parent
86ca047c88
commit
3512ed3397
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@ -56,177 +56,6 @@
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Density: 1
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Position Offset: {x: 0, y: 0, z: 0}
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Scripts: ~
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- EID: 2
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Name: Player
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IsActive: true
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NumberOfChildren: 3
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Components:
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Transform Component:
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Translate: {x: -3.06177855, y: -2, z: -5}
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Rotate: {x: -0, y: 0, z: -0}
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Scale: {x: 2, y: 2, z: 2}
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Renderable Component:
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Mesh: 149697411
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Material: 126974645
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RigidBody Component:
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Type: Dynamic
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Mass: 1
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Drag: 0
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Angular Drag: 0
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Use Gravity: true
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Interpolate: true
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Freeze Position X: false
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Freeze Position Y: false
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Freeze Position Z: false
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Freeze Rotation X: true
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Freeze Rotation Y: true
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Freeze Rotation Z: true
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Collider Component:
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Colliders:
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- Is Trigger: false
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Type: Box
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Half Extents: {x: 1, y: 1, z: 1}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 0, y: 0.5, z: 0}
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Scripts: ~
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- EID: 3
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Name: Default
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: -0.0094268322, y: 0, z: 0}
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Rotate: {x: -0, y: 0, z: -0}
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Scale: {x: 1, y: 1, z: 1}
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Scripts: ~
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- EID: 4
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Name: Default
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 0, y: 0, z: 0}
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 1, y: 1, z: 1}
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Scripts: ~
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- EID: 9
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Name: Default
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 0, y: 0, z: 0}
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 1, y: 1, z: 1}
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Renderable Component:
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Mesh: 144838771
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Material: 123745521
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Scripts: ~
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- EID: 6
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Name: AI
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: -8, y: -2, z: 2.5}
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 1, y: 1, z: 1}
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Renderable Component:
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Mesh: 149697411
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Material: 126974645
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RigidBody Component:
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Type: Dynamic
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Mass: 1
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Drag: 0
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Angular Drag: 0
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Use Gravity: true
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Interpolate: false
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Freeze Position X: false
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Freeze Position Y: false
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Freeze Position Z: false
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Freeze Rotation X: true
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Freeze Rotation Y: true
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Freeze Rotation Z: true
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Collider Component:
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Colliders:
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- Is Trigger: false
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Type: Box
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Half Extents: {x: 0.5, y: 0.5, z: 0.5}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 0, y: 0.5, z: 0}
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Scripts: ~
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- EID: 7
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Name: Default
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 0, y: -16.8647861, z: -14.039052}
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Rotate: {x: -0, y: 0, z: -0}
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Scale: {x: 28.1434975, y: 28.1434975, z: 28.1434975}
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Renderable Component:
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Mesh: 149697411
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Material: 126974645
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Scripts: ~
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- EID: 8
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Name: Default
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IsActive: true
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NumberOfChildren: 0
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Components:
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Light Component:
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Position: {x: 0, y: 0, z: 0}
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Type: Ambient
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Direction: {x: 0, y: 0, z: 1}
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Color: {x: 1, y: 1, z: 1, w: 1}
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Layer: 4294967295
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Strength: 0.25
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Scripts: ~
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- EID: 5
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Name: item
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 0, y: -2, z: -5}
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 2, y: 2, z: 2}
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Renderable Component:
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Mesh: 144838771
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Material: 123745521
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RigidBody Component:
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Type: Dynamic
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Mass: 1
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Drag: 0
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Angular Drag: 0
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Use Gravity: true
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Interpolate: false
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Freeze Position X: false
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Freeze Position Y: false
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Freeze Position Z: false
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Freeze Rotation X: true
