NazaraEngine/SDK/src/NDK/Components/CollisionComponent2D.cpp

173 lines
4.7 KiB
C++

// 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 <NDK/Components/CollisionComponent2D.hpp>
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <NDK/World.hpp>
#include <NDK/Components/NodeComponent.hpp>
#include <NDK/Components/PhysicsComponent2D.hpp>
#include <NDK/Systems/PhysicsSystem2D.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::CollisionComponent2D
* \brief NDK class that represents a two-dimensional collision geometry
*/
/*!
* \brief Gets the collision box representing the entity
* \return The physics collision box
*/
Nz::Rectf CollisionComponent2D::GetAABB() const
{
return GetRigidBody()->GetAABB();
}
/*!
* \brief Gets the position offset between the actual rigid body center of mass position and the origin of the geometry
* \return Position offset
*/
const Nz::Vector2f& CollisionComponent2D::GetGeomOffset() const
{
return GetRigidBody()->GetPositionOffset();
}
/*!
* \brief Convenience function to align center of geometry to a specific point
*
* \param geomOffset Position offset
*
* \remark This does not change the center of mass
*/
void CollisionComponent2D::Recenter(const Nz::Vector2f& origin)
{
const Nz::RigidBody2D* rigidBody = GetRigidBody();
SetGeomOffset(origin - rigidBody->GetAABB().GetCenter() + rigidBody->GetPositionOffset());
}
/*!
* \brief Sets geometry for the entity
*
* \param geom Geometry used for collisions
*/
void CollisionComponent2D::SetGeom(Nz::Collider2DRef geom)
{
m_geom = std::move(geom);
GetRigidBody()->SetGeom(m_geom);
}
/*!
* \brief Sets the position offset between the actual rigid body center of mass position and the origin of the geometry
*
* \param geomOffset Position offset
*/
void CollisionComponent2D::SetGeomOffset(const Nz::Vector2f& geomOffset)
{
GetRigidBody()->SetPositionOffset(geomOffset);
}
/*!
* \brief Initializes the static body
*
* \remark Produces a NazaraAssert if entity is invalid
* \remark Produces a NazaraAssert if entity is not linked to a world, or the world has no physics system
*/
void CollisionComponent2D::InitializeStaticBody()
{
NazaraAssert(m_entity, "Invalid entity");
World* entityWorld = m_entity->GetWorld();
NazaraAssert(entityWorld, "Entity must have world");
NazaraAssert(entityWorld->HasSystem<PhysicsSystem2D>(), "World must have a physics system");
Nz::PhysWorld2D& physWorld = entityWorld->GetSystem<PhysicsSystem2D>().GetPhysWorld();
m_staticBody = std::make_unique<Nz::RigidBody2D>(&physWorld, 0.f, m_geom);
m_staticBody->SetUserdata(reinterpret_cast<void*>(static_cast<std::ptrdiff_t>(m_entity->GetId())));
Nz::Matrix4f matrix;
if (m_entity->HasComponent<NodeComponent>())
matrix = m_entity->GetComponent<NodeComponent>().GetTransformMatrix();
else
matrix.MakeIdentity();
m_staticBody->SetPosition(Nz::Vector2f(matrix.GetTranslation()));
}
Nz::RigidBody2D* CollisionComponent2D::GetRigidBody()
{
if (m_entity->HasComponent<PhysicsComponent2D>())
{
PhysicsComponent2D& physComponent = m_entity->GetComponent<PhysicsComponent2D>();
return physComponent.GetRigidBody();
}
else
{
NazaraAssert(m_staticBody, "An entity without physics component should have a static body");
return m_staticBody.get();
}
}
const Nz::RigidBody2D* CollisionComponent2D::GetRigidBody() const
{
if (m_entity->HasComponent<PhysicsComponent2D>())
{
PhysicsComponent2D& physComponent = m_entity->GetComponent<PhysicsComponent2D>();
return physComponent.GetRigidBody();
}
else
{
NazaraAssert(m_staticBody, "An entity without physics component should have a static body");
return m_staticBody.get();
}
}
/*!
* \brief Operation to perform when component is attached to an entity
*/
void CollisionComponent2D::OnAttached()
{
if (!m_entity->HasComponent<PhysicsComponent2D>())
InitializeStaticBody();
}
/*!
* \brief Operation to perform when component is attached to this component
*
* \param component Component being attached
*/
void CollisionComponent2D::OnComponentAttached(BaseComponent& component)
{
if (IsComponent<PhysicsComponent2D>(component))
m_staticBody.reset();
}
/*!
* \brief Operation to perform when component is detached from this component
*
* \param component Component being detached
*/
void CollisionComponent2D::OnComponentDetached(BaseComponent& component)
{
if (IsComponent<PhysicsComponent2D>(component))
InitializeStaticBody();
}
/*!
* \brief Operation to perform when component is detached from an entity
*/
void CollisionComponent2D::OnDetached()
{
m_staticBody.reset();
}
ComponentIndex CollisionComponent2D::componentIndex;
}