Refactored colliders to use parent-child transform logic

This commit is contained in:
Diren D Bharwani 2022-12-16 18:34:29 +08:00
parent a6e1064e64
commit 24b13ed6e4
8 changed files with 82 additions and 177 deletions

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@ -25,9 +25,10 @@ namespace SHADE
/*-----------------------------------------------------------------------------------*/
SHCollisionShape::SHCollisionShape(SHCollisionShapeID id, Type colliderType)
: id { id }
, flags { 0 }
, collisionTag { SHCollisionTagMatrix::GetTag(0) }
: id { id }
, flags { 0 }
, parentTransform { nullptr }
, collisionTag { SHCollisionTagMatrix::GetTag(0) }
{
flags |= 1U << SHUtilities::ConvertEnum(colliderType);
}
@ -58,7 +59,7 @@ namespace SHADE
const SHVec3& SHCollisionShape::GetPositionOffset() const noexcept
{
return positionOffset;
return transform.position;
}
const SHVec3& SHCollisionShape::GetRotationOffset() const noexcept
@ -95,15 +96,6 @@ namespace SHADE
return flags & FLAG_VALUE;
}
bool SHCollisionShape::IsDirty() const noexcept
{
static constexpr int FLAG_POS = 6;
static constexpr uint8_t FLAG_VALUE = 1U << FLAG_POS;
return flags & FLAG_VALUE;
}
const SHCollisionTag& SHCollisionShape::GetCollisionTag() const noexcept
{
return *collisionTag;
@ -125,26 +117,32 @@ namespace SHADE
void SHCollisionShape::SetDensity(float density) noexcept
{
setDirty(true);
material.SetDensity(density);
}
void SHCollisionShape::SetMaterial(const SHPhysicsMaterial& newMaterial) noexcept
{
setDirty(true);
material = newMaterial;
}
void SHCollisionShape::SetParentTransform(SHTransform& parentTF) noexcept
{
parentTransform = &parentTF;
}
void SHCollisionShape::SetPositionOffset(const SHVec3& posOffset) noexcept
{
setDirty(true);
positionOffset = posOffset;
transform.position = posOffset;
ComputeTransforms();
}
void SHCollisionShape::SetRotationOffset(const SHVec3& rotOffset) noexcept
{
setDirty(true);
rotationOffset = rotOffset;
transform.orientation = SHQuaternion::FromEuler(rotationOffset);
ComputeTransforms();
}
void SHCollisionShape::SetIsTrigger(bool isTrigger) noexcept
@ -160,28 +158,6 @@ namespace SHADE
collisionTag = newCollisionTag;
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollisionShape::ClearDirty() noexcept
{
setDirty(false);
}
/*-----------------------------------------------------------------------------------*/
/* Private Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollisionShape::setDirty(bool isDirty) noexcept
{
static constexpr int FLAG_POS = 6;
static constexpr uint8_t FLAG_VALUE = 1U << FLAG_POS;
isDirty ? flags |= FLAG_VALUE : flags &= ~FLAG_VALUE;
}
} // namespace SHADE
RTTR_REGISTRATION

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@ -14,11 +14,10 @@
// Project Headers
#include "ECS_Base/Entity/SHEntity.h"
#include "Math/Geometry/SHShape.h"
#include "Math/SHQuaternion.h"
#include "Physics/Collision/CollisionTags/SHCollisionTags.h"
#include "Physics/Collision/SHPhysicsMaterial.h"
#include "SHCollisionShapeID.h"
#include "Math/Transform/SHTransform.h"
namespace SHADE
{
@ -91,7 +90,6 @@ namespace SHADE
[[nodiscard]] Type GetType () const noexcept;
[[nodiscard]] bool IsTrigger () const noexcept;
[[nodiscard]] bool IsColliding () const noexcept;
[[nodiscard]] bool IsDirty () const noexcept;
[[nodiscard]] const SHCollisionTag& GetCollisionTag () const noexcept;
@ -104,6 +102,8 @@ namespace SHADE
void SetDensity (float density) noexcept;
void SetMaterial (const SHPhysicsMaterial& newMaterial) noexcept;
void SetParentTransform (SHTransform& parentTF) noexcept;
void SetPositionOffset (const SHVec3& posOffset) noexcept;
void SetRotationOffset (const SHVec3& rotOffset) noexcept;
@ -117,13 +117,9 @@ namespace SHADE
/* Member Functions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Clears the dirty flag of the collider.
*/
void ClearDirty () noexcept;
[[nodiscard]] virtual SHMatrix GetInertiaTensor (float mass) const noexcept = 0;
virtual void ComputeTransforms () noexcept = 0;
[[nodiscard]] virtual SHMatrix GetInertiaTensor (float mass) const noexcept = 0;
[[nodiscard]] virtual SHMatrix ComputeWorldTransform () const noexcept = 0;
protected:
/*---------------------------------------------------------------------------------*/
@ -134,20 +130,16 @@ namespace SHADE
SHPhysicsMaterial material;
SHVec3 positionOffset;
SHTransform* parentTransform;
SHTransform transform;
// Needed for conversion to euler angles
SHVec3 rotationOffset;
uint8_t flags; // 0 dirty wasColliding isColliding trigger capsule sphere box
uint8_t flags; // 0 0 wasColliding isColliding trigger capsule sphere box
SHCollisionTag* collisionTag;
RTTR_ENABLE()
private:
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
void setDirty (bool isDirty) noexcept;
};
} // namespace SHADE

