Added Physics System
This commit is contained in:
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658054bc14
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097b1be3f7
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@ -86,7 +86,6 @@ namespace Sandbox
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SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHTransformComponent>();
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SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHRenderable>();
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SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHRigidBodyComponent>();
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//TODO: REMOVE AFTER PRESENTATION
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SHADE::SHAssetManager::LoadDataTemp("../../Assets/racoon.gltf");
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@ -8,23 +8,19 @@ namespace SHADE
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{
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class SHFixedSystemRoutine: public SHSystemRoutine
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{
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private:
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double accumulatedTime;
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double fixedTimeStep;
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protected:
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SHFixedSystemRoutine(double timeStep = DEFAULT_FIXED_STEP, std::string routineName = "Default Fixed Routine Name", bool editorPause = false)
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double accumulatedTime;
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double fixedTimeStep;
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SHFixedSystemRoutine(double timeStep = DEFAULT_FIXED_STEP, std::string routineName = "Default Fixed Routine Name", bool editorPause = false)
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:SHSystemRoutine(routineName, editorPause), accumulatedTime(0.0), fixedTimeStep(timeStep){}
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public:
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~SHFixedSystemRoutine() = default;
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virtual void Execute(double dt) noexcept;
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virtual void FixedExecute(double dt) noexcept {};
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virtual void Execute(double dt) noexcept override;
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virtual void FixedExecute(double dt) noexcept {}
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};
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@ -465,6 +465,21 @@ namespace SHADE
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/* Private Function Member Definitions */
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/*-----------------------------------------------------------------------------------*/
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void SHRigidBodyComponent::SyncRP3DAndSHADE()
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{
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rigidBody->setType(static_cast<rp3d::BodyType>(type));
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rigidBody->setMass(mass);
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rigidBody->setLinearDamping(drag);
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rigidBody->setAngularDamping(angularDrag);
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rigidBody->enableGravity(flags & (1U << 0));
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rigidBody->setIsAllowedToSleep(flags & (1U << 1));
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SetRP3DLinearConstraints();
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SetRP3DAngularConstraints();
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}
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void SHRigidBodyComponent::SetFlag(bool flagState, int flagPos)
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{
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flagState ? flags |= (1U << flagPos) : flags &= ~(1U << flagPos);
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@ -21,6 +21,13 @@ namespace SHADE
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{
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class SH_API SHRigidBodyComponent : public SHComponent
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{
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private:
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/*---------------------------------------------------------------------------------*/
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/* Friends */
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/*---------------------------------------------------------------------------------*/
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friend class SHPhysicsSystem;
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public:
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/*---------------------------------------------------------------------------------*/
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/* Type Definitions */
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@ -128,8 +135,6 @@ namespace SHADE
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float mass;
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float drag;
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float angularDrag;
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SHMatrix inertiaTensor;
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// rX rY rZ pX pY pZ slp g
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uint8_t flags;
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@ -138,6 +143,7 @@ namespace SHADE
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/* Function Members */
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/*---------------------------------------------------------------------------------*/
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void SyncRP3DAndSHADE ();
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void SetFlag (bool flagState, int flagPos);
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void SetRP3DLinearConstraints () const ;
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void SetRP3DAngularConstraints () const ;
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@ -0,0 +1,446 @@
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/****************************************************************************************
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* \file SHPhysicsSystem.cpp
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* \author Diren D Bharwani, diren.dbharwani, 390002520
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* \brief Implementation for the Physics System
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*
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* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* disclosure of this file or its contents without the prior written consent
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* of DigiPen Institute of Technology is prohibited.
