Merge branch 'master' into physics3d-material
This commit is contained in:
@@ -19,7 +19,7 @@ namespace Ndk
|
||||
friend class PhysicsSystem3D;
|
||||
|
||||
public:
|
||||
PhysicsComponent3D() = default;
|
||||
inline PhysicsComponent3D();
|
||||
PhysicsComponent3D(const PhysicsComponent3D& physics);
|
||||
~PhysicsComponent3D() = default;
|
||||
|
||||
@@ -28,6 +28,7 @@ namespace Ndk
|
||||
void AddTorque(const Nz::Vector3f& torque, Nz::CoordSys coordSys = Nz::CoordSys_Global);
|
||||
|
||||
void EnableAutoSleep(bool autoSleep);
|
||||
void EnableNodeSynchronization(bool nodeSynchronization);
|
||||
|
||||
Nz::Boxf GetAABB() const;
|
||||
Nz::Vector3f GetAngularDamping() const;
|
||||
@@ -43,6 +44,7 @@ namespace Ndk
|
||||
|
||||
bool IsAutoSleepEnabled() const;
|
||||
bool IsMoveable() const;
|
||||
bool IsNodeSynchronizationEnabled() const;
|
||||
bool IsSleeping() const;
|
||||
|
||||
void SetAngularDamping(const Nz::Vector3f& angularDamping);
|
||||
@@ -60,7 +62,10 @@ namespace Ndk
|
||||
static ComponentIndex componentIndex;
|
||||
|
||||
private:
|
||||
void ApplyPhysicsState(Nz::RigidBody3D& rigidBody) const;
|
||||
void CopyPhysicsState(const Nz::RigidBody3D& rigidBody);
|
||||
Nz::RigidBody3D& GetRigidBody();
|
||||
const Nz::RigidBody3D& GetRigidBody() const;
|
||||
|
||||
void OnAttached() override;
|
||||
void OnComponentAttached(BaseComponent& component) override;
|
||||
@@ -70,7 +75,20 @@ namespace Ndk
|
||||
void OnEntityDisabled() override;
|
||||
void OnEntityEnabled() override;
|
||||
|
||||
struct PendingPhysObjectStates
|
||||
{
|
||||
Nz::Vector3f angularDamping;
|
||||
Nz::Vector3f massCenter;
|
||||
bool autoSleep;
|
||||
bool valid = false;
|
||||
float gravityFactor;
|
||||
float linearDamping;
|
||||
float mass;
|
||||
};
|
||||
|
||||
std::unique_ptr<Nz::RigidBody3D> m_object;
|
||||
PendingPhysObjectStates m_pendingStates;
|
||||
bool m_nodeSynchronizationEnabled;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -7,16 +7,21 @@
|
||||
|
||||
namespace Ndk
|
||||
{
|
||||
inline PhysicsComponent3D::PhysicsComponent3D() :
|
||||
m_nodeSynchronizationEnabled(true)
|
||||
{
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Constructs a PhysicsComponent3D object by copy semantic
|
||||
*
|
||||
* \param physics PhysicsComponent3D to copy
|
||||
*/
|
||||
|
||||
inline PhysicsComponent3D::PhysicsComponent3D(const PhysicsComponent3D& physics)
|
||||
inline PhysicsComponent3D::PhysicsComponent3D(const PhysicsComponent3D& physics) :
|
||||
m_nodeSynchronizationEnabled(physics.m_nodeSynchronizationEnabled)
|
||||
{
|
||||
// No copy of physical object (because we only create it when attached to an entity)
|
||||
NazaraUnused(physics);
|
||||
// We can't make a copy of the RigidBody3D, as we are not attached yet (and will possibly be attached to another world)
|
||||
CopyPhysicsState(physics.GetRigidBody());
|
||||
}
|
||||
|
||||
/*!
