Merge branch 'multiple_physics_scenes' of git://github.com/iainmckay/FlaxEngine into iainmckay-multiple_physics_scenes
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@@ -17,6 +17,7 @@
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#include "Engine/Debug/Exceptions/JsonParseException.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/RenderView.h"
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#include "Engine/Physics/Physics.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Scripting/Scripting.h"
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#include "Engine/Serialization/ISerializeModifier.h"
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@@ -77,6 +78,7 @@ Actor::Actor(const SpawnParams& params)
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, _transform(Transform::Identity)
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, _sphere(BoundingSphere::Empty)
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, _box(BoundingBox::Zero)
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, _physicsScene(nullptr)
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, HideFlags(HideFlags::None)
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{
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}
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@@ -1809,3 +1811,28 @@ void Actor::FromJson(const StringAnsiView& json)
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Scripting::ObjectsLookupIdMapping.Set(nullptr);
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OnTransformChanged();
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}
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void Actor::SetPhysicsScene(PhysicsScene* scene)
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{
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ASSERT(scene);
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auto previous = GetPhysicsScene();
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_physicsScene = scene;
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if (previous != _physicsScene)
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{
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OnPhysicsSceneChanged(previous);
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// cascade
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for (auto child : Children)
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child->SetPhysicsScene(scene);
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}
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}
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PhysicsScene* Actor::GetPhysicsScene()
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{
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if (_physicsScene == nullptr)
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_physicsScene = Physics::DefaultScene;
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return _physicsScene;
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}
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@@ -14,6 +14,7 @@ struct RenderView;
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struct RenderContext;
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class GPUContext;
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class MemoryWriteStream;
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class PhysicsScene;
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class SceneRendering;
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class SceneRenderTask;
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@@ -47,6 +48,7 @@ protected:
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BoundingSphere _sphere;
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BoundingBox _box;
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String _name;
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PhysicsScene* _physicsScene;
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private:
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@@ -959,6 +961,20 @@ public:
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/// <returns>The scene rendering interface.</returns>
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SceneRendering* GetSceneRendering() const;
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public:
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/// <summary>
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/// Set the physics world the controller is part of.
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/// </summary>
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API_PROPERTY(Attributes="HideInEditor") void SetPhysicsScene(PhysicsScene* scene);
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/// <summary>
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/// Get the physics world the controller is part of.
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/// </summary>
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API_PROPERTY(Attributes="HideInEditor") PhysicsScene* GetPhysicsScene();
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protected:
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virtual void OnPhysicsSceneChanged(PhysicsScene* previous) {};
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private:
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void SetSceneInHierarchy(Scene* scene);
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@@ -181,6 +181,8 @@ bool LevelImpl::spawnActor(Actor* actor, Actor* parent)
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}
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if (parent == nullptr)
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parent = Level::Scenes[0];
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actor->SetPhysicsScene(parent->GetPhysicsScene());
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actor->SetParent(parent, true, true);
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}
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