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****************************************************************************************/
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#include <SHpch.h>
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// Primary Header
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#include "SHPhysicsSystem.h"
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// Project Headers
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#include "Math/Transform/SHTransformComponent.h"
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#include "Scene/SHSceneManager.h"
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#include "ECS_Base/Managers/SHComponentManager.h"
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#include "ECS_Base/Managers/SHEntityManager.h"
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#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
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namespace SHADE
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{
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/*-----------------------------------------------------------------------------------*/
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/* Constructors & Destructor Definitions */
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/*-----------------------------------------------------------------------------------*/
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SHPhysicsSystem::PhysicsPreUpdate::PhysicsPreUpdate()
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: SHSystemRoutine { "Physics PreUpdate", true }
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{}
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SHPhysicsSystem::PhysicsFixedUpdate::PhysicsFixedUpdate()
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: SHFixedSystemRoutine { DEFAULT_FIXED_STEP, "Physics FixedUpdate", true }
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{}
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SHPhysicsSystem::PhysicsPostUpdate::PhysicsPostUpdate()
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: SHSystemRoutine { "Physics PostUpdate", true }
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{}
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/*-----------------------------------------------------------------------------------*/
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/* Getter Function Definitions */
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/*-----------------------------------------------------------------------------------*/
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bool SHPhysicsSystem::IsSleepingEnabled() const noexcept
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{
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if (world)
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return world->isSleepingEnabled();
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SHLOGV_WARNING("No physics world has been initialised!")
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return false;
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}
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//double SHPhysicsSystem::GetFixedUpdate() const noexcept
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//{
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// return fixedUpdate;
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//}
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SHVec3 SHPhysicsSystem::GetWorldGravity() const noexcept
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{
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SHVec3 result;
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if (world)
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{
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const auto RP3D_GRAVITY = world->getGravity();
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result.x = RP3D_GRAVITY.x;
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result.y = RP3D_GRAVITY.y;
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result.z = RP3D_GRAVITY.z;
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}
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else
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{
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SHLOGV_WARNING("No physics world has been initialised!")
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}
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return result;
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}
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uint16_t SHPhysicsSystem::GetNumberVelocityIterations() const noexcept
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{
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if (world)
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return world->getNbIterationsVelocitySolver();
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SHLOGV_WARNING("No physics world has been initialised!")
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return 0;
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}
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uint16_t SHPhysicsSystem::GetNumberPositionIterations() const noexcept
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{
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if (world)
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return world->getNbIterationsPositionSolver();
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SHLOGV_WARNING("No physics world has been initialised!")
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return 0;
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}
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/*-----------------------------------------------------------------------------------*/
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/* Setter Function Definitions */
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/*-----------------------------------------------------------------------------------*/
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//void SHPhysicsSystem::SetFixedUpdate(double fixedUpdateRate) noexcept
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//{
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// fixedUpdate = fixedUpdateRate;
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// SHLOG_INFO("Setting Physics update rate to {}", 1.0 / fixedUpdate)
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//}
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void SHPhysicsSystem::SetWorldGravity(const SHVec3& gravity) const noexcept
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{
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if (world)
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{
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const rp3d::Vector3 G { gravity.x, gravity.y, gravity.z };
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world->setGravity(G);
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}
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else
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{
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SHLOGV_WARNING("No physics world has been initialised!")
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}
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}
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void SHPhysicsSystem::SetNumberVelocityIterations(uint16_t numVelIterations) const noexcept
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{
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if (world)
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{
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world->setNbIterationsVelocitySolver(numVelIterations);
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}
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else
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{
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SHLOGV_WARNING("No physics world has been initialised!")
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}
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}
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void SHPhysicsSystem::SetNumberPositionIterations(uint16_t numPosIterations) const noexcept
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{
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if (world)
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{
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world->setNbIterationsPositionSolver(numPosIterations);
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}
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else
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{
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SHLOGV_WARNING("No physics world has been initialised!")
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}
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}
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void SHPhysicsSystem::SetSleepingEnabled(bool enableSleeping) const noexcept
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{
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if (world)
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{
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world->enableSleeping(enableSleeping);
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}
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else
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{
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SHLOGV_WARNING("No physics world has been initialised!")
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}
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}
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void SHPhysicsSystem::SetWorldSettings(const WorldSettings& settings) const noexcept
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{
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if (world)
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{
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const rp3d::Vector3 G { settings.gravity.x, settings.gravity.y, settings.gravity.z };
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world->setGravity(G);
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world->setNbIterationsVelocitySolver(settings.numVelocitySolverIterations);
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world->setNbIterationsPositionSolver(settings.numPositionSolverIterations);
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world->enableSleeping(settings.sleepingEnabled);
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}
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else
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{
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SHLOGV_WARNING("No physics world has been initialised!")