|
||||
@@ -75,7 +80,6 @@ namespace Ndk
|
||||
*
|
||||
* \remark Produces a NazaraAssert if the physics object is invalid
|
||||
*/
|
||||
|
||||
inline void PhysicsComponent3D::EnableAutoSleep(bool autoSleep)
|
||||
{
|
||||
NazaraAssert(m_object, "Invalid physics object");
|
||||
@@ -83,6 +87,22 @@ namespace Ndk
|
||||
m_object->EnableAutoSleep(autoSleep);
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Enables position/rotation synchronization with the NodeComponent
|
||||
*
|
||||
* By default, at every update of the PhysicsSystem3D, the NodeComponent's position and rotation (if any) will be synchronized with
|
||||
* the values of the PhysicsComponent3D. This function allows to enable/disable this behavior on a per-entity basis.
|
||||
*
|
||||
* \param nodeSynchronization Should synchronization occur between NodeComponent and PhysicsComponent3D
|
||||
*/
|
||||
inline void PhysicsComponent3D::EnableNodeSynchronization(bool nodeSynchronization)
|
||||
{
|
||||
m_nodeSynchronizationEnabled = nodeSynchronization;
|
||||
|
||||
if (m_entity)
|
||||
m_entity->Invalidate();
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Gets the AABB of the physics object
|
||||
* \return AABB of the object
|
||||
@@ -178,7 +198,7 @@ namespace Ndk
|
||||
* \brief Gets the gravity center of the physics object
|
||||
* \return Gravity center of the object
|
||||
*
|
||||
* \param coordSys System coordinates to consider
|
||||
* \param coordSys System coordinates to consider
|
||||
*
|
||||
* \remark Produces a NazaraAssert if the physics object is invalid
|
||||
*/
|
||||
@@ -258,13 +278,23 @@ namespace Ndk
|
||||
return m_object->IsMoveable();
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Checks if position & rotation are synchronized with NodeComponent
|
||||
* \return true If synchronization is enabled
|
||||
*
|
||||
* \see EnableNodeSynchronization
|
||||
*/
|
||||
inline bool PhysicsComponent3D::IsNodeSynchronizationEnabled() const
|
||||
{
|
||||
return m_nodeSynchronizationEnabled;
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Checks whether the entity is currently sleeping
|
||||
* \return true If it is the case
|
||||
*
|
||||
* \remark Produces a NazaraAssert if the physics object is invalid
|
||||
*/
|
||||
|
||||
inline bool PhysicsComponent3D::IsSleeping() const
|
||||
{
|
||||
NazaraAssert(m_object, "Invalid physics object");
|
||||
@@ -353,7 +383,8 @@ namespace Ndk
|
||||
inline void PhysicsComponent3D::SetMass(float mass)
|
||||
{
|
||||
NazaraAssert(m_object, "Invalid physics object");
|
||||
NazaraAssert(mass > 0.f, "Mass should be positive");
|
||||
NazaraAssert(mass >= 0.f, "Mass must be positive and finite");
|
||||
NazaraAssert(std::isfinite(mass), "Mass must be positive and finite");
|
||||
|
||||
m_object->SetMass(mass);
|
||||
}
|
||||
@@ -430,13 +461,44 @@ namespace Ndk
|
||||
m_object->SetRotation(rotation);
|
||||
}
|
||||
|
||||
inline void PhysicsComponent3D::ApplyPhysicsState(Nz::RigidBody3D& rigidBody) const
|
||||
{
|
||||
assert(m_pendingStates.valid);
|
||||
|
||||
rigidBody.EnableAutoSleep(m_pendingStates.autoSleep);
|
||||
rigidBody.SetAngularDamping(m_pendingStates.angularDamping);
|
||||
rigidBody.SetGravityFactor(m_pendingStates.gravityFactor);
|
||||
rigidBody.SetLinearDamping(m_pendingStates.linearDamping);
|
||||
rigidBody.SetMass(m_pendingStates.mass);
|
||||
rigidBody.SetMassCenter(m_pendingStates.massCenter);
|
||||
}
|
||||
|
||||
