diff --git a/SHADE_Managed/src/Components/Collider.hxx b/SHADE_Managed/src/Components/Collider.hxx index a831e5f9..c85ee21c 100644 --- a/SHADE_Managed/src/Components/Collider.hxx +++ b/SHADE_Managed/src/Components/Collider.hxx @@ -221,6 +221,9 @@ namespace SHADE T GetColliderBound(int index); private: + /*-----------------------------------------------------------------------------*/ + /* Data Members */ + /*-----------------------------------------------------------------------------*/ System::Collections::Generic::List^ subColliderList; // TODO: Update elements in this list if the list on native collider changes }; } diff --git a/SHADE_Managed/src/Components/RigidBody.cxx b/SHADE_Managed/src/Components/RigidBody.cxx new file mode 100644 index 00000000..172b928b --- /dev/null +++ b/SHADE_Managed/src/Components/RigidBody.cxx @@ -0,0 +1,197 @@ +/************************************************************************************//*! +\file RigidBody.cxx +\author Tng Kah Wei, kahwei.tng, 390009620 +\par email: kahwei.tng\@digipen.edu +\date Oct 22, 2022 +\brief Contains the definition of the functions of the managed RigidBody class. + + Note: This file is written in C++17/CLI. + +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. +*//*************************************************************************************/ +// Precompiled Headers +#include "SHpch.h" +// Primary Header +#include "RigidBody.hxx" + +namespace SHADE +{ + /*---------------------------------------------------------------------------------*/ + /* Constructors */ + /*---------------------------------------------------------------------------------*/ + RigidBody::RigidBody(Entity entity) + : Component(entity) + {} + + /*---------------------------------------------------------------------------------*/ + /* Properties */ + /*---------------------------------------------------------------------------------*/ + bool RigidBody::IsGravityEnabled::get() + { + return GetNativeComponent()->IsGravityEnabled(); + } + void RigidBody::IsGravityEnabled::set(bool value) + { + return GetNativeComponent()->SetGravityEnabled(value); + } + bool RigidBody::IsAllowedToSleep::get() + { + return GetNativeComponent()->IsAllowedToSleep(); + } + void RigidBody::IsAllowedToSleep::set(bool value) + { + return GetNativeComponent()->SetIsAllowedToSleep(value); + } + RigidBody::Type RigidBody::BodyType::get() + { + return static_cast(GetNativeComponent()->GetType()); + } + void RigidBody::BodyType::set(Type value) + { + return GetNativeComponent()->SetType(static_cast(value)); + } + float RigidBody::Mass::get() + { + return GetNativeComponent()->GetMass(); + } + void RigidBody::Mass::set(float value) + { + return GetNativeComponent()->SetMass(value); + } + float RigidBody::Drag::get() + { + return GetNativeComponent()->GetDrag(); + } + void RigidBody::Drag::set(float value) + { + return GetNativeComponent()->SetDrag(value); + } + float RigidBody::AngularDrag::get() + { + return GetNativeComponent()->GetAngularDrag(); + } + void RigidBody::AngularDrag::set(float value) + { + return GetNativeComponent()->SetAngularDrag(value); + } + bool RigidBody::FreezePositionX::get() + { + return GetNativeComponent()->GetFreezePositionX(); + } + void RigidBody::FreezePositionX::set(bool value) + { + return GetNativeComponent()->SetFreezePositionX(value); + } + bool RigidBody::FreezePositionY::get() + { + return GetNativeComponent()->GetFreezePositionY(); + } + void RigidBody::FreezePositionY::set(bool value) + { + return GetNativeComponent()->SetFreezePositionY(value); + } + bool RigidBody::FreezePositionZ::get() + { + return GetNativeComponent()->GetFreezePositionZ(); + } + void RigidBody::FreezePositionZ::set(bool value) + { + return GetNativeComponent()->SetFreezePositionZ(value); + } + bool RigidBody::FreezeRotationX::get() + { + return GetNativeComponent()->GetFreezeRotationX(); + } + void RigidBody::FreezeRotationX::set(bool value) + { + return GetNativeComponent()->SetFreezeRotationX(value); + } + bool RigidBody::FreezeRotationY::get() + { + return GetNativeComponent()->GetFreezeRotationY(); + } + void RigidBody::FreezeRotationY::set(bool value) + { + return GetNativeComponent()->SetFreezeRotationY(value); + } + bool RigidBody::FreezeRotationZ::get() + { + return GetNativeComponent()->GetFreezeRotationZ(); + } + void RigidBody::FreezeRotationZ::set(bool value) + { + return GetNativeComponent()->SetFreezeRotationZ(value); + } + Vector3 RigidBody::LinearVelocity::get() + { + return Convert::ToCLI(GetNativeComponent()->GetLinearVelocity()); + } + void RigidBody::LinearVelocity::set(Vector3 value) + { + return GetNativeComponent()->SetLinearVelocity(Convert::ToNative(value)); + } + Vector3 RigidBody::AngularVelocity::get() + { + return Convert::ToCLI(GetNativeComponent()->GetAngularVelocity()); + } + void RigidBody::AngularVelocity::set(Vector3 value) + { + return GetNativeComponent()->SetAngularVelocity(Convert::ToNative(value)); + } + Vector3 RigidBody::Force::get() + { + return Convert::ToCLI(GetNativeComponent()->GetForce()); + } + Vector3 RigidBody::Torque::get() + { + return Convert::ToCLI(GetNativeComponent()->GetTorque()); + } + + /*---------------------------------------------------------------------------------*/ + /* Force Functions */ + /*---------------------------------------------------------------------------------*/ + void