TriggerComponent.cpp 3.8 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. {
  55. }
  56. TriggerComponent::~TriggerComponent()
  57. {
  58. }
  59. void TriggerComponent::setType(TriggerComponentShapeType type)
  60. {
  61. if(type != m_type)
  62. {
  63. // Force to recreate
  64. m_trigger.reset(nullptr);
  65. m_shape.reset(nullptr);
  66. m_type = type;
  67. }
  68. }
  69. void TriggerComponent::update(SceneComponentUpdateInfo& info, Bool& updated)
  70. {
  71. if(m_type == TriggerComponentShapeType::kCount)
  72. {
  73. return;
  74. }
  75. if(m_trigger && info.m_node->movedThisFrame() && info.m_node->getWorldTransform().getScale() != m_trigger->getTransform().getScale())
  76. {
  77. // Body will need to be re-created on scale change
  78. m_trigger.reset(nullptr);
  79. }
  80. if(!m_trigger)
  81. {
  82. // Create it
  83. updated = true;
  84. if(m_type == TriggerComponentShapeType::kSphere)
  85. {
  86. m_shape = PhysicsWorld::getSingleton().newSphereCollisionShape(1.0f);
  87. }
  88. else
  89. {
  90. m_shape = PhysicsWorld::getSingleton().newBoxCollisionShape(Vec3(1.0f));
  91. }
  92. PhysicsBodyInitInfo init;
  93. init.m_isTrigger = true;
  94. init.m_shape = m_shape.get();
  95. init.m_transform = info.m_node->getWorldTransform();
  96. init.m_layer = PhysicsLayer::kTrigger;
  97. m_trigger = PhysicsWorld::getSingleton().newPhysicsBody(init);
  98. m_trigger->setUserData(this);
  99. m_trigger->setPhysicsTriggerCallbacks(&m_callbacks);
  100. }
  101. else if(info.m_node->movedThisFrame())
  102. {
  103. updated = true;
  104. m_trigger->setPositionAndRotation(info.m_node->getWorldTransform().getOrigin().xyz(),
  105. info.m_node->getWorldTransform().getRotation().getRotationPart());
  106. }
  107. if(!m_resetEnter || !m_resetExit)
  108. {
  109. updated = true;
  110. }
  111. if(m_resetEnter)
  112. {
  113. // None entered, cleanup
  114. m_bodiesEnter.destroy();
  115. }
  116. if(m_resetExit)
  117. {
  118. // None exited, cleanup
  119. m_bodiesExit.destroy();
  120. }
  121. // Prepare them for the next frame
  122. m_resetEnter = true;
  123. m_resetExit = true;
  124. }
  125. } // end namespace anki