Merge branch 'main' into SP3-1-SerialisedRenderable
This commit is contained in:
commit
33431d71a6
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@ -108,13 +108,10 @@ namespace Sandbox
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SHComponentManager::CreateComponentSparseSet<SHColliderComponent>();
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SHComponentManager::CreateComponentSparseSet<SHColliderComponent>();
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SHComponentManager::CreateComponentSparseSet<SHTransformComponent>();
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SHComponentManager::CreateComponentSparseSet<SHTransformComponent>();
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SHComponentManager::CreateComponentSparseSet<SHRenderable>();
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SHComponentManager::CreateComponentSparseSet<SHRenderable>();
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SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
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//SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
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SHAssetManager::Load();
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SHAssetManager::Load();
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auto id = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
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auto id2 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
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auto id3 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
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SHSystemManager::RegisterRoutine<SHAudioSystem, SHAudioSystem::AudioRoutine>();
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SHSystemManager::RegisterRoutine<SHAudioSystem, SHAudioSystem::AudioRoutine>();
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@ -0,0 +1,68 @@
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#include "SHpch.h"
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#include "SHCameraArmComponent.h"
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namespace SHADE
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{
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SHCameraArmComponent::SHCameraArmComponent()
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:pitch(0.0f), yaw(0.0f), armLength(1.0f),offset(), dirty(true), lookAtCameraOrigin(true)
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{
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}
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SHVec3 const& SHCameraArmComponent::GetOffset() const noexcept
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{
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return offset;
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}
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float SHCameraArmComponent::GetPitch() const noexcept
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{
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return pitch;
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}
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float SHCameraArmComponent::GetYaw() const noexcept
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{
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return yaw;
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}
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float SHCameraArmComponent::GetArmLength() const noexcept
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{
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return armLength;
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}
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void SHCameraArmComponent::SetPitch(float pitch) noexcept
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{
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this->pitch = pitch;
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dirty = true;
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}
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void SHCameraArmComponent::SetYaw(float yaw) noexcept
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{
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this->yaw = yaw;
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dirty = true;
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}
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void SHCameraArmComponent::SetArmLength(float length) noexcept
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{
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this->armLength = length;
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dirty = true;
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}
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}//namespace SHADE
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RTTR_REGISTRATION
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{
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using namespace SHADE;
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using namespace rttr;
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registration::class_<SHCameraArmComponent>("Camera Arm Component")
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.property("Arm Pitch", &SHCameraArmComponent::GetPitch, &SHCameraArmComponent::SetPitch)
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.property("Arm Yaw", &SHCameraArmComponent::GetYaw, &SHCameraArmComponent::SetYaw)
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.property("Arm Length", &SHCameraArmComponent::GetArmLength, &SHCameraArmComponent::SetArmLength)
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.property("Look At Camera Origin", &SHCameraArmComponent::lookAtCameraOrigin);
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}
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@ -0,0 +1,44 @@
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#pragma once
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#include <rttr/registration>
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#include "ECS_Base/Components/SHComponent.h"
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#include "Math/SHMatrix.h"
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#include "SH_API.h"
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namespace SHADE
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{
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class SH_API SHCameraArmComponent final: public SHComponent
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{
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private:
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float pitch;
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float yaw;
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float armLength;
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bool dirty;
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SHVec3 offset;
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public:
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friend class SHCameraSystem;
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SHCameraArmComponent();
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virtual ~SHCameraArmComponent() = default;
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bool lookAtCameraOrigin;
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//Getters
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//SHMatrix const& GetMatrix() const noexcept;
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SHVec3 const& GetOffset() const noexcept;
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float GetPitch() const noexcept;
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float GetYaw() const noexcept;
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float GetArmLength() const noexcept;
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//Setters
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void SetPitch(float pitch) noexcept;
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void SetYaw(float yaw) noexcept;
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void SetArmLength(float length) noexcept;
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protected:
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};
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}//namespace SHADE
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@ -13,7 +13,7 @@ namespace SHADE
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, width(1920.0f), height(1080.0f), zNear(0.01f), zFar(10000.0f), fov(90.0f), movementSpeed(1.0f), turnSpeed(0.5f)
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, width(1920.0f), height(1080.0f), zNear(0.01f), zFar(10000.0f), fov(90.0f), movementSpeed(1.0f), turnSpeed(0.5f)
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, perspProj(true), dirtyView(true), dirtyProj(true)
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, perspProj(true), dirtyView(true), dirtyProj(true)
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, viewMatrix(), projMatrix()
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, viewMatrix(), projMatrix()
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, position()
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, position(), offset()
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{
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{
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ComponentFamily::GetID<SHCameraComponent>();
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ComponentFamily::GetID<SHCameraComponent>();
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}
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}
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@ -33,7 +33,7 @@ namespace SHADE
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SHVec3 position;
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SHVec3 position;
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bool perspProj;
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bool perspProj;
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SHVec3 offset;
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@ -41,7 +41,7 @@ namespace SHADE
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friend class SHCameraSystem;
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friend class SHCameraSystem;
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SHCameraComponent();
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SHCameraComponent();
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~SHCameraComponent();
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virtual ~SHCameraComponent();
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//Getters and setters.
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//Getters and setters.
