Ndk/Physics: Added first physics components/systems

Former-commit-id: 654b7a2a4645487d139474dcbd02c0882d7c8f02
This commit is contained in:
Lynix 2015-05-02 10:00:07 +02:00
parent 55519b5e31
commit d558b04aa7
15 changed files with 670 additions and 0 deletions

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// 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
#pragma once
#ifndef NDK_COMPONENTS_COLLISIONCOMPONENT_HPP
#define NDK_COMPONENTS_COLLISIONCOMPONENT_HPP
#include <Nazara/Physics/Geom.hpp>
#include <NDK/Component.hpp>
#include <memory>
class NzPhysObject;
namespace Ndk
{
class Entity;
class NDK_API CollisionComponent : public Component<CollisionComponent>
{
friend class PhysicsSystem;
friend class StaticCollisionSystem;
public:
CollisionComponent(NzPhysGeomRef geom = NzPhysGeomRef());
CollisionComponent(const CollisionComponent& collision);
~CollisionComponent() = default;
const NzPhysGeomRef& GetGeom() const;
void SetGeom(NzPhysGeomRef geom);
CollisionComponent& operator=(NzPhysGeomRef geom);
CollisionComponent& operator=(CollisionComponent&& collision) = default;
static ComponentIndex componentIndex;
private:
void InitializeStaticBody();
NzPhysObject* GetStaticBody();
void OnAttached() override;
void OnComponentAttached(BaseComponent& component) override;
void OnComponentDetached(BaseComponent& component) override;
void OnDetached() override;
std::unique_ptr<NzPhysObject> m_staticBody;
NzPhysGeomRef m_geom;
bool m_bodyUpdated;
};
}
#include <NDK/Components/CollisionComponent.inl>
#endif // NDK_COMPONENTS_COLLISIONCOMPONENT_HPP

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// 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/Entity.hpp>
#include <NDK/World.hpp>
#include <NDK/Components/PhysicsComponent.hpp>
#include <NDK/Systems/PhysicsSystem.hpp>
namespace Ndk
{
inline CollisionComponent::CollisionComponent(NzPhysGeomRef geom) :
m_geom(std::move(geom)),
m_bodyUpdated(false)
{
}
inline CollisionComponent::CollisionComponent(const CollisionComponent& collision) :
m_geom(collision.m_geom),
m_bodyUpdated(false)
{
}
inline const NzPhysGeomRef& CollisionComponent::GetGeom() const
{
return m_geom;
}
inline CollisionComponent& CollisionComponent::operator=(NzPhysGeomRef geom)
{
SetGeom(geom);
return *this;
}
inline NzPhysObject* CollisionComponent::GetStaticBody()
{
return m_staticBody.get();
}
}

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// 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
#pragma once
#ifndef NDK_COMPONENTS_PHYSICSCOMPONENT_HPP
#define NDK_COMPONENTS_PHYSICSCOMPONENT_HPP
#include <Nazara/Physics/PhysObject.hpp>
#include <NDK/Component.hpp>
#include <memory>
namespace Ndk
{
class Entity;
class NDK_API PhysicsComponent : public Component<PhysicsComponent>
{
friend class CollisionComponent;
friend class PhysicsSystem;
public:
PhysicsComponent() = default;
PhysicsComponent(const PhysicsComponent& physics);
~PhysicsComponent() = default;
void AddForce(const NzVector3f& force, nzCoordSys coordSys = nzCoordSys_Global);
void AddForce(const NzVector3f& force, const NzVector3f& point, nzCoordSys coordSys = nzCoordSys_Global);
void AddTorque(const NzVector3f& torque, nzCoordSys coordSys = nzCoordSys_Global);
void EnableAutoSleep(bool autoSleep);
NzBoxf GetAABB() const;
NzVector3f GetAngularVelocity() const;
float GetGravityFactor() const;
float GetMass() const;
NzVector3f GetMassCenter(nzCoordSys coordSys = nzCoordSys_Local) const;
const NzMatrix4f& GetMatrix() const;
NzVector3f GetPosition() const;
NzQuaternionf GetRotation() const;
NzVector3f GetVelocity() const;
bool IsAutoSleepEnabled() const;
bool IsMoveable() const;
bool IsSleeping() const;
void SetAngularVelocity(const NzVector3f& angularVelocity);
void SetGravityFactor(float gravityFactor);
void SetMass(float mass);
void SetMassCenter(const NzVector3f& center);
void SetPosition(const NzVector3f& position);
void SetRotation(const NzQuaternionf& rotation);
void SetVelocity(const NzVector3f& velocity);
static ComponentIndex componentIndex;
private:
NzPhysObject& GetPhysObject();
void OnAttached() override;
void OnComponentAttached(BaseComponent& component) override;
void OnComponentDetached(BaseComponent& component) override;
void OnDetached() override;
std::unique_ptr<NzPhysObject> m_object;
};
}
#include <NDK/Components/PhysicsComponent.inl>
#endif // NDK_COMPONENTS_PHYSICSCOMPONENT_HPP

