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Copy pathRigidBody.cpp
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127 lines (113 loc) · 3.21 KB
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#include "PCH.h"
#include "Component/RigidBody.h"
#include "GameObject.h"
#include "PhysWorld.h"
#include "Core/Logger.h"
namespace sh::game
{
SH_GAME_API RigidBody::RigidBody(GameObject& owner) :
Component(owner)
{
auto& ctx = gameObject.world.GetPhysWorld()->GetContext();
auto world = gameObject.world.GetPhysWorld()->GetWorld();
reactphysics3d::Vector3 physPos{ gameObject.transform->position.x, gameObject.transform->position.y, gameObject.transform->position.z };
auto& quat = gameObject.transform->GetQuat();
reactphysics3d::Quaternion physQuat{ quat.x, quat.y, quat.z, quat.w };
reactphysics3d::Transform transform{ physPos, physQuat };
rigidbody = world->createRigidBody(transform);
rigidbody->setType(reactphysics3d::BodyType::DYNAMIC);
rigidbody->enableGravity(bGravity);
}
SH_GAME_API RigidBody::~RigidBody()
{
SH_INFO("~RigidBody");
}
SH_GAME_API void RigidBody::OnDestroy()
{
SH_INFO("Destory!!!");
if (collider)
rigidbody->removeCollider(collider);
auto world = gameObject.world.GetPhysWorld()->GetWorld();
gameObject.world.GetPhysWorld()->DestroyRigidBody(rigidbody);
rigidbody = nullptr;
}
SH_GAME_API void RigidBody::BeginUpdate()
{
if(collider && !core::IsValid(collision))
SetCollider(nullptr);
auto& objQuat = gameObject.transform->GetQuat();
rigidbody->setTransform(reactphysics3d::Transform{ gameObject.transform->position, reactphysics3d::Quaternion{objQuat.x, objQuat.y, objQuat.z, objQuat.w} });
}
SH_GAME_API void RigidBody::FixedUpdate()
{
auto& pos = rigidbody->getTransform().getPosition();
auto& quat = rigidbody->getTransform().getOrientation();
gameObject.transform->SetPosition(pos.x, pos.y, pos.z);
gameObject.transform->SetRotation(glm::quat{ quat.w, quat.x, quat.y, quat.z });
}
SH_GAME_API void RigidBody::Update()
{
}
SH_GAME_API void RigidBody::LateUpdate()
{
}
SH_GAME_API void RigidBody::SetKinematic(bool set)
{
bKinematic = set;
if (bKinematic)
rigidbody->setType(reactphysics3d::BodyType::KINEMATIC);
else
rigidbody->setType(reactphysics3d::BodyType::DYNAMIC);
}
SH_GAME_API void RigidBody::SetGravity(bool use)
{
bGravity = use;
rigidbody->enableGravity(bGravity);
}
SH_GAME_API void RigidBody::SetCollider(BoxCollider* colliderComponent)
{
collision = colliderComponent;
if (collision == collisionLast)
return;
if (rigidbody == nullptr)
return;
if (core::IsValid(collisionLast))
collisionLast->rigidbodies.erase(this);
if (collider)
{
rigidbody->removeCollider(collider);
collider = nullptr;
}
if (core::IsValid(collision))
{
collision->rigidbodies.insert(this);
collider = rigidbody->addCollider(**collision, reactphysics3d::Transform::identity());
}
collisionLast = collision;
}
SH_GAME_API bool RigidBody::IsKinematic() const
{
return bKinematic;
}
SH_GAME_API bool RigidBody::IsGravityUse() const
{
return bGravity;
}
#if SH_EDITOR
SH_GAME_API void RigidBody::OnPropertyChanged(const core::reflection::Property& prop)
{
if (prop.GetName() == "collision")
{
SetCollider(collision);
}
else if (prop.GetName() == "bGravity")
{
SetGravity(bGravity);
}
else if (prop.GetName() == "bKinematic")
{
SetKinematic(bKinematic);
}
}
#endif
}//namespace