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@ -1,6 +1,7 @@
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#include "SHpch.h"
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#include "SHpch.h"
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#include "SHCameraDirector.h"
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#include "SHCameraDirector.h"
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#include "SHCameraComponent.h"
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#include "SHCameraComponent.h"
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#include "SHCameraArmComponent.h"
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#include "ECS_Base/Managers/SHComponentManager.h"
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#include "ECS_Base/Managers/SHComponentManager.h"
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#include "ECS_Base/SHECSMacros.h"
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#include "ECS_Base/SHECSMacros.h"
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#include "ECS_Base/Managers/SHEntityManager.h"
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#include "ECS_Base/Managers/SHEntityManager.h"
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@ -48,6 +49,7 @@ namespace SHADE
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viewMatrix = camComponent->GetViewMatrix();
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viewMatrix = camComponent->GetViewMatrix();
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projMatrix = camComponent->GetProjMatrix();
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projMatrix = camComponent->GetProjMatrix();
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}
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}
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}
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}
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void SHCameraDirector::SetMainCamera(SHCameraComponent& camera) noexcept
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void SHCameraDirector::SetMainCamera(SHCameraComponent& camera) noexcept
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@ -22,6 +22,7 @@ namespace SHADE
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EntityID mainCameraEID;
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EntityID mainCameraEID;
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EntityID transitionCameraEID;
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EntityID transitionCameraEID;
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SHMatrix GetViewMatrix() const noexcept;
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SHMatrix GetViewMatrix() const noexcept;
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SHMatrix GetProjMatrix() const noexcept;
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SHMatrix GetProjMatrix() const noexcept;
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SHMatrix GetVPMatrix() const noexcept;
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SHMatrix GetVPMatrix() const noexcept;
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@ -1,10 +1,12 @@
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#include "SHpch.h"
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#include "SHpch.h"
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#include "SHCameraSystem.h"
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#include "SHCameraSystem.h"
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#include "SHCameraArmComponent.h"
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#include "Math/SHMathHelpers.h"
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#include "Math/SHMathHelpers.h"
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#include "Input/SHInputManager.h"
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#include "Input/SHInputManager.h"
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#include "Math/Vector/SHVec2.h"
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#include "Math/Vector/SHVec2.h"
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#include "ECS_Base/Managers/SHComponentManager.h"
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#include "ECS_Base/Managers/SHComponentManager.h"
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#include "Math/Transform/SHTransformComponent.h"
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#include "Math/Transform/SHTransformComponent.h"
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#include <math.h>
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namespace SHADE
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namespace SHADE
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@ -59,6 +61,7 @@ namespace SHADE
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}
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}
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UpdateCameraComponent(editorCamera);
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UpdateCameraComponent(editorCamera);
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}
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}
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void SHCameraSystem::EditorCameraUpdate::Execute(double dt) noexcept
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void SHCameraSystem::EditorCameraUpdate::Execute(double dt) noexcept
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{
