BodyComponent.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/BodyComponent.h>
  6. #include <AnKi/Scene/Components/MeshComponent.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/MeshResource.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. Bool BodyComponent::isValid() const
  24. {
  25. return m_shapeType != BodyComponentCollisionShapeType::kFromMeshComponent || (m_mesh.m_meshc && m_mesh.m_meshc->hasMeshResource());
  26. }
  27. void BodyComponent::update(SceneComponentUpdateInfo& info, Bool& updated)
  28. {
  29. if(!isValid())
  30. {
  31. // It's invalid, return
  32. ANKI_ASSERT(!m_body);
  33. return;
  34. }
  35. // Find if the shape is dirty
  36. Bool shapeDirty = false;
  37. if(!m_body.isCreated())
  38. {
  39. shapeDirty = true;
  40. }
  41. if(!shapeDirty
  42. && (m_shapeType == BodyComponentCollisionShapeType::kFromMeshComponent
  43. && m_mesh.m_meshc->getMeshResource().getUuid() != m_mesh.m_meshResourceUuid))
  44. {
  45. shapeDirty = true;
  46. }
  47. if(!shapeDirty && (info.m_node->isLocalTransformDirty() && info.m_node->getLocalScale() != m_creationScale))
  48. {
  49. shapeDirty = true;
  50. }
  51. if(shapeDirty)
  52. {
  53. // Re-create the body
  54. updated = true;
  55. PhysicsBodyInitInfo init;
  56. init.m_mass = m_mass;
  57. init.m_transform = m_node->getLocalTransform();
  58. const Bool isStatic = m_mass == 0.0f;
  59. if(isStatic)
  60. {
  61. init.m_layer = PhysicsLayer::kStatic;
  62. }
  63. else
  64. {
  65. init.m_layer = PhysicsLayer::kMoving;
  66. }
  67. if(m_shapeType == BodyComponentCollisionShapeType::kFromMeshComponent)
  68. {
  69. const MeshResource& meshResource = m_mesh.m_meshc->getMeshResource();
  70. m_mesh.m_meshResourceUuid = meshResource.getUuid();
  71. if(meshResource.getOrCreateCollisionShape(isStatic, kMaxLodCount - 1, m_collisionShape))
  72. {
  73. ANKI_SCENE_LOGE("BodyComponent::update failed due to error");
  74. return;
  75. }
  76. }
  77. else if(m_shapeType == BodyComponentCollisionShapeType::kAabb)
  78. {
  79. m_collisionShape = PhysicsWorld::getSingleton().newBoxCollisionShape(m_box.m_extend);
  80. }
  81. else
  82. {
  83. ANKI_ASSERT(m_shapeType == BodyComponentCollisionShapeType::kSphere);
  84. m_collisionShape = PhysicsWorld::getSingleton().newSphereCollisionShape(m_sphere.m_radius);
  85. }
  86. init.m_shape = m_collisionShape.get();
  87. m_body = PhysicsWorld::getSingleton().newPhysicsBody(init);
  88. m_body->setUserData(this);
  89. m_creationScale = init.m_transform.getScale().xyz;
  90. }
  91. if(info.m_node->isLocalTransformDirty())
  92. {
  93. updated = true;
  94. m_body->setPositionAndRotation(info.m_node->getLocalOrigin(), info.m_node->getLocalRotation());
  95. }
  96. U32 version;
  97. Transform bodyTrf = m_body->getTransform(&version);
  98. if(version != m_transformVersion)
  99. {
  100. m_transformVersion = version;
  101. updated = true;
  102. info.m_node->setLocalTransform(m_body->getTransform());
  103. }
  104. if(m_force.lengthSquared() > 0.0f)
  105. {
  106. if(m_forcePosition != 0.0f)
  107. {
  108. m_body->applyForce(m_force, m_forcePosition);
  109. }
  110. else
  111. {
  112. m_body->applyForce(m_force);
  113. }
  114. m_force = Vec3(0.0f);
  115. }
  116. }
  117. void BodyComponent::onOtherComponentRemovedOrAdded(SceneComponent* other, Bool added)
  118. {
  119. if(other->getType() != SceneComponentType::kMesh)
  120. {
  121. return;
  122. }
  123. if(added && m_mesh.m_meshc == nullptr)
  124. {
  125. m_mesh.m_meshc = static_cast<MeshComponent*>(other);
  126. if(m_shapeType == BodyComponentCollisionShapeType::kFromMeshComponent)
  127. {
  128. cleanup();
  129. }
  130. }
  131. else if(!added && m_mesh.m_meshc == other)
  132. {
  133. m_mesh.m_meshc = nullptr;
  134. if(m_shapeType == BodyComponentCollisionShapeType::kFromMeshComponent)
  135. {
  136. cleanup();
  137. }
  138. }
  139. }
  140. void BodyComponent::cleanup()
  141. {
  142. m_body.reset(nullptr);
  143. m_collisionShape.reset(nullptr);
  144. }
  145. } // end namespace anki