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}
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}
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/*-----------------------------------------------------------------------------------*/
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/* Public Function Member Definitions */
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/*-----------------------------------------------------------------------------------*/
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void SHPhysicsSystem::Init()
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{
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using namespace rp3d;
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// Create a physics world with the default settings
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PhysicsWorld::WorldSettings settings;
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settings.gravity = Vector3{ 0, -9.81, 0 };
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settings.isSleepingEnabled = true;
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settings.defaultVelocitySolverNbIterations = 8;
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settings.defaultPositionSolverNbIterations = 3;
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world = factory.createPhysicsWorld(settings);
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// Create component sparse sets
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SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHRigidBodyComponent>();
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}
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void SHPhysicsSystem::Exit()
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{
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factory.destroyPhysicsWorld(world);
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}
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void SHPhysicsSystem::AddRigidBodyComponent(EntityID id) noexcept
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{
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const UpdateCommand NEW_CMD
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{
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.component = UpdateComponent::RIGID_BODY,
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.type = UpdateType::ADD,
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.entityID = id
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};
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updateQueue.push(NEW_CMD);
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}
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void SHPhysicsSystem::AddColliderComponent(EntityID id) noexcept
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{
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const UpdateCommand NEW_CMD
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{
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.component = UpdateComponent::COLLIDER,
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.type = UpdateType::ADD,
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.entityID = id
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};
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updateQueue.push(NEW_CMD);
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}
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void SHPhysicsSystem::RemoveRigidBodyComponent(EntityID id) noexcept
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{
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const UpdateCommand NEW_CMD
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{
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.component = UpdateComponent::RIGID_BODY,
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.type = UpdateType::REMOVE,
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.entityID = id
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};
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updateQueue.push(NEW_CMD);
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}
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void SHPhysicsSystem::RemoveColliderComponent(EntityID id) noexcept
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{
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const UpdateCommand NEW_CMD
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{
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.component = UpdateComponent::COLLIDER,
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.type = UpdateType::REMOVE,
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.entityID = id
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};
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updateQueue.push(NEW_CMD);
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}
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void SHPhysicsSystem::PhysicsPreUpdate::Execute([[maybe_unused]]double dt) noexcept
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{
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auto* system = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
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system->ClearUpdateQueue();
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// Sync active states: if node or component is not active, set rp3d to inactive
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static const auto SYNC_ACTIVE = [](SHSceneNode* node)
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{
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const EntityID ENTITY_ID = node->GetEntityID();
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// Check if has rigid body
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auto const* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ENTITY_ID);
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if(rigidBodyComponent)
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{
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const bool RP3D_ACTIVE = rigidBodyComponent->rigidBody->isActive();
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const bool SHADE_ACTIVE = node->IsActive() && rigidBodyComponent->isActive;
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if (RP3D_ACTIVE != SHADE_ACTIVE)
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rigidBodyComponent->rigidBody->setIsActive(SHADE_ACTIVE);
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}
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else // Check for a collider
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{
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}
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};
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const auto& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
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sceneGraph.Traverse(SYNC_ACTIVE);
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}
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//void SHPhysicsSystem::PhysicsFixedUpdate::Execute(double dt) noexcept
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//{
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// // I had to override this anyway due to needing to calculate the
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// // interpolation factor right after the fixed update was done
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// auto* system = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
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// fixedTimeStep = 1.0 / system->fixedUpdate;
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// accumulatedTime += dt;
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// int counter = 0;
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// while (accumulatedTime > fixedTimeStep)
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// {
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// FixedExecute(fixedTimeStep);
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// accumulatedTime -= fixedTimeStep;
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// ++counter;
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// }
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// stats.numSteps = counter;
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// system->interpolationFactor = accumulatedTime / fixedTimeStep;
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//}
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void SHPhysicsSystem::PhysicsFixedUpdate::FixedExecute(double dt) noexcept
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{
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auto* system = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
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system->world->update(static_cast<rp3d::decimal>(dt));
