BodyComponent.cpp 3.2 KB

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  1. // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Scene/Components/BodyComponent.h>
  6. #include <AnKi/Scene/Components/ModelComponent.h>
  7. #include <AnKi/Scene/SceneNode.h>
  8. #include <AnKi/Scene/SceneGraph.h>
  9. #include <AnKi/Resource/CpuMeshResource.h>
  10. #include <AnKi/Resource/ResourceManager.h>
  11. #include <AnKi/Physics2/PhysicsWorld.h>
  12. #include <AnKi/Resource/ModelResource.h>
  13. namespace anki {
  14. BodyComponent::BodyComponent(SceneNode* node)
  15. : SceneComponent(node, kClassType)
  16. , m_node(node)
  17. {
  18. node->setIgnoreParentTransform(true);
  19. }
  20. BodyComponent::~BodyComponent()
  21. {
  22. }
  23. void BodyComponent::teleportTo(const Transform& trf)
  24. {
  25. m_teleportTrf = trf;
  26. m_teleported = true;
  27. m_node->setLocalTransform(trf); // Set that just to be sure
  28. }
  29. Error BodyComponent::update(SceneComponentUpdateInfo& info, Bool& updated)
  30. {
  31. if(m_shapeType == BodyComponentCollisionShapeType::kCount
  32. || (m_shapeType == BodyComponentCollisionShapeType::kFromModelComponent && !m_mesh.m_modelc))
  33. {
  34. ANKI_ASSERT(!m_body);
  35. return Error::kNone;
  36. }
  37. const Bool shapeDirty =
  38. !m_body.isCreated()
  39. || (m_shapeType == BodyComponentCollisionShapeType::kFromModelComponent && m_mesh.m_modelc->getUuid() != m_mesh.m_modelcUuid);
  40. if(shapeDirty)
  41. {
  42. updated = true;
  43. v2::PhysicsBodyInitInfo init;
  44. init.m_mass = m_mass;
  45. init.m_transform = (m_teleported) ? m_teleportTrf : m_node->getWorldTransform();
  46. if(m_mass == 0.0f)
  47. {
  48. init.m_layer = v2::PhysicsLayer::kStatic;
  49. }
  50. else
  51. {
  52. init.m_layer = v2::PhysicsLayer::kMoving;
  53. }
  54. if(m_shapeType == BodyComponentCollisionShapeType::kFromModelComponent)
  55. {
  56. m_mesh.m_modelcUuid = m_mesh.m_modelc->getUuid();
  57. ANKI_CHECK(m_mesh.m_modelc->getModelResource()->getModelPatches()[0].getMesh()->getOrCreateCollisionShape(
  58. m_mass == 0.0f, kMaxLodCount - 1, m_collisionShape));
  59. }
  60. else if(m_shapeType == BodyComponentCollisionShapeType::kAabb)
  61. {
  62. m_collisionShape = v2::PhysicsWorld::getSingleton().newBoxCollisionShape(m_box.m_extend);
  63. }
  64. else
  65. {
  66. ANKI_ASSERT(m_shapeType == BodyComponentCollisionShapeType::kSphere);
  67. m_collisionShape = v2::PhysicsWorld::getSingleton().newSphereCollisionShape(m_sphere.m_radius);
  68. }
  69. init.m_shape = m_collisionShape.get();
  70. m_body = v2::PhysicsWorld::getSingleton().newPhysicsBody(init);
  71. m_body->setUserData(this);
  72. m_teleported = false; // Cancel teleportation since the body was re-created
  73. }
  74. if(m_teleported)
  75. {
  76. updated = true;
  77. m_teleported = false;
  78. m_body->setTransform(m_teleportTrf);
  79. }
  80. if(m_body->getTransform() != info.m_node->getWorldTransform())
  81. {
  82. updated = true;
  83. info.m_node->setLocalTransform(m_body->getTransform());
  84. }
  85. if(m_force.getLengthSquared() > 0.0f)
  86. {
  87. m_body->applyForce(m_force, m_forcePosition);
  88. m_force = Vec3(0.0f);
  89. }
  90. return Error::kNone;
  91. }
  92. void BodyComponent::onOtherComponentRemovedOrAdded(SceneComponent* other, Bool added)
  93. {
  94. if(other->getType() != SceneComponentType::kModel)
  95. {
  96. return;
  97. }
  98. if(added && m_mesh.m_modelc == nullptr)
  99. {
  100. m_mesh.m_modelc = static_cast<ModelComponent*>(other);
  101. }
  102. else if(!added && m_mesh.m_modelc == other)
  103. {
  104. m_mesh.m_modelc = nullptr;
  105. }
  106. }
  107. } // end namespace anki