(rotation);
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}
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inline void PhysicsComponent::SetVelocity(const NzVector3f& velocity)
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{
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NazaraAssert(m_object, "Invalid physics object");
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m_object->SetVelocity(velocity);
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}
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inline NzPhysObject& PhysicsComponent::GetPhysObject()
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{
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return *m_object.get();
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}
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}
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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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#pragma once
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#ifndef NDK_SYSTEMS_PHYSICSSYSTEM_HPP
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#define NDK_SYSTEMS_PHYSICSSYSTEM_HPP
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#include <Nazara/Physics/PhysWorld.hpp>
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#include <NDK/System.hpp>
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namespace Ndk
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{
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class NDK_API PhysicsSystem : public System<PhysicsSystem>
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{
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public:
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PhysicsSystem();
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PhysicsSystem(const PhysicsSystem& system);
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~PhysicsSystem() = default;
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NzPhysWorld& GetWorld();
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const NzPhysWorld& GetWorld() const;
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void Update(float elapsedTime);
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static SystemIndex systemIndex;
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private:
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NzPhysWorld m_world;
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};
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}
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#include <NDK/Systems/PhysicsSystem.inl>
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#endif // NDK_SYSTEMS_PHYSICSSYSTEM_HPP
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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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namespace Ndk
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{
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inline NzPhysWorld& PhysicsSystem::GetWorld()
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{
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return m_world;
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}
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inline const NzPhysWorld& PhysicsSystem::GetWorld() const
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{
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return m_world;
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}
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}
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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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#pragma once
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#ifndef NDK_SYSTEMS_STATICCOLLISIONSYSTEM_HPP
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#define NDK_SYSTEMS_STATICCOLLISIONSYSTEM_HPP
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#include <NDK/System.hpp>
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namespace Ndk
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{
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class NDK_API StaticCollisionSystem : public System<StaticCollisionSystem>
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{
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public:
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StaticCollisionSystem();
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StaticCollisionSystem(const StaticCollisionSystem& system) = default;
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~StaticCollisionSystem() = default;
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void Update(float elapsedTime);
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static SystemIndex systemIndex;
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};
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}
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#include <NDK/Systems/StaticCollisionSystem.inl>
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#endif // NDK_SYSTEMS_STATICCOLLISIONSYSTEM_HPP
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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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namespace Ndk
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{
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}
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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/Components/CollisionComponent.hpp>
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#include <Nazara/Physics/PhysObject.hpp>
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#include <NDK/World.hpp>
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#include <NDK/Components/PhysicsComponent.hpp>
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#include <NDK/Systems/PhysicsSystem.hpp>
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namespace Ndk
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{
