Added Physics System

This commit is contained in:
Diren D Bharwani 2022-09-28 16:15:36 +08:00
parent 658054bc14
commit 097b1be3f7
6 changed files with 712 additions and 13 deletions

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@ -86,7 +86,6 @@ namespace Sandbox
SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHTransformComponent>();
SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHRenderable>();
SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHRigidBodyComponent>();
//TODO: REMOVE AFTER PRESENTATION
SHADE::SHAssetManager::LoadDataTemp("../../Assets/racoon.gltf");

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@ -8,23 +8,19 @@ namespace SHADE
{
class SHFixedSystemRoutine: public SHSystemRoutine
{
private:
double accumulatedTime;
double fixedTimeStep;
protected:
SHFixedSystemRoutine(double timeStep = DEFAULT_FIXED_STEP, std::string routineName = "Default Fixed Routine Name", bool editorPause = false)
double accumulatedTime;
double fixedTimeStep;
SHFixedSystemRoutine(double timeStep = DEFAULT_FIXED_STEP, std::string routineName = "Default Fixed Routine Name", bool editorPause = false)
:SHSystemRoutine(routineName, editorPause), accumulatedTime(0.0), fixedTimeStep(timeStep){}
public:
~SHFixedSystemRoutine() = default;
virtual void Execute(double dt) noexcept;
virtual void FixedExecute(double dt) noexcept {};
virtual void Execute(double dt) noexcept override;
virtual void FixedExecute(double dt) noexcept {}
};

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@ -465,6 +465,21 @@ namespace SHADE
/* Private Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void SHRigidBodyComponent::SyncRP3DAndSHADE()
{
rigidBody->setType(static_cast<rp3d::BodyType>(type));
rigidBody->setMass(mass);
rigidBody->setLinearDamping(drag);
rigidBody->setAngularDamping(angularDrag);
rigidBody->enableGravity(flags & (1U << 0));
rigidBody->setIsAllowedToSleep(flags & (1U << 1));
SetRP3DLinearConstraints();
SetRP3DAngularConstraints();
}
void SHRigidBodyComponent::SetFlag(bool flagState, int flagPos)
{
flagState ? flags |= (1U << flagPos) : flags &= ~(1U << flagPos);

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@ -21,6 +21,13 @@ namespace SHADE
{
class SH_API SHRigidBodyComponent : public SHComponent
{
private:
/*---------------------------------------------------------------------------------*/
/* Friends */
/*---------------------------------------------------------------------------------*/
friend class SHPhysicsSystem;
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
@ -128,8 +135,6 @@ namespace SHADE
float mass;
float drag;
float angularDrag;
SHMatrix inertiaTensor;
// rX rY rZ pX pY pZ slp g
uint8_t flags;
@ -138,6 +143,7 @@ namespace SHADE
/* Function Members */
/*---------------------------------------------------------------------------------*/
void SyncRP3DAndSHADE ();
void SetFlag (bool flagState, int flagPos);
void SetRP3DLinearConstraints () const ;
void SetRP3DAngularConstraints () const ;

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@ -0,0 +1,446 @@
/****************************************************************************************
* \file SHPhysicsSystem.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for the Physics System
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#include <SHpch.h>
// Primary Header
#include "SHPhysicsSystem.h"
// Project Headers
#include "Math/Transform/SHTransformComponent.h"
#include "Scene/SHSceneManager.h"
#include "ECS_Base/Managers/SHComponentManager.h"
#include "ECS_Base/Managers/SHEntityManager.h"
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHPhysicsSystem::PhysicsPreUpdate::PhysicsPreUpdate()
: SHSystemRoutine { "Physics PreUpdate", true }
{}
SHPhysicsSystem::PhysicsFixedUpdate::PhysicsFixedUpdate()
: SHFixedSystemRoutine { DEFAULT_FIXED_STEP, "Physics FixedUpdate", true }
{}
SHPhysicsSystem::PhysicsPostUpdate::PhysicsPostUpdate()
: SHSystemRoutine { "Physics PostUpdate", true }
{}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHPhysicsSystem::IsSleepingEnabled() const noexcept
{
if (world)
return world->isSleepingEnabled();
SHLOGV_WARNING("No physics world has been initialised!")
return false;
}
//double SHPhysicsSystem::GetFixedUpdate() const noexcept
//{
// return fixedUpdate;
//}
SHVec3 SHPhysicsSystem::GetWorldGravity() const noexcept
{
SHVec3 result;
if (world)
{
const auto RP3D_GRAVITY = world->getGravity();
result.x = RP3D_GRAVITY.x;
result.y = RP3D_GRAVITY.y;
result.z = RP3D_GRAVITY.z;
}
else
{
SHLOGV_WARNING("No physics world has been initialised!")
