TriggerComponent.cpp 3.9 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/Physics/PhysicsCollisionShape.h>
  10. #include <AnKi/Physics/PhysicsWorld.h>
  11. namespace anki {
  12. /// The callbacks execute before the TriggerComponent::update
  13. class TriggerComponent::MyPhysicsTriggerCallbacks final : public PhysicsTriggerCallbacks
  14. {
  15. public:
  16. void onTriggerEnter(const PhysicsBody& trigger, const 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() == PhysicsObjectType::kBody)
  26. {
  27. const PhysicsBody& body = static_cast<const 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 PhysicsBody& trigger, const 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() == PhysicsObjectType::kBody)
  43. {
  44. const PhysicsBody& body = static_cast<const 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::setType(TriggerComponentShapeType type)
  61. {
  62. if(type != m_type)
  63. {
  64. // Force to recreate
  65. m_trigger.reset(nullptr);
  66. m_shape.reset(nullptr);
  67. m_type = type;
  68. }
  69. }
  70. void TriggerComponent::update(SceneComponentUpdateInfo& info, Bool& updated)
  71. {
  72. if(m_type == TriggerComponentShapeType::kCount)
  73. {
  74. return;
  75. }
  76. if(m_trigger && info.m_node->movedThisFrame() && info.m_node->getWorldTransform().getScale() != m_trigger->getTransform().getScale())
  77. {
  78. // Body will need to be re-created on scale change
  79. m_trigger.reset(nullptr);
  80. }
  81. if(!m_trigger)
  82. {
  83. // Create it
  84. updated = true;
  85. if(m_type == TriggerComponentShapeType::kSphere)
  86. {
  87. m_shape = PhysicsWorld::getSingleton().newSphereCollisionShape(1.0f);
  88. }
  89. else
  90. {
  91. m_shape = PhysicsWorld::getSingleton().newBoxCollisionShape(Vec3(1.0f));
  92. }
  93. PhysicsBodyInitInfo init;
  94. init.m_isTrigger = true;
  95. init.m_shape = m_shape.get();
  96. init.m_transform = info.m_node->getWorldTransform();
  97. init.m_layer = PhysicsLayer::kTrigger;
  98. m_trigger = PhysicsWorld::getSingleton().newPhysicsBody(init);
  99. m_trigger->setUserData(this);
  100. m_trigger->setPhysicsTriggerCallbacks(&m_callbacks);
  101. }
  102. else if(info.m_node->movedThisFrame())
  103. {
  104. updated = true;
  105. m_trigger->setPositionAndRotation(info.m_node->getWorldTransform().getOrigin().xyz(),
  106. info.m_node->getWorldTransform().getRotation().getRotationPart());
  107. }
  108. if(!m_resetEnter || !m_resetExit)
  109. {
  110. updated = true;
  111. }
  112. if(m_resetEnter)
  113. {
  114. // None entered, cleanup
  115. m_bodiesEnter.destroy();
  116. }
  117. if(m_resetExit)
  118. {
  119. // None exited, cleanup
  120. m_bodiesExit.destroy();
  121. }
  122. // Prepare them for the next frame
  123. m_resetEnter = true;
  124. m_resetExit = true;
  125. }
  126. } // end namespace anki