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system->fixedDT = fixedTimeStep;
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system->accumulatedTime = accumulatedTime;
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}
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void SHPhysicsSystem::PhysicsPostUpdate::Execute(double dt) noexcept
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{
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// Interpolate transforms for rendering
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const auto& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
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sceneGraph.Traverse([](SHSceneNode* node)
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{
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const EntityID ENTITY_ID = node->GetEntityID();
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// Check if has rigid body
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if (auto* rb = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ENTITY_ID); rb)
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{
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// TODO(Diren): Interpolate transforms for rendering
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if (node->IsActive() && rb->isActive)
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{
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// Get SHADE transform
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auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(ENTITY_ID);
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SHASSERT(transformComponent != nullptr, "Transform Component missing from Entity " + std::to_string(ENTITY_ID))
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const auto& RP3D_POS = rb->GetPosition();
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const SHVec3 SHADE_POS{ RP3D_POS.x, RP3D_POS.y, RP3D_POS.z };
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const auto& SHADE_ROT = rb->GetOrientation().ToEuler();
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transformComponent->SetWorldPosition(SHADE_POS);
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transformComponent->SetWorldRotation(SHADE_ROT);
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}
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else // Check for a collider
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{
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}
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}
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});
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// TODO(Diren): Handle trigger messages for scripting
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}
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/*-----------------------------------------------------------------------------------*/
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/* Private Function Member Definitions */
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/*-----------------------------------------------------------------------------------*/
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void SHPhysicsSystem::ClearUpdateQueue() noexcept
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{
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while (!updateQueue.empty())
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{
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const auto& CMD = updateQueue.front();
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switch (CMD.type)
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{
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case UpdateType::ADD:
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{
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switch (CMD.component)
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{
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case UpdateComponent::RIGID_BODY: AddRigidBody(CMD.entityID); break;
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//case UpdateComponent::COLLIDER: AddCollider(CMD.entityID); break;
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default: break;
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}
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}
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case UpdateType::REMOVE:
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{
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switch (CMD.component)
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{
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case UpdateComponent::RIGID_BODY: RemoveRigidBody(CMD.entityID); break;
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//case UpdateComponent::COLLIDER: RemoveCollider(CMD.entityID); break;
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default: break;
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}
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}
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default: break;
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}
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updateQueue.pop();
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}
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}
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void SHPhysicsSystem::AddRigidBody(EntityID entityID) const noexcept
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{
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#ifdef _DEBUG
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SHLOG_INFO("Adding a Rigidbody to the Physics World.")
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#endif
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// Rigid Bodies need a transform.
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auto const* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(entityID);
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if (!transformComponent)
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{
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// NOTE: This should already be handled by the editor.
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SHLOG_INFO("Automatically adding a transform to Entity {}", entityID)
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SHComponentManager::AddComponent<SHTransformComponent>(entityID);
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transformComponent = SHComponentManager::GetComponent<SHTransformComponent>(entityID);
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}
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const SHVec3& SHADE_WORLD_POSITION = transformComponent->GetWorldPosition();
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const rp3d::Vector3 RP3D_POSITION { SHADE_WORLD_POSITION.x, SHADE_WORLD_POSITION.y, SHADE_WORLD_POSITION.z };
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const SHVec3& SHADE_WORLD_ROTATION = transformComponent->GetWorldRotation();
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const rp3d::Quaternion RP3D_ORIENTATION = rp3d::Quaternion::fromEulerAngles(SHADE_WORLD_ROTATION.x, SHADE_WORLD_ROTATION.y, SHADE_WORLD_ROTATION.z);
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const rp3d::Transform RP3D_TF { RP3D_POSITION, RP3D_ORIENTATION };
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auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(entityID);
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if (!rigidBodyComponent)
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{
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// NOTE: This should already be handled by the editor.
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SHLOG_INFO("Automatically adding a rigidbody to Entity {}", entityID)
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SHComponentManager::AddComponent<SHRigidBodyComponent>(entityID);
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rigidBodyComponent = SHComponentManager::GetComponent<SHRigidBodyComponent>(entityID);
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}
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rigidBodyComponent->rigidBody = world->createRigidBody(RP3D_TF);
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rigidBodyComponent->SyncRP3DAndSHADE();
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// Reassign collider
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//if (collider)
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//{
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// collider.
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//}
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}
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|
||||
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
|
|
@ -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
|
Loading…
Reference in New Issue