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{
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@ -112,6 +115,8 @@ namespace SHADE
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//std::cout << "Camera position: " << camera.position.x << " " << camera.position.y << std::endl;
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//std::cout << "Camera position: " << camera.position.x << " " << camera.position.y << std::endl;
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system->UpdateCameraComponent(system->editorCamera);
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system->UpdateCameraComponent(system->editorCamera);
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system->DecomposeViewMatrix(camera.viewMatrix, camera.pitch, camera.yaw, camera.roll, camera.position);
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}
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}
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void SHCameraSystem::Init(void)
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void SHCameraSystem::Init(void)
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@ -122,6 +127,9 @@ namespace SHADE
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editorCamera.SetRoll(0.0f);
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editorCamera.SetRoll(0.0f);
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editorCamera.movementSpeed = 2.0f;
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editorCamera.movementSpeed = 2.0f;
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SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
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SHComponentManager::CreateComponentSparseSet<SHCameraArmComponent>();
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}
|
}
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void SHCameraSystem::Exit(void)
|
void SHCameraSystem::Exit(void)
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@ -134,6 +142,26 @@ namespace SHADE
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return &editorCamera;
|
return &editorCamera;
|
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}
|
}
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|
void SHCameraSystem::UpdatePivotArmComponent(SHCameraArmComponent& pivot) noexcept
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{
|
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|
if (pivot.dirty)
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{
|
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|
|
||||||
|
SHVec3 offset{ 0.0f,0.0f, pivot.GetArmLength() };
|
||||||
|
offset = SHVec3::RotateX(offset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
|
||||||
|
offset = SHVec3::RotateY(offset, (SHMath::DegreesToRadians(pivot.GetYaw())));
|
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|
||||||
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|
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|
//pivot.rtMatrix = SHMatrix::RotateX(SHMath::DegreesToRadians(pivot.GetPitch()))
|
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|
// * SHMatrix::RotateY(SHMath::DegreesToRadians(pivot.GetYaw()))
|
||||||
|
// * SHMatrix::Translate(SHVec3(0.0f , 0.0f, pivot.GetArmLength()));
|
||||||
|
|
||||||
|
pivot.offset = offset;
|
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|
// pivot.rtMatrix = SHMatrix::Inverse(pivot.rtMatrix);
|
||||||
|
}
|
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|
}
|
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|
|
||||||
|
|
||||||
void SHCameraSystem::UpdateCameraComponent(SHCameraComponent& camera) noexcept
|
void SHCameraSystem::UpdateCameraComponent(SHCameraComponent& camera) noexcept
|
||||||
{
|
{
|
||||||
if (SHComponentManager::HasComponent<SHTransformComponent>(camera.GetEID()) == true && &camera != &editorCamera)
|
if (SHComponentManager::HasComponent<SHTransformComponent>(camera.GetEID()) == true && &camera != &editorCamera)
|
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|
@ -151,6 +179,15 @@ namespace SHADE
|
||||||
if (camera.dirtyView)
|
if (camera.dirtyView)
|
||||||
{
|
{
|
||||||
|
|
||||||
|
camera.offset = SHVec3{ 0.0f };
|
||||||
|
if (SHComponentManager::HasComponent<SHCameraArmComponent>(camera.GetEID()))
|
||||||
|
{
|
||||||
|
auto arm = SHComponentManager::GetComponent<SHCameraArmComponent>(camera.GetEID());
|
||||||
|
camera.offset = arm->GetOffset();
|
||||||
|
if(arm->lookAtCameraOrigin)
|
||||||
|
CameraLookAt(camera, camera.position);
|
||||||
|
}
|
||||||
|
|
||||||
SHVec3 view, right, UP;
|
SHVec3 view, right, UP;
|
||||||
|
|
||||||
|
|
||||||
|
@ -171,9 +208,12 @@ namespace SHADE
|
||||||
camera.viewMatrix(2, 1) = view[1];
|
camera.viewMatrix(2, 1) = view[1];
|
||||||
camera.viewMatrix(2, 2) = view[2];
|
camera.viewMatrix(2, 2) = view[2];
|
||||||
|
|
||||||
camera.viewMatrix(0, 3) = -right.Dot(camera.position);
|
camera.viewMatrix(0, 3) = -right.Dot(camera.position + camera.offset);
|
||||||
camera.viewMatrix(1, 3) = -UP.Dot(camera.position);
|
camera.viewMatrix(1, 3) = -UP.Dot(camera.position + camera.offset);
|
||||||
camera.viewMatrix(2, 3) = -view.Dot(camera.position);
|
camera.viewMatrix(2, 3) = -view.Dot(camera.position + camera.offset);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
camera.dirtyView = false;
|
camera.dirtyView = false;
|
||||||
}
|
}
|
||||||
|
@ -221,6 +261,8 @@ namespace SHADE
|
||||||
SHVec3 up = { 0.0f,1.0f,0.0f };
|
SHVec3 up = { 0.0f,1.0f,0.0f };
