// Copyright (C) 2017 Jérôme Leclercq // This file is part of the "Nazara Development Kit" // For conditions of distribution and use, see copyright notice in Prerequisites.hpp #include #include #include #include #include #include namespace Ndk { /*! * \ingroup NDK * \class Ndk::PhysicsSystem2D * \brief NDK class that represents a two-dimensional physics system * * \remark This system is enabled if the entity has the trait: NodeComponent and any of these two: CollisionComponent3D or PhysicsComponent3D * \remark Static objects do not have a velocity specified by the physical engine */ /*! * \brief Constructs an PhysicsSystem object by default */ PhysicsSystem2D::PhysicsSystem2D() { Requires(); RequiresAny(); Excludes(); } void PhysicsSystem2D::CreatePhysWorld() const { NazaraAssert(!m_world, "Physics world should not be created twice"); m_world = std::make_unique(); } /*! * \brief Operation to perform when entity is validated for the system * * \param entity Pointer to the entity * \param justAdded Is the entity newly added */ void PhysicsSystem2D::OnEntityValidation(Entity* entity, bool justAdded) { // It's possible our entity got revalidated because of the addition/removal of a PhysicsComponent3D if (!justAdded) { // We take the opposite array from which the entity should belong to auto& entities = (entity->HasComponent()) ? m_staticObjects : m_dynamicObjects; entities.Remove(entity); } auto& entities = (entity->HasComponent()) ? m_dynamicObjects : m_staticObjects; entities.Insert(entity); if (!m_world) CreatePhysWorld(); } /*! * \brief Operation to perform when system is updated * * \param elapsedTime Delta time used for the update */ void PhysicsSystem2D::OnUpdate(float elapsedTime) { if (!m_world) return; m_world->Step(elapsedTime); for (const Ndk::EntityHandle& entity : m_dynamicObjects) { NodeComponent& node = entity->GetComponent(); PhysicsComponent2D& phys = entity->GetComponent(); Nz::RigidBody2D* body = phys.GetRigidBody(); node.SetRotation(Nz::EulerAnglesf(0.f, 0.f, body->GetRotation()), Nz::CoordSys_Global); node.SetPosition(Nz::Vector3f(body->GetPosition(), node.GetPosition(Nz::CoordSys_Global).z), Nz::CoordSys_Global); } float invElapsedTime = 1.f / elapsedTime; for (const Ndk::EntityHandle& entity : m_staticObjects) { CollisionComponent2D& collision = entity->GetComponent(); NodeComponent& node = entity->GetComponent(); Nz::RigidBody2D* body = collision.GetStaticBody(); Nz::Vector2f oldPosition = body->GetPosition(); Nz::Vector2f newPosition = Nz::Vector2f(node.GetPosition(Nz::CoordSys_Global)); // To move static objects and ensure their collisions, we have to specify them a velocity // (/!\: the physical motor does not apply the speed on static objects) if (newPosition != oldPosition) { body->SetPosition(newPosition); body->SetVelocity((newPosition - oldPosition) * invElapsedTime); } else body->SetVelocity(Nz::Vector2f::Zero()); /* if (newRotation != oldRotation) { Nz::Quaternionf transition = newRotation * oldRotation.GetConjugate(); Nz::EulerAnglesf angles = transition.ToEulerAngles(); Nz::Vector3f angularVelocity(Nz::ToRadians(angles.pitch * invElapsedTime), Nz::ToRadians(angles.yaw * invElapsedTime), Nz::ToRadians(angles.roll * invElapsedTime)); physObj->SetRotation(oldRotation); physObj->SetAngularVelocity(angularVelocity); } else physObj->SetAngularVelocity(Nz::Vector3f::Zero()); */ } } SystemIndex PhysicsSystem2D::systemIndex; }