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void CollisionComponent::SetGeom(NzPhysGeomRef geom)
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{
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m_geom = std::move(geom);
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if (m_entity->HasComponent<PhysicsComponent>())
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{
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// On met à jour la géométrie du PhysObject associé au PhysicsComponent
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PhysicsComponent& physComponent = m_entity->GetComponent<PhysicsComponent>();
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physComponent.GetPhysObject().SetGeom(m_geom);
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}
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else
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{
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NazaraAssert(m_staticBody, "An entity without physics component should have a static body");
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m_staticBody->SetGeom(m_geom);
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}
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}
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void CollisionComponent::InitializeStaticBody()
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{
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NazaraAssert(m_entity, "Invalid entity");
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World* entityWorld = m_entity->GetWorld();
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NazaraAssert(entityWorld, "Entity must have world");
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NazaraAssert(entityWorld->HasSystem<PhysicsSystem>(), "World must have a physics system");
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NzPhysWorld& physWorld = entityWorld->GetSystem<PhysicsSystem>().GetWorld();
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m_staticBody.reset(new NzPhysObject(&physWorld, m_geom));
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m_staticBody->EnableAutoSleep(false);
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}
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void CollisionComponent::OnAttached()
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{
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if (!m_entity->HasComponent<PhysicsComponent>())
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InitializeStaticBody();
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}
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void CollisionComponent::OnComponentAttached(BaseComponent& component)
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{
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if (component.GetIndex() == GetComponentIndex<PhysicsComponent>())
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m_staticBody.reset();
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}
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void CollisionComponent::OnComponentDetached(BaseComponent& component)
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{
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if (component.GetIndex() == GetComponentIndex<PhysicsComponent>())
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InitializeStaticBody();
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}
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void CollisionComponent::OnDetached()
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{
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m_staticBody.reset();
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}
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ComponentIndex CollisionComponent::componentIndex;
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}
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@ -0,0 +1,59 @@
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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/Components/PhysicsComponent.hpp>
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#include <Nazara/Physics/PhysObject.hpp>
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#include <NDK/World.hpp>
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#include <NDK/Components/CollisionComponent.hpp>
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#include <NDK/Components/NodeComponent.hpp>
|
||||
#include <NDK/Systems/PhysicsSystem.hpp>
|
||||
|
||||
namespace Ndk
|
||||
{
|
||||
void PhysicsComponent::OnAttached()
|
||||
{
|
||||
World* entityWorld = m_entity->GetWorld();
|
||||
NazaraAssert(entityWorld->HasSystem<PhysicsSystem>(), "World must have a physics system");
|
||||
|
||||
NzPhysWorld& world = entityWorld->GetSystem<PhysicsSystem>().GetWorld();
|
||||
|
||||
NzPhysGeomRef geom;
|
||||
if (m_entity->HasComponent<CollisionComponent>())
|
||||
geom = m_entity->GetComponent<CollisionComponent>().GetGeom();
|
||||
|
||||
NzMatrix4f matrix;
|
||||
if (m_entity->HasComponent<NodeComponent>())
|
||||
matrix = m_entity->GetComponent<NodeComponent>().GetTransformMatrix();
|
||||
else
|
||||
matrix.MakeIdentity();
|
||||
|
||||
m_object.reset(new NzPhysObject(&world, geom, matrix));
|
||||
m_object->SetMass(1.f);
|
||||
}
|
||||
|
||||
void PhysicsComponent::OnComponentAttached(BaseComponent& component)
|
||||
{
|
||||
if (component.GetIndex() == GetComponentIndex<CollisionComponent>())
|
||||
{
|
||||
NazaraAssert(m_object, "Invalid object");
|
||||
m_object->SetGeom(static_cast<CollisionComponent&>(component).GetGeom());
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsComponent::OnComponentDetached(BaseComponent& component)
|
||||
{
|
||||
if (component.GetIndex() == GetComponentIndex<CollisionComponent>())
|
||||
{
|
||||
NazaraAssert(m_object, "Invalid object");
|
||||
m_object->SetGeom(NzNullGeom::New());
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsComponent::OnDetached()
|
||||
{
|
||||
m_object.reset();
|
||||
}
|
||||
|
||||
ComponentIndex PhysicsComponent::componentIndex;
|
||||
}
|
||||
|
|
@ -13,10 +13,14 @@
|
|||
