TriggerComponent.cpp 3.3 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/TriggerComponent.h>
  6. #include <AnKi/Scene/Components/BodyComponent.h>
  7. #include <AnKi/Scene/SceneNode.h>
  8. #include <AnKi/Scene/SceneGraph.h>
  9. #include <AnKi/Physics2/PhysicsCollisionShape.h>
  10. #include <AnKi/Physics2/PhysicsWorld.h>
  11. namespace anki {
  12. /// The callbacks execute before the TriggerComponent::update
  13. class TriggerComponent::MyPhysicsTriggerCallbacks final : public v2::PhysicsTriggerCallbacks
  14. {
  15. public:
  16. void onTriggerEnter(const v2::PhysicsBody& trigger, const v2::PhysicsObjectBase& obj) override
  17. {
  18. TriggerComponent& triggerc = *reinterpret_cast<TriggerComponent*>(trigger.getUserData());
  19. ANKI_ASSERT(triggerc.getType() == TriggerComponent::kClassType);
  20. if(triggerc.m_resetEnter)
  21. {
  22. triggerc.m_bodiesEnter.destroy();
  23. triggerc.m_resetEnter = false;
  24. }
  25. if(obj.getType() == v2::PhysicsObjectType::kBody)
  26. {
  27. const v2::PhysicsBody& body = static_cast<const v2::PhysicsBody&>(obj);
  28. BodyComponent& bodyc = *reinterpret_cast<BodyComponent*>(body.getUserData());
  29. ANKI_ASSERT(bodyc.getType() == BodyComponent::kClassType);
  30. triggerc.m_bodiesEnter.emplaceBack(&bodyc.getSceneNode());
  31. }
  32. }
  33. void onTriggerExit(const v2::PhysicsBody& trigger, const v2::PhysicsObjectBase& obj) override
  34. {
  35. TriggerComponent& triggerc = *reinterpret_cast<TriggerComponent*>(trigger.getUserData());
  36. ANKI_ASSERT(triggerc.getType() == TriggerComponent::kClassType);
  37. if(triggerc.m_resetExit)
  38. {
  39. triggerc.m_bodiesExit.destroy();
  40. triggerc.m_resetExit = false;
  41. }
  42. if(obj.getType() == v2::PhysicsObjectType::kBody)
  43. {
  44. const v2::PhysicsBody& body = static_cast<const v2::PhysicsBody&>(obj);
  45. BodyComponent& bodyc = *reinterpret_cast<BodyComponent*>(body.getUserData());
  46. ANKI_ASSERT(bodyc.getType() == BodyComponent::kClassType);
  47. triggerc.m_bodiesExit.emplaceBack(&bodyc.getSceneNode());
  48. }
  49. }
  50. };
  51. TriggerComponent::MyPhysicsTriggerCallbacks TriggerComponent::m_callbacks;
  52. TriggerComponent::TriggerComponent(SceneNode* node)
  53. : SceneComponent(node, kClassType)
  54. , m_node(node)
  55. {
  56. }
  57. TriggerComponent::~TriggerComponent()
  58. {
  59. }
  60. void TriggerComponent::setSphereVolumeRadius(F32 radius)
  61. {
  62. // Need to re-create it
  63. m_shape = v2::PhysicsWorld::getSingleton().newSphereCollisionShape(radius);
  64. v2::PhysicsBodyInitInfo init;
  65. init.m_isTrigger = true;
  66. init.m_shape = m_shape.get();
  67. init.m_transform = m_node->getWorldTransform();
  68. init.m_layer = v2::PhysicsLayer::kTrigger;
  69. m_trigger = v2::PhysicsWorld::getSingleton().newPhysicsBody(init);
  70. m_trigger->setUserData(this);
  71. m_trigger->setPhysicsTriggerCallbacks(&m_callbacks);
  72. m_trigger->setTransform(m_node->getWorldTransform());
  73. }
  74. Error TriggerComponent::update(SceneComponentUpdateInfo& info, Bool& updated)
  75. {
  76. if(m_trigger) [[likely]]
  77. {
  78. if(!m_resetEnter || !m_resetExit)
  79. {
  80. updated = true;
  81. }
  82. if(m_resetEnter)
  83. {
  84. // None entered, cleanup
  85. m_bodiesEnter.destroy();
  86. }
  87. if(m_resetExit)
  88. {
  89. // None exited, cleanup
  90. m_bodiesExit.destroy();
  91. }
  92. // Prepare them for the next frame
  93. m_resetEnter = true;
  94. m_resetExit = true;
  95. if(info.m_node->movedThisFrame())
  96. {
  97. updated = true;
  98. m_trigger->setTransform(info.m_node->getWorldTransform());
  99. }
  100. }
  101. return Error::kNone;
  102. }
  103. } // end namespace anki