122 lines
3.5 KiB
C++
122 lines
3.5 KiB
C++
// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Development Kit"
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// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
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#include <NDK/Components/PhysicsComponent2D.hpp>
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#include <Nazara/Physics2D/RigidBody2D.hpp>
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#include <NDK/World.hpp>
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#include <NDK/Components/CollisionComponent2D.hpp>
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#include <NDK/Components/NodeComponent.hpp>
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#include <NDK/Systems/PhysicsSystem2D.hpp>
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#include <memory>
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namespace Ndk
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{
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/*!
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* \ingroup NDK
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* \class Ndk::PhysicsComponent2D
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* \brief NDK class that represents a physics point, without any collision
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*/
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/*!
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* \brief Operation to perform when component is attached to an entity
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*
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* \remark Produces a NazaraAssert if the world does not have a physics system
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*/
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void PhysicsComponent2D::OnAttached()
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{
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World* entityWorld = m_entity->GetWorld();
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NazaraAssert(entityWorld->HasSystem<PhysicsSystem2D>(), "World must have a 2D physics system");
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Nz::PhysWorld2D& world = entityWorld->GetSystem<PhysicsSystem2D>().GetPhysWorld();
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Nz::Vector2f positionOffset;
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Nz::Collider2DRef geom;
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if (m_entity->HasComponent<CollisionComponent2D>())
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{
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const CollisionComponent2D& entityCollision = m_entity->GetComponent<CollisionComponent2D>();
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geom = entityCollision.GetGeom();
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positionOffset = entityCollision.GetStaticBody()->GetPositionOffset(); //< Calling GetGeomOffset would retrieve current component which is not yet initialized
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}
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else
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positionOffset = Nz::Vector2f::Zero();
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Nz::Matrix4f matrix;
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if (m_entity->HasComponent<NodeComponent>())
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matrix = m_entity->GetComponent<NodeComponent>().GetTransformMatrix();
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else
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matrix.MakeIdentity();
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m_object = std::make_unique<Nz::RigidBody2D>(&world, 1.f, geom);
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m_object->SetPositionOffset(positionOffset);
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m_object->SetUserdata(reinterpret_cast<void*>(static_cast<std::ptrdiff_t>(m_entity->GetId())));
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if (m_entity->HasComponent<NodeComponent>())
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{
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auto& entityNode = m_entity->GetComponent<NodeComponent>();
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m_object->SetPosition(Nz::Vector2f(entityNode.GetPosition()));
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m_object->SetRotation(entityNode.GetRotation().To2DAngle());
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}
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if (m_pendingStates.valid)
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ApplyPhysicsState(*m_object);
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}
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/*!
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* \brief Operation to perform when component is attached to this component
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*
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* \param component Component being attached
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*
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* \remark Produces a NazaraAssert if physical object is invalid
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*/
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void PhysicsComponent2D::OnComponentAttached(BaseComponent& component)
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{
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if (IsComponent<CollisionComponent2D>(component))
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{
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NazaraAssert(m_object, "Invalid object");
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m_object->SetGeom(static_cast<CollisionComponent2D&>(component).GetGeom());
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}
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}
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/*!
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* \brief Operation to perform when component is detached from this component
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*
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* \param component Component being detached
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*
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* \remark Produces a NazaraAssert if physical object is invalid
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*/
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void PhysicsComponent2D::OnComponentDetached(BaseComponent& component)
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{
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if (IsComponent<CollisionComponent2D>(component))
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{
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NazaraAssert(m_object, "Invalid object");
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m_object->SetGeom(Nz::NullCollider2D::New());
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}
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}
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/*!
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* \brief Operation to perform when component is detached from an entity
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*/
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void PhysicsComponent2D::OnDetached()
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{
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if (m_object)
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{
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CopyPhysicsState(*m_object);
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m_object.reset();
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}
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}
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void PhysicsComponent2D::OnEntityDestruction()
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{
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// Kill rigidbody before entity destruction to force contact callbacks to be called while the entity is still valid
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m_object.reset();
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}
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ComponentIndex PhysicsComponent2D::componentIndex;
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}
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