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@ -14,6 +14,7 @@
#include "SHSphereCollisionShape.h"
// Project Headers
#include "Math/SHMathHelpers.h"
#include "Math/SHMatrix.h"
namespace SHADE
@ -37,7 +38,8 @@ namespace SHADE
{
material = rhs.material;
positionOffset = rhs.positionOffset;
parentTransform = rhs.parentTransform;
transform = rhs.transform;
rotationOffset = rhs.rotationOffset;
flags = rhs.flags;
// Since all collision tags are taken from the matrix, we do not need to do a deep copy here.
@ -52,7 +54,8 @@ namespace SHADE
{
material = rhs.material;
positionOffset = rhs.positionOffset;
parentTransform = rhs.parentTransform;
transform = rhs.transform;
rotationOffset = rhs.rotationOffset;
flags = rhs.flags;
// Since all collision tags are taken from the matrix, we do not need to do a deep copy here.
@ -72,7 +75,8 @@ namespace SHADE
id = rhs.id;
material = rhs.material;
positionOffset = rhs.positionOffset;
parentTransform = rhs.parentTransform;
transform = rhs.transform;
rotationOffset = rhs.rotationOffset;
flags = rhs.flags;
// Since all collision tags are taken from the matrix, we do not need to do a deep copy here.
@ -97,7 +101,8 @@ namespace SHADE
id = rhs.id;
material = rhs.material;
positionOffset = rhs.positionOffset;
parentTransform = rhs.parentTransform;
transform = rhs.transform;
rotationOffset = rhs.rotationOffset;
flags = rhs.flags;
// Since all collision tags are taken from the matrix, we do not need to do a deep copy here.
@ -172,6 +177,18 @@ namespace SHADE
/* Public Member Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHSphereCollisionShape::ComputeTransforms() noexcept
{
const float SPHERE_SCALE = std::fabs(SHMath::Max({ parentTransform->scale.x, parentTransform->scale.y, parentTransform->scale.z }));
SetScale(SPHERE_SCALE);
// Recompute center
const SHQuaternion FINAL_ROT = parentTransform->orientation * transform.orientation;
const SHMatrix TRS = SHMatrix::Rotate(FINAL_ROT) * SHMatrix::Translate(parentTransform->position);
Center = SHVec3::Transform(transform.position, TRS);
}
bool SHSphereCollisionShape::TestPoint(const SHVec3& point) const noexcept
{
return SHSphere::TestPoint(point);
@ -193,6 +210,18 @@ namespace SHADE
return result;
}
SHMatrix SHSphereCollisionShape::ComputeWorldTransform() const noexcept
{
const SHQuaternion ROTATION = parentTransform->orientation * transform.orientation;
const SHVec3 SCALE{ Radius };
return SHMatrix::Transform
(
Center
, ROTATION
, SCALE
);
}
} // namespace SHADE

