NazaraEngine/src/Nazara/JoltPhysics3D/Systems/JoltPhysics3DSystem.cpp

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6.1 KiB
C++

// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - JoltPhysics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/JoltPhysics3D/Systems/JoltPhysics3DSystem.hpp>
#include <Nazara/Core/Log.hpp>
#include <Nazara/Core/Components/DisabledComponent.hpp>
#include <Nazara/Utility/Components/NodeComponent.hpp>
#include <Nazara/JoltPhysics3D/Debug.hpp>
namespace Nz
{
JoltPhysics3DSystem::JoltPhysics3DSystem(entt::registry& registry) :
m_registry(registry),
m_characterConstructObserver(m_registry, entt::collector.group<JoltCharacterComponent, NodeComponent>(entt::exclude<DisabledComponent, JoltRigidBody3DComponent>)),
m_rigidBodyConstructObserver(m_registry, entt::collector.group<JoltRigidBody3DComponent, NodeComponent>(entt::exclude<DisabledComponent, JoltCharacterComponent>))
{
m_bodyConstructConnection = registry.on_construct<JoltRigidBody3DComponent>().connect<&JoltPhysics3DSystem::OnBodyConstruct>(this);
m_characterConstructConnection = registry.on_construct<JoltCharacterComponent>().connect<&JoltPhysics3DSystem::OnCharacterConstruct>(this);
m_bodyDestructConnection = registry.on_destroy<JoltRigidBody3DComponent>().connect<&JoltPhysics3DSystem::OnBodyDestruct>(this);
}
JoltPhysics3DSystem::~JoltPhysics3DSystem()
{
m_characterConstructObserver.disconnect();
m_rigidBodyConstructObserver.disconnect();
// Ensure every RigidBody3D is destroyed before world is
auto characterView = m_registry.view<JoltCharacterComponent>();
for (auto [entity, characterComponent] : characterView.each())
characterComponent.Destroy();
auto rigidBodyView = m_registry.view<JoltRigidBody3DComponent>();
for (auto [entity, rigidBodyComponent] : rigidBodyView.each())
rigidBodyComponent.Destroy(true);
}
bool JoltPhysics3DSystem::RaycastQuery(const Vector3f& from, const Vector3f& to, const FunctionRef<std::optional<float>(const RaycastHit& hitInfo)>& callback)
{
return m_physWorld.RaycastQuery(from, to, [&](const JoltPhysWorld3D::RaycastHit& hitInfo)
{
RaycastHit extendedHitInfo;
static_cast<JoltPhysWorld3D::RaycastHit&>(extendedHitInfo) = hitInfo;
if (extendedHitInfo.hitBody)
{
std::size_t bodyIndex = extendedHitInfo.hitBody->GetBodyIndex();
if (bodyIndex < m_bodyIndicesToEntity.size())
extendedHitInfo.hitEntity = entt::handle(m_registry, m_bodyIndicesToEntity[bodyIndex]);
}
return callback(extendedHitInfo);
});
}
bool JoltPhysics3DSystem::RaycastQueryFirst(const Vector3f& from, const Vector3f& to, const FunctionRef<void(const RaycastHit& hitInfo)>& callback)
{
return m_physWorld.RaycastQueryFirst(from, to, [&](const JoltPhysWorld3D::RaycastHit& hitInfo)
{
RaycastHit extendedHitInfo;
static_cast<JoltPhysWorld3D::RaycastHit&>(extendedHitInfo) = hitInfo;
if (extendedHitInfo.hitBody)
{
std::size_t bodyIndex = extendedHitInfo.hitBody->GetBodyIndex();
if (bodyIndex < m_bodyIndicesToEntity.size())
extendedHitInfo.hitEntity = entt::handle(m_registry, m_bodyIndicesToEntity[bodyIndex]);
}
callback(extendedHitInfo);
});
}
void JoltPhysics3DSystem::Update(Time elapsedTime)
{
// Move newly-created physics entities to their node position/rotation
m_characterConstructObserver.each([this](entt::entity entity)
{
JoltCharacterComponent& entityCharacter = m_registry.get<JoltCharacterComponent>(entity);
NodeComponent& entityNode = m_registry.get<NodeComponent>(entity);
entityCharacter.TeleportTo(entityNode.GetPosition(), entityNode.GetRotation());
});
m_rigidBodyConstructObserver.each([this](entt::entity entity)
{
JoltRigidBody3DComponent& entityBody = m_registry.get<JoltRigidBody3DComponent>(entity);
NodeComponent& entityNode = m_registry.get<NodeComponent>(entity);
entityBody.TeleportTo(entityNode.GetPosition(), entityNode.GetRotation());
});
// Update the physics world
m_physWorld.Step(elapsedTime);
// Replicate characters to their NodeComponent
{
auto view = m_registry.view<NodeComponent, const JoltCharacterComponent>(entt::exclude<DisabledComponent>);
for (auto entity : view)
{
auto& characterComponent = view.get<const JoltCharacterComponent>(entity);
if (!m_physWorld.IsBodyActive(characterComponent.GetBodyIndex()))
continue;
auto& nodeComponent = view.get<NodeComponent>(entity);
auto [position, rotation] = characterComponent.GetPositionAndRotation();
nodeComponent.SetTransform(position, rotation);
}
}
// Replicate active rigid body position to their node components
{
auto view = m_registry.view<NodeComponent, const JoltRigidBody3DComponent>(entt::exclude<DisabledComponent>);
for (auto entity : m_registry.view<NodeComponent, const JoltRigidBody3DComponent>(entt::exclude<DisabledComponent>))
{
auto& rigidBodyComponent = view.get<const JoltRigidBody3DComponent>(entity);
if (!m_physWorld.IsBodyActive(rigidBodyComponent.GetBodyIndex()))
continue;
auto& nodeComponent = view.get<NodeComponent>(entity);
auto [position, rotation] = rigidBodyComponent.GetPositionAndRotation();
nodeComponent.SetTransform(position, rotation);
}
}
}
void JoltPhysics3DSystem::OnBodyConstruct(entt::registry& registry, entt::entity entity)
{
// Register rigid body owning entity
JoltRigidBody3DComponent& rigidBody = registry.get<JoltRigidBody3DComponent>(entity);
rigidBody.Construct(m_physWorld);
UInt32 uniqueIndex = rigidBody.GetBodyIndex();
if (uniqueIndex >= m_bodyIndicesToEntity.size())
m_bodyIndicesToEntity.resize(uniqueIndex + 1);
m_bodyIndicesToEntity[uniqueIndex] = entity;
}
void JoltPhysics3DSystem::OnCharacterConstruct(entt::registry& registry, entt::entity entity)
{
JoltCharacterComponent& character = registry.get<JoltCharacterComponent>(entity);
character.Construct(m_physWorld);
}
void JoltPhysics3DSystem::OnBodyDestruct(entt::registry& registry, entt::entity entity)
{
// Unregister owning entity
JoltRigidBody3DComponent& rigidBody = registry.get<JoltRigidBody3DComponent>(entity);
UInt32 uniqueIndex = rigidBody.GetBodyIndex();
assert(uniqueIndex <= m_bodyIndicesToEntity.size());
m_bodyIndicesToEntity[uniqueIndex] = entt::null;
}
}