}
return result;
}
uint16_t SHPhysicsSystem::GetNumberVelocityIterations() const noexcept
{
if (world)
return world->getNbIterationsVelocitySolver();
SHLOGV_WARNING("No physics world has been initialised!")
return 0;
}
uint16_t SHPhysicsSystem::GetNumberPositionIterations() const noexcept
{
if (world)
return world->getNbIterationsPositionSolver();
SHLOGV_WARNING("No physics world has been initialised!")
return 0;
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
//void SHPhysicsSystem::SetFixedUpdate(double fixedUpdateRate) noexcept
//{
// fixedUpdate = fixedUpdateRate;
// SHLOG_INFO("Setting Physics update rate to {}", 1.0 / fixedUpdate)
//}
void SHPhysicsSystem::SetWorldGravity(const SHVec3& gravity) const noexcept
{
if (world)
{
const rp3d::Vector3 G { gravity.x, gravity.y, gravity.z };
world->setGravity(G);
}
else
{
SHLOGV_WARNING("No physics world has been initialised!")
}
}
void SHPhysicsSystem::SetNumberVelocityIterations(uint16_t numVelIterations) const noexcept
{
if (world)
{
world->setNbIterationsVelocitySolver(numVelIterations);
}
else
{
SHLOGV_WARNING("No physics world has been initialised!")
}
}
void SHPhysicsSystem::SetNumberPositionIterations(uint16_t numPosIterations) const noexcept
{
if (world)
{
world->setNbIterationsPositionSolver(numPosIterations);
}
else
{
SHLOGV_WARNING("No physics world has been initialised!")
}
}
void SHPhysicsSystem::SetSleepingEnabled(bool enableSleeping) const noexcept
{
if (world)
{
world->enableSleeping(enableSleeping);
}
else
{
SHLOGV_WARNING("No physics world has been initialised!")
}
}
void SHPhysicsSystem::SetWorldSettings(const WorldSettings& settings) const noexcept
{
if (world)
{
const rp3d::Vector3 G { settings.gravity.x, settings.gravity.y, settings.gravity.z };
world->setGravity(G);
world->setNbIterationsVelocitySolver(settings.numVelocitySolverIterations);
world->setNbIterationsPositionSolver(settings.numPositionSolverIterations);
world->enableSleeping(settings.sleepingEnabled);
}
else
{
SHLOGV_WARNING("No physics world has been initialised!")
}
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void SHPhysicsSystem::Init()
{
using namespace rp3d;
// Create a physics world with the default settings
PhysicsWorld::WorldSettings settings;
settings.gravity = Vector3{ 0, -9.81, 0 };
settings.isSleepingEnabled = true;
settings.defaultVelocitySolverNbIterations = 8;
settings.defaultPositionSolverNbIterations = 3;
world = factory.createPhysicsWorld(settings);
// Create component sparse sets
SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHRigidBodyComponent>();
}
void SHPhysicsSystem::Exit()
{
factory.destroyPhysicsWorld(world);
}
void SHPhysicsSystem::AddRigidBodyComponent(EntityID id) noexcept
{
const UpdateCommand NEW_CMD
{
.component = UpdateComponent::RIGID_BODY,
.type = UpdateType::ADD,
.entityID = id
};
updateQueue.push(NEW_CMD);
}
void SHPhysicsSystem::AddColliderComponent(EntityID id) noexcept
{
const UpdateCommand NEW_CMD
{
.component = UpdateComponent::COLLIDER,
.type = UpdateType::ADD,
.entityID = id
};
updateQueue.push(NEW_CMD);
}
void SHPhysicsSystem::RemoveRigidBodyComponent(EntityID id) noexcept
{
const UpdateCommand NEW_CMD
{
.component = UpdateComponent::RIGID_BODY,
.type = UpdateType::REMOVE,
.entityID = id
};
updateQueue.push(NEW_CMD);
}
void SHPhysicsSystem::RemoveColliderComponent(EntityID id) noexcept
{
const UpdateCommand NEW_CMD
{
.component = UpdateComponent::COLLIDER,
.type = UpdateType::REMOVE,
.entityID = id
};
updateQueue.push(NEW_CMD);
}
void SHPhysicsSystem::PhysicsPreUpdate::Execute([[maybe_unused]]double dt) noexcept
{