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
target = SHVec3::RotateX(target, SHMath::DegreesToRadians(camera.pitch));
|
target = SHVec3::RotateX(target, SHMath::DegreesToRadians(camera.pitch));
|
||||||
target = SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
|
target = SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
|
||||||
target += camera.position;
|
target += camera.position;
|
||||||
|
@ -241,6 +283,13 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
SHCameraSystem* system = static_cast<SHCameraSystem*>(GetSystem());
|
SHCameraSystem* system = static_cast<SHCameraSystem*>(GetSystem());
|
||||||
auto& dense = SHComponentManager::GetDense<SHCameraComponent>();
|
auto& dense = SHComponentManager::GetDense<SHCameraComponent>();
|
||||||
|
auto& pivotDense = SHComponentManager::GetDense<SHCameraArmComponent>();
|
||||||
|
|
||||||
|
for (auto& pivot : pivotDense)
|
||||||
|
{
|
||||||
|
system->UpdatePivotArmComponent(pivot);
|
||||||
|
}
|
||||||
|
|
||||||
for (auto& cam : dense)
|
for (auto& cam : dense)
|
||||||
{
|
{
|
||||||
system->UpdateCameraComponent(cam);
|
system->UpdateCameraComponent(cam);
|
||||||
|
@ -274,18 +323,115 @@ namespace SHADE
|
||||||
}
|
}
|
||||||
void SHCameraSystem::ClampCameraRotation(SHCameraComponent& camera) noexcept
|
void SHCameraSystem::ClampCameraRotation(SHCameraComponent& camera) noexcept
|
||||||
{
|
{
|
||||||
|
constexpr float clampVal = 85.0f;
|
||||||
|
|
||||||
|
|
||||||
|
if (camera.pitch > clampVal)
|
||||||
|
camera.SetPitch(clampVal);
|
||||||
|
if (camera.pitch < -clampVal)
|
||||||
|
camera.SetPitch(-clampVal);
|
||||||
|
if (camera.roll > clampVal)
|
||||||
|
camera.SetRoll(clampVal);
|
||||||
|
if (camera.roll < -clampVal)
|
||||||
|
camera.SetRoll(-clampVal);
|
||||||
|
|
||||||
if (camera.pitch > 85)
|
while (camera.yaw > 360)
|
||||||
camera.SetPitch(85);
|
camera.yaw -= 360;
|
||||||
if (camera.pitch < -85)
|
while (camera.yaw < -360)
|
||||||
camera.SetPitch(-85);
|
camera.yaw += 360;
|
||||||
if (camera.roll > 85)
|
|
||||||
camera.SetRoll(85);
|
|
||||||
if (camera.roll < -85)
|
|
||||||
camera.SetRoll(-85);
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void SHCameraSystem::SetMainCamera(EntityID eid, size_t directorIndex) noexcept
|
||||||
|
{
|
||||||
|
if (SHComponentManager::HasComponent<SHCameraComponent>(eid) && directorIndex < directorHandleList.size())
|
||||||
|
directorHandleList[directorIndex]->SetMainCamera(*SHComponentManager::GetComponent<SHCameraComponent>(eid));
|
||||||
|
else
|
||||||
|
{
|
||||||
|
SHLOG_WARNING("Set Main Camera warning: Entity does not have camera component or director does not exist.")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHCameraSystem::DecomposeViewMatrix(SHMatrix const& viewMatrix, float& pitch, float& yaw, float& roll, SHVec3& pos) noexcept
|
||||||
|
{
|
||||||
|
|
||||||
|
float initPitch = pitch;
|
||||||
|
SHVec3 initPos = pos;
|
||||||
|
SHVec3 translate3, scale;
|
||||||
|
SHQuaternion quat;
|
||||||
|
|
||||||
|
//SHMatrix viewInverse = viewMatrix;
|
||||||
|
|
||||||
|
viewMatrix.Decompose(translate3, quat, scale);
|
||||||
|
yaw = 180+ SHMath::RadiansToDegrees(quat.ToEuler().y);
|
||||||
|
pitch = -SHMath::RadiansToDegrees(quat.ToEuler().x);
|
||||||
|
|
||||||
|
SHVec4 dotPos{ -viewMatrix(0,3),-viewMatrix(1,3), -viewMatrix(2,3), 1.0f };
|
||||||
|
SHMatrix mtx = viewMatrix;
|
||||||
|
mtx(0, 3) = 0.0f;
|
||||||
|
mtx(1, 3) = 0.0f;
|
||||||
|
mtx(2, 3) = 0.0f;
|
||||||
|
mtx.Transpose();
|
||||||
|
mtx = SHMatrix::Inverse(mtx);
|
||||||
|
SHVec4 translate = mtx* dotPos;
|
||||||
|
|
||||||
|
pos.x = translate.x;
|
||||||
|
pos.y = translate.y;
|
||||||
|
pos.z = translate.z;
|
||||||
|
|
||||||
|
}
|
||||||
|
void SHCameraSystem::SetCameraViewMatrix(SHCameraComponent& camera, SHMatrix const& viewMatrix) noexcept
|
||||||
|
{
|
||||||
|
DecomposeViewMatrix(viewMatrix, camera.pitch, camera.yaw, camera.roll, camera.position);
|
||||||
|
camera.dirtyView = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHCameraSystem::CameraLookAt(SHCameraComponent& camera, SHVec3 target) noexcept
|
||||||
|
{
|
||||||
|
|
||||||
|
if (camera.position == target)
|
||||||
|
{
|
||||||
|
//lets off set it abit so the view is nt fked
|
||||||
|
target.z -= 0.0001f;
|
||||||
|
}
|
||||||
|
SHVec3 forward, right, upVec;
|
||||||
|
|
||||||
|
SHVec3 up = { 0.0f,1.0f,0.0f };
|
||||||
|
|
||||||
|
|
||||||
|
////SHVec3::RotateZ(target, SHMath::DegreesToRadians(camera.roll));
|
||||||
|
|
||||||
|
//target = SHVec3::Normalise(target);
|
||||||
|
|
||||||
|
SHVec3::RotateZ(up, camera.roll);
|
||||||
|
up = SHVec3::Normalise(up);
|
||||||
|
|
||||||
|
|
||||||
|
forward = target - (camera.position + camera.offset); forward = SHVec3::Normalise(forward);
|
||||||
|
right = SHVec3::Cross(forward, up); right = SHVec3::Normalise(right);
|
||||||
|
upVec = SHVec3::Cross(forward, right);
|
||||||
|
|
||||||
|
|
||||||
|
SHMatrix viewMtx;
|
||||||
|
viewMtx = SHMatrix::Identity;
|
||||||
|
viewMtx(0, 0) = right[0];
|
||||||
|
viewMtx(0, 1) = right[1];
|
||||||
|
viewMtx(0, 2) = right[2];
|
||||||
|
|
||||||
|
viewMtx(1, 0) = upVec[0];
|
||||||
|
viewMtx(1, 1) = upVec[1];
|
||||||
|
viewMtx(1, 2) = upVec[2];
|
||||||
|
|
||||||
|
viewMtx(2, 0) = forward[0];
|
||||||
|
viewMtx(2, 1) = forward[1];
|
||||||
|
viewMtx(2, 2) = forward[2];
|
||||||
|
|
||||||
|
viewMtx(0, 3) = -right.Dot(camera.position + camera.offset);
|
||||||
|
viewMtx(1, 3) = -upVec.Dot(camera.position + camera.offset);