RigidBody::AddForce(Vector3 force) + { + GetNativeComponent()->AddForce(Convert::ToNative(force)); + } + + void RigidBody::AddForceAtLocalPos(Vector3 force, Vector3 localPos) + { + GetNativeComponent()->AddForceAtLocalPos(Convert::ToNative(force), Convert::ToNative(localPos)); + } + + void RigidBody::AddForceAtWorldPos(Vector3 force, Vector3 worldPos) + { + GetNativeComponent()->AddForceAtWorldPos(Convert::ToNative(force), Convert::ToNative(worldPos)); + } + + void RigidBody::AddRelativeForce(Vector3 relativeForce) + { + GetNativeComponent()->AddRelativeForce(Convert::ToNative(relativeForce)); + } + + void RigidBody::AddRelativeForceAtLocalPos(Vector3 relativeForce, Vector3 localPos) + { + GetNativeComponent()->AddRelativeForceAtLocalPos(Convert::ToNative(relativeForce), Convert::ToNative(localPos)); + } + + void RigidBody::AddRelativeForceAtWorldPos(Vector3 relativeForce, Vector3 worldPos) + { + GetNativeComponent()->AddRelativeForceAtWorldPos(Convert::ToNative(relativeForce), Convert::ToNative(worldPos)); + } + + /*---------------------------------------------------------------------------------*/ + /* Torque Functions */ + /*---------------------------------------------------------------------------------*/ + void RigidBody::AddTorque(Vector3 torque) + { + GetNativeComponent()->AddTorque(Convert::ToNative(torque)); + } + + void RigidBody::AddRelativeTorque(Vector3 relativeTorque) + { + GetNativeComponent()->AddRelativeTorque(Convert::ToNative(relativeTorque)); + } +} \ No newline at end of file diff --git a/SHADE_Managed/src/Components/RigidBody.hxx b/SHADE_Managed/src/Components/RigidBody.hxx new file mode 100644 index 00000000..b3e031ba --- /dev/null +++ b/SHADE_Managed/src/Components/RigidBody.hxx @@ -0,0 +1,150 @@ +/************************************************************************************//*! +\file RigidBody.hxx +\author Tng Kah Wei, kahwei.tng, 390009620 +\par email: kahwei.tng\@digipen.edu +\date Oct 22, 2022 +\brief Contains the definition of the managed Collider class with the + declaration of functions for working with it. + + Note: This file is written in C++17/CLI. + +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 + +// External Dependencies +#include "Physics/Components/SHRigidBodyComponent.h" +// Project Includes +#include "Components/Component.hxx" + +namespace SHADE +{ + /// + /// CLR version of the the SHADE Engine's SHRigidBodyComponent. + /// + public ref class RigidBody : public Component + { + internal: + /*-----------------------------------------------------------------------------*/ + /* Constructors */ + /*-----------------------------------------------------------------------------*/ + /// + /// Constructs a RigidBody Component that represents a native + /// SHRigidBodyComponent component tied to the specified Entity. + /// + /// Entity that this Component will be tied to. + RigidBody(Entity entity); + + public: + /*-----------------------------------------------------------------------------*/ + /* Type Definitions */ + /*-----------------------------------------------------------------------------*/ + enum class Type + { + Static, + Kinematic, + Dynamic + }; + + /*-----------------------------------------------------------------------------*/ + /* Properties */ + /*-----------------------------------------------------------------------------*/ + property bool IsGravityEnabled + { + bool get(); + void set(bool value); + } + property bool IsAllowedToSleep + { + bool get(); + void set(bool value); + } + property Type BodyType + { + Type get(); + void set(Type value); + } + property float Mass + { + float get(); + void set(float value); + } + property float Drag + { + float get(); + void set(float value); + } + property float AngularDrag + { + float get(); + void set(float value); + } + property bool FreezePositionX + { + bool get(); + void set(bool value); + } + property bool FreezePositionY + { + bool get(); + void set(bool value); + } + property bool FreezePositionZ + { + bool get(); + void set(bool value); + } + property bool FreezeRotationX + { + bool get(); + void set(bool value); + } + property bool FreezeRotationY + { + bool get(); + void set(bool value); + } + property bool FreezeRotationZ + { + bool get(); + void set(bool value); + } + property Vector3 LinearVelocity + { + Vector3 get(); + void set(Vector3 value); + } + property Vector3 AngularVelocity + { + Vector3 get(); + void set(Vector3 value); + } + property Vector3 Force + { + Vector3 get(); + } + property Vector3 Torque + { + Vector3 get(); + } + + /*-----------------------------------------------------------------------------*/ + /* Force Functions */ + /*-----------------------------------------------------------------------------*/ + void AddForce(Vector3 force); + void AddForceAtLocalPos(Vector3 force, Vector3 localPos); + void AddForceAtWorldPos(Vector3 force, Vector3 worldPos); + void AddRelativeForce(Vector3 relativeForce); + void AddRelativeForceAtLocalPos(Vector3 relativeForce, Vector3 localPos); + void AddRelativeForceAtWorldPos(Vector3 relativeForce, Vector3 worldPos); + + /*-----------------------------------------------------------------------------*/ + /* Torque Functions */ + /*-----------------------------------------------------------------------------*/ + void AddTorque(Vector3 force); + void AddRelativeTorque(Vector3 relativeForce); + }; + +} \ No newline at end of file