inline void PhysicsComponent3D::CopyPhysicsState(const Nz::RigidBody3D& rigidBody)
|
||||
{
|
||||
m_pendingStates.autoSleep = rigidBody.IsAutoSleepEnabled();
|
||||
m_pendingStates.angularDamping = rigidBody.GetAngularDamping();
|
||||
m_pendingStates.gravityFactor = rigidBody.GetGravityFactor();
|
||||
m_pendingStates.linearDamping = rigidBody.GetLinearDamping();
|
||||
m_pendingStates.mass = rigidBody.GetMass();
|
||||
m_pendingStates.massCenter = rigidBody.GetMassCenter(Nz::CoordSys_Local);
|
||||
m_pendingStates.valid = true;
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Gets the underlying physics object
|
||||
* \return A reference to the physics object
|
||||
*/
|
||||
|
||||
inline Nz::RigidBody3D& PhysicsComponent3D::GetRigidBody()
|
||||
{
|
||||
return *m_object.get();
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Gets the underlying physics object
|
||||
* \return A reference to the physics object
|
||||
*/
|
||||
inline const Nz::RigidBody3D& PhysicsComponent3D::GetRigidBody() const
|
||||
{
|
||||
return *m_object.get();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -41,8 +41,12 @@ namespace Ndk
|
||||
matrix.MakeIdentity();
|
||||
|
||||
m_object = std::make_unique<Nz::RigidBody3D>(&world, geom, matrix);
|
||||
m_object->SetMass(1.f);
|
||||
m_object->SetUserdata(reinterpret_cast<void*>(static_cast<std::ptrdiff_t>(m_entity->GetId())));
|
||||
|
||||
if (m_pendingStates.valid)
|
||||
ApplyPhysicsState(*m_object);
|
||||
else
|
||||
m_object->SetMass(1.f);
|
||||
}
|
||||
|
||||
/*!
|
||||
@@ -58,6 +62,7 @@ namespace Ndk
|
||||
if (IsComponent<CollisionComponent3D>(component))
|
||||
{
|
||||
NazaraAssert(m_object, "Invalid object");
|
||||
|
||||
m_object->SetGeom(static_cast<CollisionComponent3D&>(component).GetGeom());
|
||||
}
|
||||
}
|
||||
@@ -75,6 +80,7 @@ namespace Ndk
|
||||
if (IsComponent<CollisionComponent3D>(component))
|
||||
{
|
||||
NazaraAssert(m_object, "Invalid object");
|
||||
|
||||
m_object->SetGeom(Nz::NullCollider3D::New());
|
||||
}
|
||||
}
|
||||
@@ -85,7 +91,11 @@ namespace Ndk
|
||||
|
||||
void PhysicsComponent3D::OnDetached()
|
||||
{
|
||||
m_object.reset();
|
||||
if (m_object)
|
||||
{
|
||||
CopyPhysicsState(*m_object);
|
||||
m_object.reset();
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsComponent3D::OnEntityDestruction()
|
||||
|
||||
@@ -47,16 +47,20 @@ namespace Ndk
|
||||
|
||||
void PhysicsSystem3D::OnEntityValidation(Entity* entity, bool justAdded)
|
||||
{
|
||||
// It's possible our entity got revalidated because of the addition/removal of a PhysicsComponent3D
|
||||
if (!justAdded)
|
||||
if (entity->HasComponent<PhysicsComponent3D>())
|
||||
{
|
||||
// We take the opposite array from which the entity should belong to
|
||||
auto& entities = (entity->HasComponent<PhysicsComponent3D>()) ? m_staticObjects : m_dynamicObjects;
|
||||
entities.Remove(entity);
|
||||
}
|
||||
if (entity->GetComponent<PhysicsComponent3D>().IsNodeSynchronizationEnabled())
|
||||
m_dynamicObjects.Insert(entity);
|
||||
else
|
||||
m_dynamicObjects.Remove(entity);
|
||||
|
||||
auto& entities = (entity->HasComponent<PhysicsComponent3D>()) ? m_dynamicObjects : m_staticObjects;
|
||||
entities.Insert(entity);
|
||||
m_staticObjects.Remove(entity);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_dynamicObjects.Remove(entity);
|
||||
m_staticObjects.Insert(entity);
|
||||
}
|
||||
|
||||
if (!m_world)
|
||||
CreatePhysWorld();
|
||||
|
||||
Reference in New Issue
Block a user