|
||||||
|
viewMtx(2, 3) = -forward.Dot(camera.position + camera.offset);
|
||||||
|
|
||||||
|
|
||||||
|
SetCameraViewMatrix(camera, viewMtx);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -9,6 +9,9 @@
|
||||||
|
|
||||||
namespace SHADE
|
namespace SHADE
|
||||||
{
|
{
|
||||||
|
|
||||||
|
class SHCameraArmComponent;
|
||||||
|
|
||||||
class SH_API SHCameraSystem final : public SHSystem
|
class SH_API SHCameraSystem final : public SHSystem
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
|
@ -19,6 +22,11 @@ namespace SHADE
|
||||||
SHResourceLibrary<SHCameraDirector> directorLibrary;
|
SHResourceLibrary<SHCameraDirector> directorLibrary;
|
||||||
std::vector<DirectorHandle> directorHandleList;
|
std::vector<DirectorHandle> directorHandleList;
|
||||||
|
|
||||||
|
|
||||||
|
void UpdateCameraComponent(SHCameraComponent& camera) noexcept;
|
||||||
|
void UpdatePivotArmComponent(SHCameraArmComponent& pivot) noexcept;
|
||||||
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
SHCameraSystem(void) = default;
|
SHCameraSystem(void) = default;
|
||||||
virtual ~SHCameraSystem(void) = default;
|
virtual ~SHCameraSystem(void) = default;
|
||||||
|
@ -39,7 +47,7 @@ namespace SHADE
|
||||||
class SH_API CameraSystemUpdate final: public SHSystemRoutine
|
class SH_API CameraSystemUpdate final: public SHSystemRoutine
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
CameraSystemUpdate() : SHSystemRoutine("Camera System Update", false) {};
|
CameraSystemUpdate() : SHSystemRoutine("Camera System Update", true) {};
|
||||||
virtual void Execute(double dt)noexcept override final;
|
virtual void Execute(double dt)noexcept override final;
|
||||||
};
|
};
|
||||||
friend class CameraSystemUpdate;
|
friend class CameraSystemUpdate;
|
||||||
|
@ -51,12 +59,10 @@ namespace SHADE
|
||||||
DirectorHandle GetDirector(size_t index) noexcept;
|
DirectorHandle GetDirector(size_t index) noexcept;
|
||||||
void ClampCameraRotation(SHCameraComponent& camera) noexcept;
|
void ClampCameraRotation(SHCameraComponent& camera) noexcept;
|
||||||
void UpdateEditorCamera(double dt) noexcept;
|
void UpdateEditorCamera(double dt) noexcept;
|
||||||
protected:
|
void SetMainCamera(EntityID eid, size_t directorIndex) noexcept;
|
||||||
|
void DecomposeViewMatrix(SHMatrix const& matrix, float& pitch, float& yaw, float& roll, SHVec3& pos) noexcept;
|
||||||
void UpdateCameraComponent(SHCameraComponent& camera) noexcept;
|
void SetCameraViewMatrix(SHCameraComponent& camera, SHMatrix const& viewMatrix) noexcept;
|
||||||
|
void CameraLookAt(SHCameraComponent& camera, SHVec3 target) noexcept;
|
||||||
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -40,6 +40,12 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
comp->OnDestroy();
|
comp->OnDestroy();
|
||||||
}
|
}
|
||||||
|
SHComponentRemovedEvent eventData;
|
||||||
|
eventData.eid = entityID;
|
||||||
|
eventData.removedComponentType = i;
|
||||||
|
|
||||||
|
SHEventManager::BroadcastEvent<SHComponentRemovedEvent>(eventData, SH_COMPONENT_REMOVED_EVENT);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -53,6 +59,7 @@ namespace SHADE
|
||||||
|
|
||||||
//entityHandle.RemoveHandle(entityID);
|
//entityHandle.RemoveHandle(entityID);
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -17,6 +17,7 @@
|
||||||
#include "Physics/Components/SHRigidBodyComponent.h"
|
#include "Physics/Components/SHRigidBodyComponent.h"
|
||||||
#include "Physics/Components/SHColliderComponent.h"
|
#include "Physics/Components/SHColliderComponent.h"
|
||||||
#include "Camera/SHCameraComponent.h"
|
#include "Camera/SHCameraComponent.h"
|
||||||
|
#include "Camera/SHCameraArmComponent.h"
|
||||||
#include "SHEditorComponentView.h"
|
#include "SHEditorComponentView.h"
|
||||||
|
|
||||||
namespace SHADE
|
namespace SHADE
|
||||||
|
@ -126,6 +127,9 @@ namespace SHADE
|
||||||
if (auto cameraComponent = SHComponentManager::GetComponent_s<SHCameraComponent>(eid))
|
if (auto cameraComponent = SHComponentManager::GetComponent_s<SHCameraComponent>(eid))
|
||||||
{
|
{
|
||||||
DrawComponent(cameraComponent);
|
DrawComponent(cameraComponent);
|
||||||
|
}if (auto cameraArmComponent = SHComponentManager::GetComponent_s<SHCameraArmComponent>(eid))
|
||||||
|
{
|
||||||
|
DrawComponent(cameraArmComponent);
|
||||||
}
|
}
|
||||||
ImGui::Separator();
|
ImGui::Separator();
|
||||||
// Render Scripts
|
// Render Scripts
|
||||||
|
@ -136,6 +140,7 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
DrawAddComponentButton<SHTransformComponent>(eid);
|
DrawAddComponentButton<SHTransformComponent>(eid);
|
||||||
DrawAddComponentButton<SHCameraComponent>(eid);
|
DrawAddComponentButton<SHCameraComponent>(eid);
|
||||||
|
DrawAddComponentButton<SHCameraArmComponent>(eid);
|
||||||
DrawAddComponentButton<SHLightComponent>(eid);
|
DrawAddComponentButton<SHLightComponent>(eid);
|
||||||
|
|
||||||
// Components that require Transforms
|
// Components that require Transforms
|
||||||
|
|
|
@ -47,16 +47,14 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
// Get the current scene graph to traverse and update
|
// Get the current scene graph to traverse and update
|
||||||
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
|
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
|
||||||
|
UpdateEntity(SCENE_GRAPH.GetRoot(), !IsRunInEditorPause);
|
||||||
// TODO(Diren): Consider how to clear dirty in pause / stop mode and update physics, but do not clear in play mode.
