Merge branch 'main' into SP3-1-Rendering

# Conflicts:
#	SHADE_Application/src/Application/SBApplication.cpp
#	SHADE_Application/src/Scenes/SBTestScene.cpp
This commit is contained in:
Kah Wei 2022-09-23 16:41:29 +08:00
commit 04cdb25ddd
5 changed files with 60 additions and 31 deletions

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@ -22,6 +22,8 @@
#include "ECS_Base/Managers/SHEntityManager.h"
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
#include "Scene/SHSceneManager.h"
#include "Math/Transform/SHTransformSystem.h"
#include "Scenes/SBTestScene.h"
#include "Math/Transform/SHTransformComponent.h"
@ -45,8 +47,10 @@ namespace Sandbox
window.Create(hInstance, hPrevInstance, lpCmdLine, nCmdShow);
// Create Systems
SHADE::SHSystemManager::CreateSystem<SHADE::SHGraphicsSystem>();
SHADE::SHSystemManager::CreateSystem<SHADE::SHScriptEngine>();
// TODO(Diren): Create Physics System here
SHADE::SHSystemManager::CreateSystem<SHADE::SHTransformSystem>();
SHADE::SHSystemManager::CreateSystem<SHADE::SHGraphicsSystem>();
SHADE::SHGraphicsSystem* graphicsSystem = static_cast<SHADE::SHGraphicsSystem*>(SHADE::SHSystemManager::GetSystem<SHADE::SHGraphicsSystem>());
// Create Routines
@ -54,6 +58,12 @@ namespace Sandbox
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHScriptEngine, SHADE::SHScriptEngine::UpdateRoutine>();
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHScriptEngine, SHADE::SHScriptEngine::LateUpdateRoutine>();
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHScriptEngine, SHADE::SHScriptEngine::FrameCleanUpRoutine>();
// TODO(Diren): Register Physics System & Routines here
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHTransformSystem, SHADE::SHTransformSystem::TransformUpdateRoutine>();
SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHTransformComponent>();
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHGraphicsSystem, SHADE::SHGraphicsSystem::BatcherDispatcherRoutine>();
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHGraphicsSystem, SHADE::SHGraphicsSystem::BeginRoutine>();
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHGraphicsSystem, SHADE::SHGraphicsSystem::RenderRoutine>();

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@ -39,16 +39,17 @@ namespace Sandbox
auto matInst = graphicsSystem->AddMaterialInstance();
// Create entity and add mesh
testObj = SHADE::SHEntityManager::CreateEntity<SHADE::SHRenderable, SHTransformComponent>();
//SHComponentManager::AddComponent<SHTransformComponent>(testObj);
testObj = SHADE::SHEntityManager::CreateEntity<SHADE::SHRenderable, SHADE::SHTransformComponent>();
auto& renderable = *SHADE::SHComponentManager::GetComponent_s<SHADE::SHRenderable>(testObj);
auto& transform = *SHADE::SHComponentManager::GetComponent_s<SHADE::SHTransformComponent>(testObj);
renderable.Mesh = CUBE_MESH;
renderable.SetMaterial(matInst);
renderable.TransformMatrix.Translate(0.0f, 0.0f, 2.0f);
// Add script
// Create transform
auto& transform = *SHADE::SHComponentManager::GetComponent_s<SHADE::SHTransformComponent>(testObj);
transform.SetLocalPosition(SHVec3{ 0.0f, 0.0f, 2.0f });
renderable.TransformMatrix = SHMatrix::Translate(0.0f, 0.0f, 2.0f);
SHADE::SHScriptEngine* scriptEngine = static_cast<SHADE::SHScriptEngine*>(SHADE::SHSystemManager::GetSystem<SHADE::SHScriptEngine>());
scriptEngine->AddScript(*SHADE::SHEntityManager::GetEntityByID(testObj), "TestScript");
}