#include <Nazara/Utility/Utility.hpp>
|
||||
#include <NDK/Algorithm.hpp>
|
||||
#include <NDK/BaseSystem.hpp>
|
||||
#include <NDK/Components/CollisionComponent.hpp>
|
||||
#include <NDK/Components/ListenerComponent.hpp>
|
||||
#include <NDK/Components/NodeComponent.hpp>
|
||||
#include <NDK/Components/PhysicsComponent.hpp>
|
||||
#include <NDK/Components/VelocityComponent.hpp>
|
||||
#include <NDK/Systems/ListenerSystem.hpp>
|
||||
#include <NDK/Systems/PhysicsSystem.hpp>
|
||||
#include <NDK/Systems/StaticCollisionSystem.hpp>
|
||||
#include <NDK/Systems/VelocitySystem.hpp>
|
||||
|
||||
namespace Ndk
|
||||
|
|
@ -49,12 +53,16 @@ namespace Ndk
|
|||
BaseSystem::Initialize();
|
||||
|
||||
// Composants
|
||||
InitializeComponent<CollisionComponent>("NdkColli");
|
||||
InitializeComponent<ListenerComponent>("NdkList");
|
||||
InitializeComponent<NodeComponent>("NdkNode");
|
||||
InitializeComponent<PhysicsComponent>("NdkPhys");
|
||||
InitializeComponent<VelocityComponent>("NdkVeloc");
|
||||
|
||||
// Systèmes
|
||||
InitializeSystem<ListenerSystem>();
|
||||
InitializeSystem<PhysicsSystem>();
|
||||
InitializeSystem<StaticCollisionSystem>();
|
||||
InitializeSystem<VelocitySystem>();
|
||||
|
||||
NazaraNotice("Initialized: SDK");
|
||||
|
|
|
|||
|
|
@ -0,0 +1,40 @@
|
|||
// Copyright (C) 2015 Jérôme Leclercq
|
||||
// This file is part of the "Nazara Development Kit"
|
||||
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
|
||||
|
||||
#include <NDK/Systems/PhysicsSystem.hpp>
|
||||
#include <Nazara/Physics/PhysObject.hpp>
|
||||
#include <NDK/Components/CollisionComponent.hpp>
|
||||
#include <NDK/Components/NodeComponent.hpp>
|
||||
#include <NDK/Components/PhysicsComponent.hpp>
|
||||
|
||||
namespace Ndk
|
||||
{
|
||||
PhysicsSystem::PhysicsSystem()
|
||||
{
|
||||
Requires<NodeComponent, PhysicsComponent>();
|
||||
}
|
||||
|
||||
PhysicsSystem::PhysicsSystem(const PhysicsSystem& system) :
|
||||
System(system),
|
||||
m_world()
|
||||
{
|
||||
}
|
||||
|
||||
void PhysicsSystem::Update(float elapsedTime)
|
||||
{
|
||||
m_world.Step(elapsedTime);
|
||||
|
||||
for (const Ndk::EntityHandle& entity : GetEntities())
|
||||
{
|
||||
NodeComponent& node = entity->GetComponent<NodeComponent>();
|
||||
PhysicsComponent& phys = entity->GetComponent<PhysicsComponent>();
|
||||
|
||||
NzPhysObject& physObj = phys.GetPhysObject();
|
||||
node.SetRotation(physObj.GetRotation(), nzCoordSys_Global);
|
||||
node.SetPosition(physObj.GetPosition(), nzCoordSys_Global);
|
||||
}
|
||||
}
|
||||
|
||||
SystemIndex PhysicsSystem::systemIndex;
|
||||
}
|
||||
|
|
@ -0,0 +1,60 @@
|
|||
// Copyright (C) 2015 Jérôme Leclercq
|
||||
// This file is part of the "Nazara Development Kit"
|
||||
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
|
||||
|
||||
#include <NDK/Systems/StaticCollisionSystem.hpp>
|
||||
#include <Nazara/Physics/PhysObject.hpp>
|
||||
#include <NDK/Components/CollisionComponent.hpp>
|
||||
#include <NDK/Components/NodeComponent.hpp>
|
||||
|
||||
namespace Ndk
|
||||
{
|
||||
StaticCollisionSystem::StaticCollisionSystem()
|
||||
{
|
||||
Requires<CollisionComponent, NodeComponent>();
|
||||
Excludes<PhysicsComponent>();
|
||||
}
|
||||
|
||||
void StaticCollisionSystem::Update(float elapsedTime)
|
||||
{
|
||||
float invElapsedTime = 1.f / elapsedTime;
|
||||
for (const Ndk::EntityHandle& entity : GetEntities())
|
||||
{
|
||||
CollisionComponent& collision = entity->GetComponent<CollisionComponent>();
|
||||
NodeComponent& node = entity->GetComponent<NodeComponent>();
|
||||
|
||||
NzPhysObject* physObj = collision.GetStaticBody();
|
||||
|
||||
NzQuaternionf oldRotation = physObj->GetRotation();
|
||||
NzVector3f oldPosition = physObj->GetPosition();
|
||||
NzQuaternionf newRotation = node.GetRotation(nzCoordSys_Global);
|
||||
NzVector3f newPosition = node.GetPosition(nzCoordSys_Global);
|
||||
|
||||
// Pour déplacer des objets statiques et assurer les collisions, il faut leur définir une vitesse
|
||||
// (note importante: le moteur physique n'applique pas la vitesse sur les objets statiques)
|
||||
if (newPosition != oldPosition)
|
||||
{
|
||||
physObj->SetPosition(newPosition);
|
||||
physObj->SetVelocity((newPosition - oldPosition) * invElapsedTime);
|
||||
}
|
||||
else
|
||||
physObj->SetVelocity(NzVector3f::Zero());
|
||||
|
||||
if (newRotation != oldRotation)
|
||||
{
|
||||
NzQuaternionf transition = newRotation * oldRotation.GetConjugate();
|
||||
NzEulerAnglesf angles = transition.ToEulerAngles();
|
||||
NzVector3f angularVelocity(NzToRadians(angles.pitch * invElapsedTime),
|
||||
NzToRadians(angles.yaw * invElapsedTime),
|
||||
NzToRadians(angles.roll * invElapsedTime));
|
||||
|
||||
physObj->SetRotation(oldRotation);
|
||||
physObj->SetAngularVelocity(angularVelocity);
|
||||
}
|
||||
else
|
||||
physObj->SetAngularVelocity(NzVector3f::Zero());
|
||||
}
|
||||
}
|
||||
|
||||
SystemIndex StaticCollisionSystem::systemIndex;
|
||||
}
|
||||
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include <NDK/Systems/VelocitySystem.hpp>
|
||||
#include <NDK/Components/NodeComponent.hpp>
|
||||
#include <NDK/Components/PhysicsComponent.hpp>
|
||||
#include <NDK/Components/VelocityComponent.hpp>
|
||||
|
||||
namespace Ndk
|
||||
|
|
@ -11,6 +12,7 @@ namespace Ndk
|
|||
VelocitySystem::VelocitySystem()
|
||||
{
|
||||
Requires<NodeComponent, VelocityComponent>();
|
||||
Excludes<PhysicsComponent>();
|
||||
}
|
||||
|
||||
void VelocitySystem::Update(float elapsedTime)
|
||||
|
|
|
|||
|
|
@ -5,6 +5,8 @@
|
|||
#include <NDK/World.hpp>
|
||||
#include <Nazara/Core/Error.hpp>
|
||||
#include <NDK/Systems/ListenerSystem.hpp>
|
||||
#include <NDK/Systems/PhysicsSystem.hpp>
|
||||
#include <NDK/Systems/StaticCollisionSystem.hpp>
|
||||
#include <NDK/Systems/VelocitySystem.hpp>
|
||||
|
||||
namespace Ndk
|
||||
|
|
@ -18,6 +20,8 @@ namespace Ndk
|
|||
void World::AddDefaultSystems()
|
||||
{
|
||||
AddSystem<ListenerSystem>();
|
||||
AddSystem<PhysicsSystem>();
|
||||
AddSystem<StaticCollisionSystem>();
|
||||
AddSystem<VelocitySystem>();
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue