NazaraEngine/include/Nazara/Physics3D/Systems/Physics3DSystem.hpp

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3.4 KiB
C++

// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_PHYSICS3D_SYSTEMS_PHYSICS3DSYSTEM_HPP
#define NAZARA_PHYSICS3D_SYSTEMS_PHYSICS3DSYSTEM_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Core/Clock.hpp>
#include <Nazara/Core/Time.hpp>
#include <Nazara/Physics3D/PhysWorld3D.hpp>
#include <Nazara/Physics3D/Components/PhysCharacter3DComponent.hpp>
#include <Nazara/Physics3D/Components/RigidBody3DComponent.hpp>
#include <NazaraUtils/TypeList.hpp>
#include <entt/entt.hpp>
#include <vector>
namespace Nz
{
class NAZARA_PHYSICS3D_API Physics3DSystem
{
public:
static constexpr Int64 ExecutionOrder = 0;
using Components = TypeList<PhysCharacter3DComponent, RigidBody3DComponent, class NodeComponent>;
struct PointCollisionInfo;
struct RaycastHit;
struct ShapeCollisionInfo;
Physics3DSystem(entt::registry& registry);
Physics3DSystem(const Physics3DSystem&) = delete;
Physics3DSystem(Physics3DSystem&&) = delete;
~Physics3DSystem();
bool CollisionQuery(const Vector3f& point, const FunctionRef<std::optional<float>(const PointCollisionInfo& collisionInfo)>& callback);
bool CollisionQuery(const Collider3D& collider, const Matrix4f& colliderTransform, const FunctionRef<std::optional<float>(const ShapeCollisionInfo& hitInfo)>& callback);
bool CollisionQuery(const Collider3D& collider, const Matrix4f& colliderTransform, const Vector3f& colliderScale, const FunctionRef<std::optional<float>(const ShapeCollisionInfo& hitInfo)>& callback);
inline PhysWorld3D& GetPhysWorld();
inline const PhysWorld3D& GetPhysWorld() const;
inline entt::handle GetRigidBodyEntity(UInt32 bodyIndex) const;
bool RaycastQuery(const Vector3f& from, const Vector3f& to, const FunctionRef<std::optional<float>(const RaycastHit& hitInfo)>& callback);
bool RaycastQueryFirst(const Vector3f& from, const Vector3f& to, const FunctionRef<void(const RaycastHit& hitInfo)>& callback);
void Update(Time elapsedTime);
Physics3DSystem& operator=(const Physics3DSystem&) = delete;
Physics3DSystem& operator=(Physics3DSystem&&) = delete;
struct PointCollisionInfo : PhysWorld3D::PointCollisionInfo
{
entt::handle hitEntity;
};
struct RaycastHit : PhysWorld3D::RaycastHit
{
entt::handle hitEntity;
};
struct ShapeCollisionInfo : PhysWorld3D::ShapeCollisionInfo
{
entt::handle hitEntity;
};
private:
void OnBodyConstruct(entt::registry& registry, entt::entity entity);
void OnBodyDestruct(entt::registry& registry, entt::entity entity);
void OnCharacterConstruct(entt::registry& registry, entt::entity entity);
void OnCharacterDestruct(entt::registry& registry, entt::entity entity);
std::size_t m_stepCount;
std::vector<entt::entity> m_bodyIndicesToEntity;
entt::registry& m_registry;
entt::observer m_characterConstructObserver;
entt::observer m_rigidBodyConstructObserver;
entt::scoped_connection m_bodyConstructConnection;
entt::scoped_connection m_bodyDestructConnection;
entt::scoped_connection m_characterConstructConnection;
entt::scoped_connection m_characterDestructConnection;
PhysWorld3D m_physWorld;
};
}
#include <Nazara/Physics3D/Systems/Physics3DSystem.inl>
#endif // NAZARA_PHYSICS3D_SYSTEMS_PHYSICS3DSYSTEM_HPP