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@ -25,14 +25,12 @@ namespace SHADE
/* Static Data Member Definitions */
/*-----------------------------------------------------------------------------------*/
//SHTransformSystem::TransformUpdateRoutine SHTransformSystem::UpdateRoutine;
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHTransformSystem::TransformUpdateRoutine::TransformUpdateRoutine()
: SHSystemRoutine { "Transform Update", false }
: SHSystemRoutine { "Transform Update", true }
{}
@ -47,6 +45,16 @@ namespace SHADE
UpdateEntity(SCENE_GRAPH.GetRoot());
}
void SHTransformSystem::Init()
{
}
void SHTransformSystem::Exit()
{
}
/*-----------------------------------------------------------------------------------*/
/* Private Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
@ -58,19 +66,8 @@ namespace SHADE
for (const auto* child : node->GetChildren())
{
// Active states of entities should sync with scene nodes
const bool IS_NODE_ACTIVE = child->IsActive();
#ifdef _DEBUG
const bool IS_ENTITY_ACTIVE = SHEntityManager::GetEntityByID(child->GetEntityID())->GetActive();
SHASSERT(IS_NODE_ACTIVE == IS_ENTITY_ACTIVE, "Entity and Node active states are not synced!")
#endif
if (!IS_NODE_ACTIVE)
{
UpdateEntity(child);
continue;
}
const bool HAS_TRANSFORM = SHComponentManager::HasComponent<SHTransformComponent>(child->GetEntityID());
if (!HAS_TRANSFORM)
@ -78,8 +75,13 @@ namespace SHADE
auto* childTransform = SHComponentManager::GetComponent<SHTransformComponent>(child->GetEntityID());
if (childTransform->dirty || HAS_PARENT_CHANGED)
UpdateTransform(*childTransform, NODE_TRANSFORM);
// Only update if node in hierarchy and component are both active
const bool IS_NODE_ACTIVE = child->IsActive();
if (IS_NODE_ACTIVE && childTransform->isActive)
{
if (childTransform->dirty || HAS_PARENT_CHANGED)
UpdateTransform(*childTransform, NODE_TRANSFORM);
}
UpdateEntity(child);
@ -96,7 +98,7 @@ namespace SHADE
if (parent)
{
localToWorld = parent->GetTRS();
worldToLocal = SHMatrix::Inverse(tf.local.trs);
worldToLocal = SHMatrix::Inverse(localToWorld);
}
while (!tf.updateQueue.empty())
@ -140,6 +142,10 @@ namespace SHADE
tf.world.scale = tf.local.scale * (parent ? parent->GetLocalScale() : SHVec3::One);
tf.world.ComputeTRS();
// Transpose TRS to column major
tf.local.trs.Transpose();
tf.world.trs.Transpose();
}
} // namespace SHADE

View File

@ -21,7 +21,7 @@ namespace SHADE
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
class SH_API SHTransformSystem : public SHSystem
class SH_API SHTransformSystem final : public SHSystem
{
public:
/*---------------------------------------------------------------------------------*/
@ -29,7 +29,7 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
SHTransformSystem () = default;
~SHTransformSystem () = default;
~SHTransformSystem () override = default;
SHTransformSystem (const SHTransformSystem&) = delete;
SHTransformSystem (SHTransformSystem&&) = delete;
@ -45,7 +45,7 @@ namespace SHADE
/* System Routines */
/*---------------------------------------------------------------------------------*/
class TransformUpdateRoutine : public SHSystemRoutine
class SH_API TransformUpdateRoutine final: public SHSystemRoutine
{
public:
/*-------------------------------------------------------------------------------*/
@ -72,7 +72,12 @@ namespace SHADE
void Execute(double dt) noexcept override;
};
//static TransformUpdateRoutine UpdateRoutine;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
void Init () override;
void Exit () override;
private:
/*---------------------------------------------------------------------------------*/

View File

@ -497,9 +497,16 @@ namespace SHADE
SHSceneNode* newNode = AllocateNode(entityID);
if (parent == nullptr)
{
// Specific handling for root to avoid a warning when removing a non-existent child
parent = root;
newNode->SetParent(parent);
newNode->parent = root;
root->children.emplace_back(newNode);
}
else
{
newNode->SetParent(parent);
}
return newNode;
}