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// 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 <Nazara/Core/Error.hpp>
namespace Ndk
{
inline PhysicsComponent::PhysicsComponent(const PhysicsComponent& physics)
{
// Pas de copie de l'objet physique (étant donné que nous n'allons le créer qu'une fois attaché à une entité)
NazaraUnused(physics);
}
inline void PhysicsComponent::AddForce(const NzVector3f& force, nzCoordSys coordSys)
{
NazaraAssert(m_object, "Invalid physics object");
m_object->AddForce(force, coordSys);
}
inline void PhysicsComponent::AddForce(const NzVector3f& force, const NzVector3f& point, nzCoordSys coordSys)
{
NazaraAssert(m_object, "Invalid physics object");
m_object->AddForce(force, point, coordSys);
}
inline void PhysicsComponent::AddTorque(const NzVector3f& torque, nzCoordSys coordSys)
{
NazaraAssert(m_object, "Invalid physics object");
m_object->AddForce(torque, coordSys);
}
inline void PhysicsComponent::EnableAutoSleep(bool autoSleep)
{
NazaraAssert(m_object, "Invalid physics object");
m_object->EnableAutoSleep(autoSleep);
}
inline NzBoxf PhysicsComponent::GetAABB() const
{
NazaraAssert(m_object, "Invalid physics object");
return m_object->GetAABB();
}
inline NzVector3f PhysicsComponent::GetAngularVelocity() const
{
NazaraAssert(m_object, "Invalid physics object");
return m_object->GetAngularVelocity();
}
inline float PhysicsComponent::GetGravityFactor() const
{
NazaraAssert(m_object, "Invalid physics object");
return m_object->GetGravityFactor();
}
inline float PhysicsComponent::GetMass() const
{
NazaraAssert(m_object, "Invalid physics object");
return m_object->GetMass();
}
inline NzVector3f PhysicsComponent::GetMassCenter(nzCoordSys coordSys) const
{
NazaraAssert(m_object, "Invalid physics object");
return m_object->GetMassCenter(coordSys);
}
inline const NzMatrix4f& PhysicsComponent::GetMatrix() const
{
NazaraAssert(m_object, "Invalid physics object");
return m_object->GetMatrix();
}
inline NzVector3f PhysicsComponent::GetPosition() const
{
NazaraAssert(m_object, "Invalid physics object");
return m_object->GetPosition();
}
inline NzQuaternionf PhysicsComponent::GetRotation() const
{
NazaraAssert(m_object, "Invalid physics object");
return m_object->GetRotation();
}
inline NzVector3f PhysicsComponent::GetVelocity() const
{
NazaraAssert(m_object, "Invalid physics object");
return m_object->GetVelocity();
}
inline bool PhysicsComponent::IsAutoSleepEnabled() const
{
NazaraAssert(m_object, "Invalid physics object");
return m_object->IsAutoSleepEnabled();
}
inline bool PhysicsComponent::IsSleeping() const
{
NazaraAssert(m_object, "Invalid physics object");
return m_object->IsSleeping();
}
inline void PhysicsComponent::SetAngularVelocity(const NzVector3f& angularVelocity)
{
NazaraAssert(m_object, "Invalid physics object");
m_object->SetAngularVelocity(angularVelocity);
}
inline void PhysicsComponent::SetGravityFactor(float gravityFactor)
{
NazaraAssert(m_object, "Invalid physics object");
m_object->SetGravityFactor(gravityFactor);
}
inline void PhysicsComponent::SetMass(float mass)
{
NazaraAssert(m_object, "Invalid physics object");
NazaraAssert(mass > 0.f, "Mass should be positive");
m_object->SetMass(mass);
}
inline void PhysicsComponent::SetMassCenter(const NzVector3f& center)
{
NazaraAssert(m_object, "Invalid physics object");
m_object->SetMassCenter(center);
}
inline void PhysicsComponent::SetPosition(const NzVector3f& position)
{
NazaraAssert(m_object, "Invalid physics object");
m_object->SetPosition(position);
}
inline void PhysicsComponent::SetRotation(const NzQuaternionf& rotation)
{
NazaraAssert(m_object, "Invalid physics object");
m_object->SetRotation(rotation);
}
inline void PhysicsComponent::SetVelocity(const NzVector3f& velocity)
{
NazaraAssert(m_object, "Invalid physics object");
m_object->SetVelocity(velocity);
}
inline NzPhysObject& PhysicsComponent::GetPhysObject()
{
return *m_object.get();
}
}