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Freeze Rotation Y: true
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Freeze Rotation Z: true
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Collider Component:
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Colliders:
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- Is Trigger: false
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Type: Box
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Half Extents: {x: 1, y: 1, z: 1}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 0, y: 0.5, z: 0}
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- Is Trigger: true
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Type: Box
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Half Extents: {x: 2, y: 2, z: 2}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 0, y: 0.5, z: 0}
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Scripts: ~
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- EID: 10
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Name: Default
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IsActive: true
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@ -112,6 +112,9 @@ namespace SHADE
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default: break;
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}
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rp3dBody->updateLocalCenterOfMassFromColliders();
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rp3dBody->updateLocalInertiaTensorFromColliders();
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return index;
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}
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@ -134,9 +137,9 @@ namespace SHADE
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if (numColliders == 0)
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return;
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while (numColliders >= 0)
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while (numColliders - 1 >= 0)
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{
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auto* collider = rp3dBody->getCollider(numColliders);
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auto* collider = rp3dBody->getCollider(numColliders - 1);
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rp3dBody->removeCollider(collider);
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--numColliders;
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@ -300,9 +303,6 @@ namespace SHADE
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rp3d::BoxShape* newBox = factory->createBoxShape(BOX->GetWorldExtents());
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rp3dBody->addCollider(newBox, OFFSETS);
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rp3dBody->updateLocalCenterOfMassFromColliders();
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rp3dBody->updateLocalInertiaTensorFromColliders();
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}
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void SHPhysicsObject::syncBoxShape(int index, SHCollisionShape& boxShape) const noexcept
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@ -336,9 +336,6 @@ namespace SHADE
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rp3d::SphereShape* newSphere = factory->createSphereShape(SPHERE->GetWorldRadius());
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rp3dBody->addCollider(newSphere, OFFSETS);
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rp3dBody->updateLocalCenterOfMassFromColliders();
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rp3dBody->updateLocalInertiaTensorFromColliders();
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}
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void SHPhysicsObject::syncSphereShape(int index, SHCollisionShape& sphereShape) const noexcept
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@ -195,8 +195,29 @@ namespace SHADE
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SHPhysicsObject* SHPhysicsObjectManager::createPhysicsObject(EntityID eid) noexcept
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{
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auto newObjIter = physicsObjects.emplace(eid, SHPhysicsObject{ eid, factory, world });
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return &(newObjIter.first->second);
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auto& newPhysicsObject = physicsObjects.emplace(eid, SHPhysicsObject{ eid, factory, world }).first->second;
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// Force transforms to sync
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const auto* TRANSFORM = SHComponentManager::GetComponent_s<SHTransformComponent>(eid);
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SHVec3 worldPos = SHVec3::Zero;
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SHQuaternion worldRot = SHQuaternion::Identity;
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if (!TRANSFORM)
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{
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SHLOGV_ERROR("Unable to sync transforms with Physics Object for Entity {}", eid);
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}
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else
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{
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worldPos = TRANSFORM->GetWorldPosition();
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worldRot = TRANSFORM->GetWorldOrientation();
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}
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const rp3d::Transform RP3D_TRANSFORM{ worldPos, worldRot };
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newPhysicsObject.GetRigidBody()->setTransform(RP3D_TRANSFORM);
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newPhysicsObject.prevTransform = RP3D_TRANSFORM;
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return &newPhysicsObject;
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}
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void SHPhysicsObjectManager::destroyPhysicsObject(EntityID eid) noexcept
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return;
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}
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const int NUM_SHAPES = static_cast<int>(componentGroup.colliderComponent->GetCollisionShapes().size());
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for (int i = 0; i < NUM_SHAPES; ++i)
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physicsObject->AddCollisionShape(i);
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physicsObject->SyncColliders(*componentGroup.colliderComponent);
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}
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@ -38,8 +38,8 @@ namespace SHADE
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/*-------------------------------------------------------------------------------*/
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SHVec3 gravity = SHVec3{ 0.0f, -9.81f, 0.0f };
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uint16_t numVelocitySolverIterations = 8;
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uint16_t numPositionSolverIterations = 3;
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uint16_t numVelocitySolverIterations = 15;
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uint16_t numPositionSolverIterations = 8;
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bool sleepingEnabled = true;
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};
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@ -18,8 +18,12 @@
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#include "ECS_Base/Managers/SHEntityManager.h"
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#include "ECS_Base/Managers/SHSystemManager.h"
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#include "Editor/SHEditor.h"
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#include "Math/Transform/SHTransformComponent.h"
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#include "Physics/SHPhysicsEvents.h"
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#include "Scene/SHSceneManager.h"
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/*-------------------------------------------------------------------------------------*/
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/* Local Helper Functions */
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/*-------------------------------------------------------------------------------------*/
