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();
}
}