auto* system = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
system->ClearUpdateQueue();
// Sync active states: if node or component is not active, set rp3d to inactive
static const auto SYNC_ACTIVE = [](SHSceneNode* node)
{
const EntityID ENTITY_ID = node->GetEntityID();
// Check if has rigid body
auto const* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ENTITY_ID);
if(rigidBodyComponent)
{
const bool RP3D_ACTIVE = rigidBodyComponent->rigidBody->isActive();
const bool SHADE_ACTIVE = node->IsActive() && rigidBodyComponent->isActive;
if (RP3D_ACTIVE != SHADE_ACTIVE)
rigidBodyComponent->rigidBody->setIsActive(SHADE_ACTIVE);
}
else // Check for a collider
{
}
};
const auto& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
sceneGraph.Traverse(SYNC_ACTIVE);
}
//void SHPhysicsSystem::PhysicsFixedUpdate::Execute(double dt) noexcept
//{
// // I had to override this anyway due to needing to calculate the
// // interpolation factor right after the fixed update was done
// auto* system = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
// fixedTimeStep = 1.0 / system->fixedUpdate;
// accumulatedTime += dt;
// int counter = 0;
// while (accumulatedTime > fixedTimeStep)
// {
// FixedExecute(fixedTimeStep);
// accumulatedTime -= fixedTimeStep;
// ++counter;
// }
// stats.numSteps = counter;
// system->interpolationFactor = accumulatedTime / fixedTimeStep;
//}
void SHPhysicsSystem::PhysicsFixedUpdate::FixedExecute(double dt) noexcept
{
auto* system = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
system->world->update(static_cast<rp3d::decimal>(dt));
system->fixedDT = fixedTimeStep;
system->accumulatedTime = accumulatedTime;
}
void SHPhysicsSystem::PhysicsPostUpdate::Execute(double dt) noexcept
{
// Interpolate transforms for rendering
const auto& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
sceneGraph.Traverse([](SHSceneNode* node)
{
const EntityID ENTITY_ID = node->GetEntityID();
// Check if has rigid body
if (auto* rb = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ENTITY_ID); rb)
{
// TODO(Diren): Interpolate transforms for rendering
if (node->IsActive() && rb->isActive)
{
// Get SHADE transform
auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(ENTITY_ID);
SHASSERT(transformComponent != nullptr, "Transform Component missing from Entity " + std::to_string(ENTITY_ID))
const auto& RP3D_POS = rb->GetPosition();
const SHVec3 SHADE_POS{ RP3D_POS.x, RP3D_POS.y, RP3D_POS.z };
const auto& SHADE_ROT = rb->GetOrientation().ToEuler();
transformComponent->SetWorldPosition(SHADE_POS);
transformComponent->SetWorldRotation(SHADE_ROT);
}
else // Check for a collider
{
}
}
});
// TODO(Diren): Handle trigger messages for scripting
}
/*-----------------------------------------------------------------------------------*/
/* Private Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void SHPhysicsSystem::ClearUpdateQueue() noexcept
{
while (!updateQueue.empty())
{
const auto& CMD = updateQueue.front();
switch (CMD.type)
{
case UpdateType::ADD:
{
switch (CMD.component)
{
case UpdateComponent::RIGID_BODY: AddRigidBody(CMD.entityID); break;
//case UpdateComponent::COLLIDER: AddCollider(CMD.entityID); break;
default: break;
}
}
case UpdateType::REMOVE:
{
switch (CMD.component)
{
case UpdateComponent::RIGID_BODY: RemoveRigidBody(CMD.entityID); break;
//case UpdateComponent::COLLIDER: RemoveCollider(CMD.entityID); break;
default: break;
}
}
default: break;
}
updateQueue.pop();
}
}
void SHPhysicsSystem::AddRigidBody(EntityID entityID) const noexcept
{
#ifdef _DEBUG
SHLOG_INFO("Adding a Rigidbody to the Physics World.")