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// 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
#pragma once
#ifndef NDK_SYSTEMS_PHYSICSSYSTEM_HPP
#define NDK_SYSTEMS_PHYSICSSYSTEM_HPP
#include <Nazara/Physics/PhysWorld.hpp>
#include <NDK/System.hpp>
namespace Ndk
{
class NDK_API PhysicsSystem : public System<PhysicsSystem>
{
public:
PhysicsSystem();
PhysicsSystem(const PhysicsSystem& system);
~PhysicsSystem() = default;
NzPhysWorld& GetWorld();
const NzPhysWorld& GetWorld() const;
void Update(float elapsedTime);
static SystemIndex systemIndex;
private:
NzPhysWorld m_world;
};
}
#include <NDK/Systems/PhysicsSystem.inl>
#endif // NDK_SYSTEMS_PHYSICSSYSTEM_HPP

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// 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
namespace Ndk
{
inline NzPhysWorld& PhysicsSystem::GetWorld()
{
return m_world;
}
inline const NzPhysWorld& PhysicsSystem::GetWorld() const
{
return m_world;
}
}

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// 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
#pragma once
#ifndef NDK_SYSTEMS_STATICCOLLISIONSYSTEM_HPP
#define NDK_SYSTEMS_STATICCOLLISIONSYSTEM_HPP
#include <NDK/System.hpp>
namespace Ndk
{
class NDK_API StaticCollisionSystem : public System<StaticCollisionSystem>
{
public:
StaticCollisionSystem();
StaticCollisionSystem(const StaticCollisionSystem& system) = default;
~StaticCollisionSystem() = default;
void Update(float elapsedTime);
static SystemIndex systemIndex;
};
}
#include <NDK/Systems/StaticCollisionSystem.inl>
#endif // NDK_SYSTEMS_STATICCOLLISIONSYSTEM_HPP

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// 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
namespace Ndk
{
}

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// 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/Components/CollisionComponent.hpp>
#include <Nazara/Physics/PhysObject.hpp>
#include <NDK/World.hpp>
#include <NDK/Components/PhysicsComponent.hpp>
#include <NDK/Systems/PhysicsSystem.hpp>
namespace Ndk
{
void CollisionComponent::SetGeom(NzPhysGeomRef geom)
{
m_geom = std::move(geom);
if (m_entity->HasComponent<PhysicsComponent>())
{
// On met à jour la géométrie du PhysObject associé au PhysicsComponent
PhysicsComponent& physComponent = m_entity->GetComponent<PhysicsComponent>();
physComponent.GetPhysObject().SetGeom(m_geom);
}
else
{
NazaraAssert(m_staticBody, "An entity without physics component should have a static body");
m_staticBody->SetGeom(m_geom);
}
}
void CollisionComponent::InitializeStaticBody()
{
NazaraAssert(m_entity, "Invalid entity");
World* entityWorld = m_entity->GetWorld();
NazaraAssert(entityWorld, "Entity must have world");
NazaraAssert(entityWorld->HasSystem<PhysicsSystem>(), "World must have a physics system");
NzPhysWorld& physWorld = entityWorld->GetSystem<PhysicsSystem>().GetWorld();
m_staticBody.reset(new NzPhysObject(&physWorld, m_geom));
m_staticBody->EnableAutoSleep(false);
}
void CollisionComponent::OnAttached()
{
if (!m_entity->HasComponent<PhysicsComponent>())
InitializeStaticBody();
}
void CollisionComponent::OnComponentAttached(BaseComponent& component)
{
if (component.GetIndex() == GetComponentIndex<PhysicsComponent>())
m_staticBody.reset();
}
void CollisionComponent::OnComponentDetached(BaseComponent& component)
{
if (component.GetIndex() == GetComponentIndex<PhysicsComponent>())
InitializeStaticBody();
}
void CollisionComponent::OnDetached()
{
m_staticBody.reset();
}
ComponentIndex CollisionComponent::componentIndex;
}

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// 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/Components/PhysicsComponent.hpp>
#include <Nazara/Physics/PhysObject.hpp>
#include <NDK/World.hpp>
#include <NDK/Components/CollisionComponent.hpp>
#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;
}

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#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");

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// 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;
}

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// 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;
}

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#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)

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#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>();
}