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@ -88,6 +88,12 @@ namespace SHADE
/* Function Members */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Recomputes the transform of this sphere.
*/
void ComputeTransforms () noexcept override;
/**
* @brief
* Tests if a point is inside the sphere.
@ -96,7 +102,7 @@ namespace SHADE
* @return
* True if the point is inside the sphere.
*/
[[nodiscard]] bool TestPoint (const SHVec3& point) const noexcept override;
[[nodiscard]] bool TestPoint (const SHVec3& point) const noexcept override;
/**
* @brief
@ -107,7 +113,7 @@ namespace SHADE
* An object holding the results of the raycast. <br/>
* See the corresponding header for the contents of the object.
*/
[[nodiscard]] SHRaycastResult Raycast (const SHRay& ray) const noexcept override;
[[nodiscard]] SHRaycastResult Raycast (const SHRay& ray) const noexcept override;
/**
* @brief
@ -117,9 +123,9 @@ namespace SHADE
* @return
* The inertia tensor of the sphere.
*/
[[nodiscard]] SHMatrix GetInertiaTensor (float mass) const noexcept override;
[[nodiscard]] SHMatrix GetInertiaTensor (float mass) const noexcept override;
[[nodiscard]] SHMatrix ComputeWorldTransform () const noexcept override;
private:
/*---------------------------------------------------------------------------------*/

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@ -30,19 +30,15 @@ namespace SHADE
: entityID { eid }
, shapeIDCounter { 0 }
, debugDraw { false }
, dirty { true }
, rigidBody { nullptr }
, shapeFactory { nullptr }
, transform { worldTransform }
{
}
{}
SHCollider::SHCollider(const SHCollider& rhs) noexcept
: entityID { rhs.entityID }
, shapeIDCounter { rhs.shapeIDCounter }
, debugDraw { rhs.debugDraw }
, dirty { rhs.dirty }
, rigidBody { rhs.rigidBody }
, shapeFactory { rhs.shapeFactory }
, transform { rhs.transform }
@ -60,7 +56,6 @@ namespace SHADE
: entityID { rhs.entityID }
, shapeIDCounter { rhs.shapeIDCounter }
, debugDraw { rhs.debugDraw }
, dirty { rhs.dirty }
, rigidBody { rhs.rigidBody }
, shapeFactory { rhs.shapeFactory }
, transform { rhs.transform }
@ -103,7 +98,6 @@ namespace SHADE
entityID = rhs.entityID;
debugDraw = rhs.debugDraw;
dirty = rhs.dirty;
rigidBody = rhs.rigidBody;
shapeFactory = rhs.shapeFactory;
transform = rhs.transform;
@ -123,7 +117,6 @@ namespace SHADE
entityID = rhs.entityID;
debugDraw = rhs.debugDraw;
dirty = rhs.dirty;
rigidBody = rhs.rigidBody;
shapeFactory = rhs.shapeFactory;
transform = rhs.transform;
@ -206,25 +199,21 @@ namespace SHADE
void SHCollider::SetTransform(const SHTransform& newTransform) noexcept
{
dirty = true;
transform = newTransform;
}
void SHCollider::SetPosition(const SHVec3& newPosition) noexcept
{
dirty = true;
transform.position = newPosition;
}
void SHCollider::SetOrientation(const SHQuaternion& newOrientation) noexcept
{
dirty = true;
transform.orientation = newOrientation;
}
void SHCollider::SetScale(const SHVec3& newScale) noexcept
{
dirty = true;
transform.scale = newScale;
}
@ -272,8 +261,9 @@ namespace SHADE
++shapeIDCounter;
// Set offsets
sphere->positionOffset = posOffset;
sphere->rotationOffset = rotOffset;
sphere->SetParentTransform(transform);
sphere->SetPositionOffset(posOffset);
sphere->SetRotationOffset(rotOffset);
shapes.emplace_back(sphere);
@ -293,28 +283,6 @@ namespace SHADE
return static_cast<int>(shapes.size());
}
void SHCollider::Update()
{
// Forcefully recompute everything since the transform was changed
if (dirty)
{
RecomputeShapes();
dirty = false;
return;
}
// Recompute any shapes set to dirty
for (auto* shape : shapes)
{
if (shape->IsDirty())
{
recomputeShape(shape);
shape->ClearDirty();
}
}
}
void SHCollider::RemoveCollisionShape(int index)
{
if (!shapeFactory)
@ -360,7 +328,7 @@ namespace SHADE
void SHCollider::RecomputeShapes() noexcept
{
for (auto* shape : shapes)
recomputeShape(shape);
shape->ComputeTransforms();
}
/*-----------------------------------------------------------------------------------*/
@ -416,47 +384,4 @@ namespace SHADE
++shapeIDCounter;
}
void SHCollider::recomputeShape(SHCollisionShape* shape) noexcept
{
if (!shape)
{
SHLOGV_ERROR_D("Shape missing from Collider {}", entityID)
return;
}
switch (shape->GetType())
{
case SHCollisionShape::Type::SPHERE:
{
recomputeSphere(dynamic_cast<SHSphereCollisionShape*>(shape));
break;
}
case SHCollisionShape::Type::BOX:
{
break;
}
case SHCollisionShape::Type::CAPSULE:
{
break;
}
default: break;
}
}
void SHCollider::recomputeSphere(SHSphereCollisionShape* sphere) noexcept
{
// Recompute world radius
const float SPHERE_SCALE = std::fabs(SHMath::Max({ transform.scale.x, transform.scale.y, transform.scale.z }));
sphere->SetScale(SPHERE_SCALE);
// Recompute center
const SHQuaternion FINAL_ROT = transform.orientation * SHQuaternion::FromEuler(sphere->rotationOffset);
const SHMatrix TRS = SHMatrix::Rotate(FINAL_ROT) * SHMatrix::Translate(transform.position);
const SHVec3 NEW_CENTER = SHVec3::Transform(sphere->positionOffset, TRS);
sphere->SetCenter(NEW_CENTER);
}
} // namespace SHADE