#endif
// Rigid Bodies need a transform.
auto const* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(entityID);
if (!transformComponent)
{
// NOTE: This should already be handled by the editor.
SHLOG_INFO("Automatically adding a transform to Entity {}", entityID)
SHComponentManager::AddComponent<SHTransformComponent>(entityID);
transformComponent = SHComponentManager::GetComponent<SHTransformComponent>(entityID);
}
const SHVec3& SHADE_WORLD_POSITION = transformComponent->GetWorldPosition();
const rp3d::Vector3 RP3D_POSITION { SHADE_WORLD_POSITION.x, SHADE_WORLD_POSITION.y, SHADE_WORLD_POSITION.z };
const SHVec3& SHADE_WORLD_ROTATION = transformComponent->GetWorldRotation();
const rp3d::Quaternion RP3D_ORIENTATION = rp3d::Quaternion::fromEulerAngles(SHADE_WORLD_ROTATION.x, SHADE_WORLD_ROTATION.y, SHADE_WORLD_ROTATION.z);
const rp3d::Transform RP3D_TF { RP3D_POSITION, RP3D_ORIENTATION };
auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(entityID);
if (!rigidBodyComponent)
{
// NOTE: This should already be handled by the editor.
SHLOG_INFO("Automatically adding a rigidbody to Entity {}", entityID)
SHComponentManager::AddComponent<SHRigidBodyComponent>(entityID);
rigidBodyComponent = SHComponentManager::GetComponent<SHRigidBodyComponent>(entityID);
}
rigidBodyComponent->rigidBody = world->createRigidBody(RP3D_TF);
rigidBodyComponent->SyncRP3DAndSHADE();
// Reassign collider
//if (collider)
//{
// collider.
//}
}
void SHPhysicsSystem::RemoveRigidBody(EntityID entityID) const noexcept
{
#ifdef _DEBUG
SHLOG_INFO("Removing a Rigidbody from the Physics World.")
#endif
auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(entityID);
if (rigidBodyComponent == nullptr)
{
SHLOG_ERROR("Entity {} does not have a rigidbody component to remove!", entityID)
return;
}
// If a collider exists, remake the colliders with a collision body
world->destroyRigidBody(rigidBodyComponent->rigidBody);
rigidBodyComponent->rigidBody = nullptr; // this should be redundant
}
} // namespace SHADE

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@ -0,0 +1,237 @@
/****************************************************************************************
* \file SHPhysicsSystem.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for the Physics System
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#pragma once
#include <queue>
#include <unordered_map>
#include <reactphysics3d/reactphysics3d.h>
// Project Headers
#include "Math/SHQuaternion.h"
#include "Components/SHRigidBodyComponent.h"
#include "Scene/SHSceneGraph.h"
#include "ECS_Base/System/SHSystemRoutine.h"
#include "ECS_Base/System/SHFixedSystemRoutine.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
class SH_API SHPhysicsSystem : public SHSystem
{
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
struct WorldSettings
{
SHVec3 gravity;
uint16_t numVelocitySolverIterations;
uint16_t numPositionSolverIterations;
bool sleepingEnabled;
};
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHPhysicsSystem () = default;
~SHPhysicsSystem () override = default;
SHPhysicsSystem (const SHPhysicsSystem&) = delete;
SHPhysicsSystem (SHPhysicsSystem&&) = delete;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHPhysicsSystem& operator= (const SHPhysicsSystem&) = delete;
SHPhysicsSystem& operator= (SHPhysicsSystem&&) = delete;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] bool IsSleepingEnabled () const noexcept;
//[[nodiscard]] double GetFixedUpdate () const noexcept;
[[nodiscard]] SHVec3 GetWorldGravity () const noexcept;
[[nodiscard]] uint16_t GetNumberVelocityIterations () const noexcept;
[[nodiscard]] uint16_t GetNumberPositionIterations () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
//void SetFixedUpdate (double fixedUpdateRate) noexcept;
void SetWorldGravity (const SHVec3& gravity) const noexcept;
void SetNumberVelocityIterations (uint16_t numVelIterations) const noexcept;
void SetNumberPositionIterations (uint16_t numPosIterations) const noexcept;
void SetSleepingEnabled (bool enableSleeping) const noexcept;
void SetWorldSettings (const WorldSettings& settings) const noexcept;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
void Init () override;
void Exit () override;
