90 lines
3.5 KiB
C++
90 lines
3.5 KiB
C++
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - JoltPhysics3D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_JOLTPHYSICS3D_SYSTEMS_JOLTPHYSICS3DSYSTEM_HPP
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#define NAZARA_JOLTPHYSICS3D_SYSTEMS_JOLTPHYSICS3DSYSTEM_HPP
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#include <NazaraUtils/Prerequisites.hpp>
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#include <Nazara/Core/Clock.hpp>
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#include <Nazara/Core/Time.hpp>
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#include <Nazara/JoltPhysics3D/JoltPhysWorld3D.hpp>
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#include <Nazara/JoltPhysics3D/Components/JoltCharacterComponent.hpp>
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#include <Nazara/JoltPhysics3D/Components/JoltRigidBody3DComponent.hpp>
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#include <NazaraUtils/TypeList.hpp>
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#include <entt/entt.hpp>
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#include <vector>
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namespace Nz
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{
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class NAZARA_JOLTPHYSICS3D_API JoltPhysics3DSystem
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{
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public:
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static constexpr Int64 ExecutionOrder = 0;
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using Components = TypeList<JoltCharacterComponent, JoltRigidBody3DComponent, class NodeComponent>;
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struct PointCollisionInfo;
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struct RaycastHit;
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struct ShapeCollisionInfo;
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JoltPhysics3DSystem(entt::registry& registry);
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JoltPhysics3DSystem(const JoltPhysics3DSystem&) = delete;
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JoltPhysics3DSystem(JoltPhysics3DSystem&&) = delete;
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~JoltPhysics3DSystem();
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bool CollisionQuery(const Vector3f& point, const FunctionRef<std::optional<float>(const PointCollisionInfo& collisionInfo)>& callback);
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bool CollisionQuery(const JoltCollider3D& collider, const Matrix4f& colliderTransform, const FunctionRef<std::optional<float>(const ShapeCollisionInfo& hitInfo)>& callback);
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bool CollisionQuery(const JoltCollider3D& collider, const Matrix4f& colliderTransform, const Vector3f& colliderScale, const FunctionRef<std::optional<float>(const ShapeCollisionInfo& hitInfo)>& callback);
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inline JoltPhysWorld3D& GetPhysWorld();
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inline const JoltPhysWorld3D& GetPhysWorld() const;
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inline entt::handle GetRigidBodyEntity(UInt32 bodyIndex) const;
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bool RaycastQuery(const Vector3f& from, const Vector3f& to, const FunctionRef<std::optional<float>(const RaycastHit& hitInfo)>& callback);
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bool RaycastQueryFirst(const Vector3f& from, const Vector3f& to, const FunctionRef<void(const RaycastHit& hitInfo)>& callback);
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void Update(Time elapsedTime);
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JoltPhysics3DSystem& operator=(const JoltPhysics3DSystem&) = delete;
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JoltPhysics3DSystem& operator=(JoltPhysics3DSystem&&) = delete;
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struct PointCollisionInfo : JoltPhysWorld3D::PointCollisionInfo
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{
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entt::handle hitEntity;
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};
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struct RaycastHit : JoltPhysWorld3D::RaycastHit
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{
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entt::handle hitEntity;
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};
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struct ShapeCollisionInfo : JoltPhysWorld3D::ShapeCollisionInfo
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{
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entt::handle hitEntity;
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};
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private:
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void OnBodyConstruct(entt::registry& registry, entt::entity entity);
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void OnBodyDestruct(entt::registry& registry, entt::entity entity);
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void OnCharacterConstruct(entt::registry& registry, entt::entity entity);
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void OnCharacterDestruct(entt::registry& registry, entt::entity entity);
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std::size_t m_stepCount;
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std::vector<entt::entity> m_bodyIndicesToEntity;
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entt::registry& m_registry;
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entt::observer m_characterConstructObserver;
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entt::observer m_rigidBodyConstructObserver;
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entt::scoped_connection m_bodyConstructConnection;
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entt::scoped_connection m_bodyDestructConnection;
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entt::scoped_connection m_characterConstructConnection;
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entt::scoped_connection m_characterDestructConnection;
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JoltPhysWorld3D m_physWorld;
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};
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}
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#include <Nazara/JoltPhysics3D/Systems/JoltPhysics3DSystem.inl>
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#endif // NAZARA_JOLTPHYSICS3D_SYSTEMS_JOLTPHYSICS3DSYSTEM_HPP
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