|
|
||||||
UpdateEntity(SCENE_GRAPH.GetRoot(), false);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHTransformSystem::TransformPostPhysicsUpdate::Execute(double) noexcept
|
void SHTransformSystem::TransformPostPhysicsUpdate::Execute(double) noexcept
|
||||||
{
|
{
|
||||||
// Get the current scene graph to traverse and update
|
// Get the current scene graph to traverse and update
|
||||||
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
|
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
|
||||||
UpdateEntity(SCENE_GRAPH.GetRoot(), true);
|
UpdateEntity(SCENE_GRAPH.GetRoot(), IsRunInEditorPause);
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHTransformSystem::Init()
|
void SHTransformSystem::Init()
|
||||||
|
|
|
@ -96,7 +96,7 @@ namespace SHADE
|
||||||
void SetDensity (float density) noexcept;
|
void SetDensity (float density) noexcept;
|
||||||
void SetMaterial (const SHPhysicsMaterial& newMaterial) noexcept;
|
void SetMaterial (const SHPhysicsMaterial& newMaterial) noexcept;
|
||||||
|
|
||||||
void SetPositionOffset (const SHVec3& positionOffset) noexcept;
|
void SetPositionOffset (const SHVec3& posOffset) noexcept;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
/*---------------------------------------------------------------------------------*/
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
|
|
@ -172,90 +172,94 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
SHASSERT(rp3dBody != nullptr, "ReactPhysics body does not exist!")
|
SHASSERT(rp3dBody != nullptr, "ReactPhysics body does not exist!")
|
||||||
|
|
||||||
if (rb->dirtyFlags == 0)
|
|
||||||
return;
|
|
||||||
|
|
||||||
auto* rigidBody = reinterpret_cast<rp3d::RigidBody*>(rp3dBody);
|
auto* rigidBody = reinterpret_cast<rp3d::RigidBody*>(rp3dBody);
|
||||||
|
if (rb->dirtyFlags != 0)
|
||||||
const uint16_t RB_FLAGS = rb->dirtyFlags;
|
|
||||||
for (size_t i = 0; i < SHRigidBodyComponent::NUM_DIRTY_FLAGS; ++i)
|
|
||||||
{
|
{
|
||||||
// Check if current dirty flag has been set to true
|
const uint16_t RB_FLAGS = rb->dirtyFlags;
|
||||||
if (RB_FLAGS & 1U << i)
|
for (size_t i = 0; i < SHRigidBodyComponent::NUM_DIRTY_FLAGS; ++i)
|
||||||
{
|
{
|
||||||
switch (i)
|
// Check if current dirty flag has been set to true
|
||||||
|
if (RB_FLAGS & 1U << i)
|
||||||
{
|
{
|
||||||
case 0: // Gravity
|
switch (i)
|
||||||
{
|
{
|
||||||
rigidBody->enableGravity(rb->IsGravityEnabled());
|
case 0: // Gravity
|
||||||
break;
|
|
||||||
}
|
|
||||||
case 1: // Sleeping
|
|
||||||
{
|
|
||||||
rigidBody->setIsAllowedToSleep(rb->IsAllowedToSleep());
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case 2: // Linear Constraints
|
|
||||||
{
|
|
||||||
const rp3d::Vector3 CONSTRAINTS
|
|
||||||
{
|
{
|
||||||
rb->flags & 1U << 2 ? 0.0f : 1.0f,
|
rigidBody->enableGravity(rb->IsGravityEnabled());
|
||||||
rb->flags & 1U << 3 ? 0.0f : 1.0f,
|
break;
|
||||||
rb->flags & 1U << 4 ? 0.0f : 1.0f
|
}
|
||||||
};
|
case 1: // Sleeping
|
||||||
|
|
||||||
|
|
||||||
rigidBody->setLinearLockAxisFactor(CONSTRAINTS);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case 3: // Angular Constraints
|
|
||||||
{
|
|
||||||
const rp3d::Vector3 CONSTRAINTS
|
|
||||||
{
|
{
|
||||||
rb->flags & 1U << 5 ? 0.0f : 1.0f,
|
rigidBody->setIsAllowedToSleep(rb->IsAllowedToSleep());
|
||||||
rb->flags & 1U << 6 ? 0.0f : 1.0f,
|
break;
|
||||||
rb->flags & 1U << 7 ? 0.0f : 1.0f
|
}
|
||||||
};
|
case 2: // Linear Constraints
|
||||||
|
{
|
||||||
|
const rp3d::Vector3 CONSTRAINTS
|
||||||
|
{
|
||||||
|
rb->flags & 1U << 2 ? 0.0f : 1.0f,
|
||||||
|
rb->flags & 1U << 3 ? 0.0f : 1.0f,
|
||||||
|
rb->flags & 1U << 4 ? 0.0f : 1.0f
|
||||||
|
};
|
||||||
|
|
||||||
rigidBody->setAngularLockAxisFactor(CONSTRAINTS);
|
|
||||||
break;
|
rigidBody->setLinearLockAxisFactor(CONSTRAINTS);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 3: // Angular Constraints
|
||||||
|
{
|
||||||
|
const rp3d::Vector3 CONSTRAINTS
|
||||||
|
{
|
||||||
|
rb->flags & 1U << 5 ? 0.0f : 1.0f,
|
||||||
|
rb->flags & 1U << 6 ? 0.0f : 1.0f,
|
||||||
|
rb->flags & 1U << 7 ? 0.0f : 1.0f
|
||||||
|
};
|