void AddRigidBodyComponent (EntityID id) noexcept;
void AddColliderComponent (EntityID id) noexcept;
void RemoveRigidBodyComponent (EntityID id) noexcept;
void RemoveColliderComponent (EntityID id) noexcept;
/*---------------------------------------------------------------------------------*/
/* System Routines */
/*---------------------------------------------------------------------------------*/
class SH_API PhysicsPreUpdate : public SHSystemRoutine
{
public:
/*-------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*-------------------------------------------------------------------------------*/
PhysicsPreUpdate();
~PhysicsPreUpdate() = default;
PhysicsPreUpdate(const PhysicsPreUpdate&) = delete;
PhysicsPreUpdate(PhysicsPreUpdate&&) = delete;
/*-------------------------------------------------------------------------------*/
/* Operator Overloads */
/*-------------------------------------------------------------------------------*/
PhysicsPreUpdate& operator= (const PhysicsPreUpdate&) = delete;
PhysicsPreUpdate& operator= (PhysicsPreUpdate&&) = delete;
/*-------------------------------------------------------------------------------*/
/* Function Members */
/*-------------------------------------------------------------------------------*/
void Execute(double dt) noexcept override;
};
class SH_API PhysicsFixedUpdate : public SHFixedSystemRoutine
{
public:
/*-------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*-------------------------------------------------------------------------------*/
PhysicsFixedUpdate();
~PhysicsFixedUpdate() = default;
PhysicsFixedUpdate(const PhysicsFixedUpdate&) = delete;
PhysicsFixedUpdate(PhysicsFixedUpdate&&) = delete;
/*-------------------------------------------------------------------------------*/
/* Operator Overloads */
/*-------------------------------------------------------------------------------*/
PhysicsFixedUpdate& operator= (const PhysicsFixedUpdate&) = delete;
PhysicsFixedUpdate& operator= (PhysicsFixedUpdate&&) = delete;
/*-------------------------------------------------------------------------------*/
/* Function Members */
/*-------------------------------------------------------------------------------*/
//void Execute (double dt) noexcept override;
void FixedExecute (double dt) noexcept override;
};
class SH_API PhysicsPostUpdate : public SHSystemRoutine
{
public:
/*-------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*-------------------------------------------------------------------------------*/
PhysicsPostUpdate();
~PhysicsPostUpdate() = default;
PhysicsPostUpdate(const PhysicsPostUpdate&) = delete;
PhysicsPostUpdate(PhysicsPostUpdate&&) = delete;
/*-------------------------------------------------------------------------------*/
/* Operator Overloads */
/*-------------------------------------------------------------------------------*/
PhysicsPostUpdate& operator= (const PhysicsPostUpdate&) = delete;
PhysicsPostUpdate& operator= (PhysicsPostUpdate&&) = delete;
/*-------------------------------------------------------------------------------*/
/* Function Members */
/*-------------------------------------------------------------------------------*/
void Execute(double dt) noexcept override;
};
private:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
enum class UpdateComponent { RIGID_BODY, COLLIDER };
enum class UpdateType { ADD, REMOVE };
struct UpdateCommand
{
UpdateComponent component;
UpdateType type;
EntityID entityID;
};
struct CachedTransform
{
SHVec3 position;
SHQuaternion orientation;
};
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
//double interpolationFactor;
//double fixedUpdate;
double accumulatedTime;
double fixedDT;
rp3d::PhysicsCommon factory;
rp3d::PhysicsWorld* world;
std::queue<UpdateCommand> updateQueue;
std::unordered_map<EntityID, CachedTransform> prevTransforms; // used for interpolation
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
void ClearUpdateQueue () noexcept;
void AddRigidBody (EntityID entityID) const noexcept;
void AddCollider (EntityID entityID) const noexcept;
void RemoveRigidBody (EntityID entityID) const noexcept;
void RemoveCollider (EntityID entityID) const noexcept;
};
} // namespace SHADE