I am working on adding synchronized physical properties to EntityEquipment in TableTopKit, allowing seamless coordination during GroupActivities sessions between players.
Current Approach and Limitations
I have tried setting EntityEquipment's state to DieState and treating it as a TossableRepresentation object. This approach achieves basic physical properties synchronized across players. However, it has several limitations:
No Collision Detection Between Dice: Multiple dice do not collide with each other.
Shape Limitations: Custom shapes, like parallelepipeds, cannot be configured.
Below is my existing code for Base Entity Equipment without physical properties:
struct CubeWithPhysics: EntityEquipment {
let id: ID
let entity: Entity
var initialState: BaseEquipmentState
init(id: ID, entity: Entity) {
self.id = id
self.entity = entity
initialState = .init(parentID: .tableID, pose: .init(position: .zero, rotation: .zero), entity: self.entity)
}
}
I’d appreciate any guidance on the recommended approach to adding synchronized physical properties to EntityEquipment.
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I am working on adding synchronized physical properties to EntityEquipment in TableTopKit, allowing seamless coordination during GroupActivities sessions between players.
Treating EntityEquipment's state to DieState is not a way, because it doesn't support custom collision shapes.
I have also tried adding PhysicsBodyComponent and CollisionComponent to EntityEquipment's Entity. However, the main issue is that the position of EntityEquipment itself does not synchronize with the Entity's physics body, resulting in two separate instances of one object.
struct PlayerPawn: EntityEquipment {
let id: ID
let entity: Entity
var initialState: BaseEquipmentState
init(id: ID, entity: Entity) {
self.id = id
let massProperties = PhysicsMassProperties(mass: 1.0)
let material = PhysicsMaterialResource.generate(friction: 0.5, restitution: 0.5)
let shape = ShapeResource.generateBox(size: [0.4, 0.2, 0.2])
let physicsBody = PhysicsBodyComponent(massProperties: massProperties, material: material, mode: .dynamic)
let collisionComponent = CollisionComponent(shapes: [shape])
entity.components.set(physicsBody)
entity.components.set(collisionComponent)
self.entity = entity
initialState = .init(parentID: .tableID, pose: .init(position: .init(), rotation: .zero), entity: self.entity)
}
}
I’d appreciate any guidance on the recommended approach to adding synchronized physical properties to EntityEquipment.