BodyComponent.cpp 3.6 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/Physics/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(Vec3 position, const Mat3& rotation)
  24. {
  25. m_teleportPosition = position;
  26. m_teleportedRotation = rotation;
  27. m_teleported = true;
  28. // Set those just to be sure
  29. m_node->setLocalOrigin(position.xyz0());
  30. m_node->setLocalRotation(Mat3x4(Vec3(0.0f), rotation, Vec3(1.0f)));
  31. }
  32. Error BodyComponent::update(SceneComponentUpdateInfo& info, Bool& updated)
  33. {
  34. if(m_shapeType == BodyComponentCollisionShapeType::kCount
  35. || (m_shapeType == BodyComponentCollisionShapeType::kFromModelComponent && !m_mesh.m_modelc))
  36. {
  37. ANKI_ASSERT(!m_body);
  38. return Error::kNone;
  39. }
  40. const Bool shapeDirty =
  41. !m_body.isCreated()
  42. || (m_shapeType == BodyComponentCollisionShapeType::kFromModelComponent && m_mesh.m_modelc->getUuid() != m_mesh.m_modelcUuid);
  43. if(shapeDirty)
  44. {
  45. updated = true;
  46. PhysicsBodyInitInfo init;
  47. init.m_mass = m_mass;
  48. if(m_teleported)
  49. {
  50. init.m_transform = Transform(m_teleportPosition, m_teleportedRotation, m_node->getLocalTransform().getScale().xyz());
  51. m_teleported = false; // Cancel teleportation since the body was re-created
  52. }
  53. else
  54. {
  55. init.m_transform = m_node->getLocalTransform();
  56. }
  57. if(m_mass == 0.0f)
  58. {
  59. init.m_layer = PhysicsLayer::kStatic;
  60. }
  61. else
  62. {
  63. init.m_layer = PhysicsLayer::kMoving;
  64. }
  65. if(m_shapeType == BodyComponentCollisionShapeType::kFromModelComponent)
  66. {
  67. m_mesh.m_modelcUuid = m_mesh.m_modelc->getUuid();
  68. ANKI_CHECK(m_mesh.m_modelc->getModelResource()->getModelPatches()[0].getMesh()->getOrCreateCollisionShape(
  69. m_mass == 0.0f, kMaxLodCount - 1, m_collisionShape));
  70. }
  71. else if(m_shapeType == BodyComponentCollisionShapeType::kAabb)
  72. {
  73. m_collisionShape = PhysicsWorld::getSingleton().newBoxCollisionShape(m_box.m_extend);
  74. }
  75. else
  76. {
  77. ANKI_ASSERT(m_shapeType == BodyComponentCollisionShapeType::kSphere);
  78. m_collisionShape = PhysicsWorld::getSingleton().newSphereCollisionShape(m_sphere.m_radius);
  79. }
  80. init.m_shape = m_collisionShape.get();
  81. m_body = PhysicsWorld::getSingleton().newPhysicsBody(init);
  82. m_body->setUserData(this);
  83. }
  84. if(m_teleported)
  85. {
  86. updated = true;
  87. m_teleported = false;
  88. m_body->setPositionAndRotation(m_teleportPosition, m_teleportedRotation);
  89. }
  90. U32 version;
  91. Transform bodyTrf = m_body->getTransform(&version);
  92. if(version != m_transformVersion)
  93. {
  94. m_transformVersion = version;
  95. updated = true;
  96. info.m_node->setLocalTransform(m_body->getTransform());
  97. }
  98. if(m_force.lengthSquared() > 0.0f)
  99. {
  100. if(m_forcePosition != 0.0f)
  101. {
  102. m_body->applyForce(m_force, m_forcePosition);
  103. }
  104. else
  105. {
  106. m_body->applyForce(m_force);
  107. }
  108. m_force = Vec3(0.0f);
  109. }
  110. return Error::kNone;
  111. }
  112. void BodyComponent::onOtherComponentRemovedOrAdded(SceneComponent* other, Bool added)
  113. {
  114. if(other->getType() != SceneComponentType::kModel)
  115. {
  116. return;
  117. }
  118. if(added && m_mesh.m_modelc == nullptr)
  119. {
  120. m_mesh.m_modelc = static_cast<ModelComponent*>(other);
  121. }
  122. else if(!added && m_mesh.m_modelc == other)
  123. {
  124. m_mesh.m_modelc = nullptr;
  125. }
  126. }
  127. } // end namespace anki