NazaraEngine/SDK/src/NDK/Components/CollisionComponent3D.cpp

110 lines
2.9 KiB
C++

// 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/CollisionComponent3D.hpp>
#include <Nazara/Physics3D/RigidBody3D.hpp>
#include <NDK/Algorithm.hpp>
#include <NDK/World.hpp>
#include <NDK/Components/PhysicsComponent3D.hpp>
#include <NDK/Systems/PhysicsSystem3D.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::CollisionComponent3D
* \brief NDK class that represents the component for collision (meant for static objects)
*/
/*!
* \brief Sets geometry for the entity
*
* \param geom Geometry used for collisions
*
* \remark Produces a NazaraAssert if the entity has no physics component and has no static body
*/
void CollisionComponent3D::SetGeom(Nz::Collider3DRef geom)
{
m_geom = std::move(geom);
if (m_entity->HasComponent<PhysicsComponent3D>())
{
// We update the geometry of the PhysiscsObject linked to the PhysicsComponent3D
PhysicsComponent3D& physComponent = m_entity->GetComponent<PhysicsComponent3D>();
physComponent.GetPhysObject().SetGeom(m_geom);
}
else
{
NazaraAssert(m_staticBody, "An entity without physics component should have a static body");
m_staticBody->SetGeom(m_geom);
}
}
/*!
* \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 CollisionComponent3D::InitializeStaticBody()
{
NazaraAssert(m_entity, "Invalid entity");
World* entityWorld = m_entity->GetWorld();
NazaraAssert(entityWorld, "Entity must have world");
NazaraAssert(entityWorld->HasSystem<PhysicsSystem3D>(), "World must have a physics system");
Nz::PhysWorld3D& physWorld = entityWorld->GetSystem<PhysicsSystem3D>().GetWorld();
m_staticBody.reset(new Nz::RigidBody3D(&physWorld, m_geom));
m_staticBody->EnableAutoSleep(false);
}
/*!
* \brief Operation to perform when component is attached to an entity
*/
void CollisionComponent3D::OnAttached()
{
if (!m_entity->HasComponent<PhysicsComponent3D>())
InitializeStaticBody();
}
/*!
* \brief Operation to perform when component is attached to this component
*
* \param component Component being attached
*/
void CollisionComponent3D::OnComponentAttached(BaseComponent& component)
{
if (IsComponent<PhysicsComponent3D>(component))
m_staticBody.reset();
}
/*!
* \brief Operation to perform when component is detached from this component
*
* \param component Component being detached
*/
void CollisionComponent3D::OnComponentDetached(BaseComponent& component)
{
if (IsComponent<PhysicsComponent3D>(component))
InitializeStaticBody();
}
/*!
* \brief Operation to perform when component is detached from an entity
*/
void CollisionComponent3D::OnDetached()
{
m_staticBody.reset();
}
ComponentIndex CollisionComponent3D::componentIndex;
}