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namespace SHADE
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{
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}
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void SHPhysicsSystem::AddCollisionShape(EntityID eid, int shapeIndex)
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{
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static const auto ADD_SHAPE = [&]
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{
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objectManager.AddCollisionShape(eid, shapeIndex);
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};
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SHEventManager::BroadcastEvent<SHPhysicsColliderAddedEvent>(COLLIDER_ADDED_EVENT_DATA, SH_PHYSICS_COLLIDER_ADDED_EVENT);
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};
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#ifdef SHEDITOR
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auto* editor = SHSystemManager::GetSystem<SHEditor>();
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if (editor && editor->editorState != SHEditor::State::STOP)
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ADD_SHAPE();
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#else
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ADD_SHAPE();
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#endif
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}
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void SHPhysicsSystem::RemoveCollisionShape(EntityID eid, int shapeIndex)
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{
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static const auto REMOVE_SHAPE = [&]
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{
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objectManager.RemoveCollisionShape(eid, shapeIndex);
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};
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SHEventManager::BroadcastEvent<SHPhysicsColliderRemovedEvent>(COLLIDER_REMOVED_EVENT_DATA, SH_PHYSICS_COLLIDER_REMOVED_EVENT);
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};
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#ifdef SHEDITOR
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auto* editor = SHSystemManager::GetSystem<SHEditor>();
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if (editor && editor->editorState != SHEditor::State::STOP)
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REMOVE_SHAPE();
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#else
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REMOVE_SHAPE();
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#endif
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}
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void SHPhysicsSystem::AddForce(EntityID eid, const SHVec3& force) noexcept
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// We only add tell the physics object manager to add a component if the scene is played
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#ifdef _PUBLISH
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ADDED_ID == RIGID_BODY_ID ? objectManager.AddRigidBody(EID) : objectManager.AddCollider(EID);
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#elif SHEDITOR
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#ifdef SHEDITOR
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auto* editor = SHSystemManager::GetSystem<SHEditor>();
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if (editor)
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{
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if (editor->editorState != SHEditor::State::STOP)
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if (editor && editor->editorState != SHEditor::State::STOP)
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ADDED_ID == RIGID_BODY_ID ? objectManager.AddRigidBody(EID) : objectManager.AddCollider(EID);
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#else
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ADDED_ID == RIGID_BODY_ID ? objectManager.AddRigidBody(EID) : objectManager.AddCollider(EID);
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}
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#endif
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}
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// We only add tell the physics object manager to remove a component if the scene is played
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#ifdef _PUBLISH
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REMOVED_ID == RIGID_BODY_ID ? objectManager.RemoveRigidBody(EID) : objectManager.RemoveCollider(EID);
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#elif SHEDITOR
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#ifdef SHEDITOR
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auto* editor = SHSystemManager::GetSystem<SHEditor>();
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if (editor)
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@ -257,6 +286,10 @@ namespace SHADE
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REMOVED_ID == RIGID_BODY_ID ? objectManager.RemoveRigidBody(EID) : objectManager.RemoveCollider(EID);
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}
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#else
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REMOVED_ID == RIGID_BODY_ID ? objectManager.RemoveRigidBody(EID) : objectManager.RemoveCollider(EID);
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#endif
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}
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@ -266,6 +299,19 @@ namespace SHADE
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SHEventHandle SHPhysicsSystem::onPlay(SHEventPtr onPlayEvent)
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{
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static const auto BUILD_PHYSICS_OBJECT = [&](SHSceneNode* node)
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{
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const EntityID EID = node->GetEntityID();
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if (SHComponentManager::HasComponent<SHRigidBodyComponent>(EID))
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objectManager.AddRigidBody(EID);
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if (SHComponentManager::HasComponent<SHColliderComponent>(EID))
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objectManager.AddCollider(EID);
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};
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////////////////////////////////
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// Create physics world
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worldState.CreateWorld(factory);
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@ -275,14 +321,8 @@ namespace SHADE
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// Link with object manager & create all physics objects
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objectManager.SetWorld(worldState.world);
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const auto& RIGIDBODY_DENSE = SHComponentManager::GetDense<SHRigidBodyComponent>();
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const auto& COLLIDER_DENSE = SHComponentManager::GetDense<SHColliderComponent>();
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for (auto& rigidBodyComponent : RIGIDBODY_DENSE)
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objectManager.AddRigidBody(rigidBodyComponent.GetEID());
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for (auto& colliderComponent : COLLIDER_DENSE)
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objectManager.AddCollider(colliderComponent.GetEID());
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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SCENE_GRAPH.Traverse(BUILD_PHYSICS_OBJECT);
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return onPlayEvent->handle;
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}
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@ -300,7 +340,6 @@ namespace SHADE
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// Destroy the world
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worldState.DestroyWorld(factory);
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return onStopEvent->handle;
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}
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Loading…
Reference in New Issue