Files
Nuake-custom/Nuake/src/Scene/Systems/PhysicsSystem.cpp
antopilo fb9751641f Various fixes:
- removal of entity crash
- play mode corrupt scene graph
- Added dither effect on selected entity
2021-08-30 21:46:19 -04:00

165 lines
5.2 KiB
C++

#include "PhysicsSystem.h"
#include "src/Scene/Scene.h"
#include "src/Scene/Components/BoxCollider.h"
#include <src/Scene/Components/RigidbodyComponent.h>
#include "src/Scene/Entities/Entity.h"
#include <src/Core/Physics/PhysicsManager.h>
#include <src/Scene/Components/CharacterControllerComponent.h>
#include <src/Scene/Components/QuakeMap.h>
#include <src/Scene/Components/BSPBrushComponent.h>
#include <src/Scene/Components/TriggerZone.h>
namespace Nuake
{
PhysicsSystem::PhysicsSystem(Scene* scene)
{
m_Scene = scene;
}
bool PhysicsSystem::Init()
{
// Create physic world.
auto view = m_Scene->m_Registry.view<TransformComponent, RigidBodyComponent>();
for (auto e : view)
{
auto [transform, rigidbody] = view.get<TransformComponent, RigidBodyComponent>(e);
Entity ent = Entity({ e, m_Scene });
if (ent.HasComponent<BoxColliderComponent>())
{
float mass = rigidbody.mass;
BoxColliderComponent& boxComponent = ent.GetComponent<BoxColliderComponent>();
Ref<Physics::Box> boxShape = CreateRef<Physics::Box>(boxComponent.Size);
Ref<Physics::RigidBody> btRigidbody = CreateRef<Physics::RigidBody>(mass, transform.Translation, boxShape);
rigidbody.m_Rigidbody = btRigidbody;
btRigidbody->SetKinematic(rigidbody.IsKinematic);
PhysicsManager::Get()->RegisterBody(btRigidbody);
}
}
// character controllers
auto ccview = m_Scene->m_Registry.view<TransformComponent, CharacterControllerComponent>();
for (auto e : ccview)
{
auto [transform, cc] = ccview.get<TransformComponent, CharacterControllerComponent>(e);
cc.CharacterController = CreateRef<Physics::CharacterController>(cc.Height, cc.Radius, cc.Mass, transform.Translation);
Entity ent = Entity({ e, m_Scene });
cc.CharacterController->SetEntity(ent);
PhysicsManager::Get()->RegisterCharacterController(cc.CharacterController);
}
auto bspView = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent>();
for (auto e : bspView)
{
auto [transform, brush] = bspView.get<TransformComponent, BSPBrushComponent>(e);
if (brush.IsSolid)
{
for (auto m : brush.Meshes)
{
Ref<Physics::MeshShape> meshShape = CreateRef<Physics::MeshShape>(m);
Ref<Physics::RigidBody> btRigidbody = CreateRef<Physics::RigidBody>(0.0f, transform.GlobalTranslation, meshShape);
btRigidbody->SetEntityID(Entity{ e, m_Scene });
brush.Rigidbody.push_back(btRigidbody);
PhysicsManager::Get()->RegisterBody(btRigidbody);
}
}
}
auto bspTriggerView = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent, TriggerZone>();
for (auto e : bspTriggerView)
{
auto [transform, brush, trigger] = bspTriggerView.get<TransformComponent, BSPBrushComponent, TriggerZone>(e);
Ref<Physics::MeshShape> meshShape = CreateRef<Physics::MeshShape>(brush.Meshes[0]);
Ref<GhostObject> ghostBody = CreateRef<GhostObject>(transform.GlobalTranslation, meshShape);
trigger.GhostObject = ghostBody;
PhysicsManager::Get()->RegisterGhostBody(ghostBody);
}
return true;
}
void PhysicsSystem::Update(Timestep ts)
{
PhysicsManager::Get()->Step(ts);
auto brushes = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent>();
for (auto e : brushes)
{
auto [transform, brush] = brushes.get<TransformComponent, BSPBrushComponent>(e);
for (auto& r : brush.Rigidbody)
{
r->m_Transform->setOrigin(btVector3(transform.GlobalTranslation.x, transform.GlobalTranslation.y, transform.GlobalTranslation.z));
r->UpdateTransform(*r->m_Transform);
}
if (!brush.IsFunc)
continue;
brush.Targets.clear();
auto targetnameView = m_Scene->m_Registry.view<TransformComponent, NameComponent>();
for (auto e2 : targetnameView)
{
auto [ttransform, name] = targetnameView.get<TransformComponent, NameComponent>(e2);
if (name.Name == brush.target)
{
brush.Targets.push_back(Entity{ e2, m_Scene });
}
}
}
auto bspTriggerView = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent, TriggerZone>();
for (auto e : bspTriggerView)
{
auto [transform, brush, trigger] = bspTriggerView.get<TransformComponent, BSPBrushComponent, TriggerZone>(e);
trigger.GhostObject->ScanOverlap();
brush.Targets.clear();
auto targetnameView = m_Scene->m_Registry.view<TransformComponent, NameComponent>();
for (auto e2 : targetnameView)
{
auto [ttransform, name] = targetnameView.get<TransformComponent, NameComponent>(e2);
if (name.Name == brush.target) {
brush.Targets.push_back(Entity{ e2, m_Scene });
}
}
}
auto physicGroup = m_Scene->m_Registry.view<TransformComponent, RigidBodyComponent>();
for (auto e : physicGroup) {
auto [transform, rb] = physicGroup.get<TransformComponent, RigidBodyComponent>(e);
rb.SyncTransformComponent(&m_Scene->m_Registry.get<TransformComponent>(e));
}
auto ccGroup = m_Scene->m_Registry.view<TransformComponent, CharacterControllerComponent>();
for (auto e : ccGroup) {
auto [transform, rb] = ccGroup.get<TransformComponent, CharacterControllerComponent>(e);
rb.SyncWithTransform(m_Scene->m_Registry.get<TransformComponent>(e));
}
}
void PhysicsSystem::FixedUpdate(Timestep ts)
{
}
void PhysicsSystem::Exit()
{
PhysicsManager::Get()->Reset();
}
}