||||||
|
|
||||||
|
rigidBody->setAngularLockAxisFactor(CONSTRAINTS);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 4: // Type
|
||||||
|
{
|
||||||
|
rigidBody->setType(static_cast<rp3d::BodyType>(rb->GetType()));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 5: // Mass
|
||||||
|
{
|
||||||
|
rigidBody->setMass(rb->GetMass());
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 6: // Drag
|
||||||
|
{
|
||||||
|
rigidBody->setLinearDamping(rb->GetDrag());
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 7: // Angular Drag
|
||||||
|
{
|
||||||
|
rigidBody->setAngularDamping(rb->GetAngularDrag());
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 8: // Linear Velocity
|
||||||
|
{
|
||||||
|
rigidBody->setLinearVelocity(rb->GetLinearVelocity());
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 9: // Angular Velocity
|
||||||
|
{
|
||||||
|
rigidBody->setAngularVelocity(rb->GetAngularVelocity());
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
default: break;
|
||||||
}
|
}
|
||||||
case 4: // Type
|
|
||||||
{
|
|
||||||
rigidBody->setType(static_cast<rp3d::BodyType>(rb->GetType()));
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case 5: // Mass
|
|
||||||
{
|
|
||||||
rigidBody->setMass(rb->GetMass());
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case 6: // Drag
|
|
||||||
{
|
|
||||||
rigidBody->setLinearDamping(rb->GetDrag());
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case 7: // Angular Drag
|
|
||||||
{
|
|
||||||
rigidBody->setAngularDamping(rb->GetAngularDrag());
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case 8: // Linear Velocity
|
|
||||||
{
|
|
||||||
rigidBody->setLinearVelocity(rb->GetLinearVelocity());
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case 9: // Angular Velocity
|
|
||||||
{
|
|
||||||
rigidBody->setAngularVelocity(rb->GetAngularVelocity());
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
default: break;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
rb->dirtyFlags = 0;
|
rb->dirtyFlags = 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
rb->linearVelocity = rigidBody->getLinearVelocity();
|
||||||
|
rb->angularVelocity = rigidBody->getAngularVelocity();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHPhysicsObject::SyncColliders(SHColliderComponent* c) const noexcept
|
void SHPhysicsObject::SyncColliders(SHColliderComponent* c) const noexcept
|
||||||
|
@ -266,8 +270,12 @@ namespace SHADE
|
||||||
if (!collider.dirty)
|
if (!collider.dirty)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
// Update offsets
|
|
||||||
auto* rp3dCollider = rp3dBody->getCollider(index);
|
auto* rp3dCollider = rp3dBody->getCollider(index);
|
||||||
|
|
||||||
|
// Update trigger flag
|
||||||
|
rp3dCollider->setIsTrigger(collider.IsTrigger());
|
||||||
|
|
||||||
|
// Update offsets
|
||||||
rp3dCollider->setLocalToBodyTransform(rp3d::Transform(collider.GetPositionOffset(), SHQuaternion::Identity));
|
rp3dCollider->setLocalToBodyTransform(rp3d::Transform(collider.GetPositionOffset(), SHQuaternion::Identity));
|
||||||
|
|
||||||
switch (collider.GetType())
|
switch (collider.GetType())
|
||||||
|
@ -293,6 +301,8 @@ namespace SHADE
|
||||||
default: break;
|
default: break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// TODO(Diren): Update Material
|
||||||
|
|
||||||
collider.dirty = false;
|
collider.dirty = false;
|
||||||
++index;
|
++index;
|
||||||
}
|
}
|
||||||
|
|
|
@ -99,6 +99,16 @@ namespace SHADE
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const SHPhysicsSystem::CollisionEvents& SHPhysicsSystem::GetCollisionInfo() const noexcept
|
||||||
|
{
|
||||||
|
return collisionInfo;
|
||||||
|
}
|
||||||
|
|
||||||
|
const SHPhysicsSystem::CollisionEvents& SHPhysicsSystem::GetTriggerInfo() const noexcept
|
||||||
|
{
|
||||||
|
return triggerInfo;
|
||||||
|
}
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------------------*/
|
||||||
/* Setter Function Definitions */
|
/* Setter Function Definitions */
|
||||||
/*-----------------------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
@ -187,6 +197,7 @@ namespace SHADE