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@ -132,12 +132,6 @@ namespace SHADE
// TODO: Add Box & Capsule
/**
* @brief
* Recomputes any shapes that were set to dirty.
*/
void Update ();
/**
* @brief
* Removes a shape from the container. Removal reduces the size of the container.
@ -164,7 +158,6 @@ namespace SHADE
uint32_t shapeIDCounter; // This increments everytime a shape is added to differentiate shapes.
bool debugDraw;
bool dirty;
SHRigidBody* rigidBody;
SHCollisionShapeFactory* shapeFactory;
@ -179,9 +172,6 @@ namespace SHADE
void copyShapes (const SHCollider& rhsCollider);
void copyShape (const SHCollisionShape* rhsShape);
void recomputeShape (SHCollisionShape* shape) noexcept;
void recomputeSphere (SHSphereCollisionShape* sphere) noexcept;
};
} // namespace SHADE

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@ -41,7 +41,7 @@ namespace SHADE
{
const auto* TRANSFORM_COMPONENT = SHComponentManager::GetComponent_s<SHTransformComponent>(entityID);
if (!TRANSFORM_COMPONENT)
if (!TRANSFORM_COMPONENT || !TRANSFORM_COMPONENT->HasChanged())
continue;
const SHVec3& WORLD_POS = TRANSFORM_COMPONENT->GetWorldPosition();
@ -50,7 +50,7 @@ namespace SHADE
// We assume that all engine components and physics object components have been successfully linked
if (physicsObject.rigidBody && TRANSFORM_COMPONENT->HasChanged())
if (physicsObject.rigidBody)
{
SHMotionState& motionState = physicsObject.rigidBody->GetMotionState();
@ -60,14 +60,11 @@ namespace SHADE
if (physicsObject.collider)
{
if (TRANSFORM_COMPONENT->HasChanged())
{
physicsObject.collider->SetPosition(WORLD_POS);
physicsObject.collider->SetOrientation(WORLD_ROT);
physicsObject.collider->SetScale(WORLD_SCL);
}
physicsObject.collider->SetPosition(WORLD_POS);
physicsObject.collider->SetOrientation(WORLD_ROT);
physicsObject.collider->SetScale(WORLD_SCL);
physicsObject.collider->Update();
physicsObject.collider->RecomputeShapes();
}
}
}

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@ -122,17 +122,7 @@ namespace SHADE
{
case SHCollisionShape::Type::SPHERE:
{
const SHSphereCollisionShape* SPHERE = dynamic_cast<const SHSphereCollisionShape*>(SHAPE);
// Compute transforms of sphere
const SHVec3 POSITION = SPHERE->GetCenter(); // Position offset is already computed here
const SHVec3 ROTATION = collider.GetOrientation().ToEuler() + SPHERE->GetRotationOffset();
const SHVec3 SCALE { SPHERE->GetWorldRadius() };
// Compute TRS for the sphere
const SHMatrix TRS = SHMatrix::Transform(POSITION, ROTATION, SCALE);
debugDrawSystem->DrawWireSphere(TRS, DRAW_COLOUR, true);
debugDrawSystem->DrawWireSphere(SHAPE->ComputeWorldTransform(), DRAW_COLOUR, true);
break;
}