|
||||||
settings.defaultBounciness = 0.0f;
|
settings.defaultBounciness = 0.0f;
|
||||||
|
|
||||||
world = factory.createPhysicsWorld(settings);
|
world = factory.createPhysicsWorld(settings);
|
||||||
|
world->setEventListener(this);
|
||||||
|
|
||||||
// Set up solvers
|
// Set up solvers
|
||||||
world->setContactsPositionCorrectionTechnique(rp3d::ContactsPositionCorrectionTechnique::SPLIT_IMPULSES);
|
world->setContactsPositionCorrectionTechnique(rp3d::ContactsPositionCorrectionTechnique::SPLIT_IMPULSES);
|
||||||
|
@ -246,7 +257,10 @@ namespace SHADE
|
||||||
if (physicsObject.rp3dBody == nullptr)
|
if (physicsObject.rp3dBody == nullptr)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
const auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(entityID);
|
const auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(entityID);
|
||||||
|
auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(entityID);
|
||||||
|
auto* colliderComponent = SHComponentManager::GetComponent_s<SHColliderComponent>(entityID);
|
||||||
|
|
||||||
if (transformComponent && transformComponent->HasChanged())
|
if (transformComponent && transformComponent->HasChanged())
|
||||||
{
|
{
|
||||||
const auto WORLD_POS = transformComponent->GetWorldPosition();
|
const auto WORLD_POS = transformComponent->GetWorldPosition();
|
||||||
|
@ -255,35 +269,58 @@ namespace SHADE
|
||||||
physicsObject.SetPosition(WORLD_POS);
|
physicsObject.SetPosition(WORLD_POS);
|
||||||
physicsObject.SetOrientation(WORLD_ROT);
|
physicsObject.SetOrientation(WORLD_ROT);
|
||||||
|
|
||||||
auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(entityID);
|
// Sync physics component transforms
|
||||||
|
|
||||||
if (rigidBodyComponent)
|
if (rigidBodyComponent)
|
||||||
{
|
{
|
||||||
rigidBodyComponent->position = WORLD_POS;
|
rigidBodyComponent->position = WORLD_POS;
|
||||||
rigidBodyComponent->orientation = WORLD_ROT;
|
rigidBodyComponent->orientation = WORLD_ROT;
|
||||||
|
|
||||||
// Clear all forces and velocities if editor is stopped
|
|
||||||
if (SHSystemManager::GetSystem<SHEditor>()->editorState == SHEditor::State::STOP)
|
|
||||||
{
|
|
||||||
auto* rp3dRigidBody = reinterpret_cast<rp3d::RigidBody*>(physicsObject.rp3dBody);
|
|
||||||
rp3dRigidBody->resetForce();
|
|
||||||
rp3dRigidBody->resetTorque();
|
|
||||||
rp3dRigidBody->setLinearVelocity(SHVec3::Zero);
|
|
||||||
rp3dRigidBody->setAngularVelocity(SHVec3::Zero);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
auto* colliderComponent = SHComponentManager::GetComponent_s<SHColliderComponent>(entityID);
|
|
||||||
if (colliderComponent)
|
if (colliderComponent)
|
||||||
{
|
{
|
||||||
colliderComponent->position = WORLD_POS;
|
colliderComponent->position = WORLD_POS;
|
||||||
colliderComponent->orientation = WORLD_ROT;
|
colliderComponent->orientation = WORLD_ROT;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
// Update bodies and colliders if component is dirty
|
// Sync rigid bodies
|
||||||
system->SyncRigidBodyComponents(SHComponentManager::GetDense<SHRigidBodyComponent>());
|
|
||||||
system->SyncColliderComponents(SHComponentManager::GetDense<SHColliderComponent>());
|
if (rigidBodyComponent)
|
||||||
|
{
|
||||||
|
// Clear all forces and velocities if editor is stopped
|
||||||
|
if (SHSystemManager::GetSystem<SHEditor>()->editorState == SHEditor::State::STOP)
|
||||||
|
{
|
||||||
|
auto* rp3dRigidBody = reinterpret_cast<rp3d::RigidBody*>(physicsObject.rp3dBody);
|
||||||
|
rp3dRigidBody->resetForce();
|
||||||
|
rp3dRigidBody->resetTorque();
|
||||||
|
rp3dRigidBody->setLinearVelocity(SHVec3::Zero);
|
||||||
|
rp3dRigidBody->setAngularVelocity(SHVec3::Zero);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Sync active states
|
||||||
|
const bool COMPONENT_ACTIVE = rigidBodyComponent->isActive;
|
||||||
|
SyncActiveStates(physicsObject, COMPONENT_ACTIVE);
|
||||||
|
|
||||||
|
if (!COMPONENT_ACTIVE)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
physicsObject.SyncRigidBody(rigidBodyComponent);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Sync colliders
|
||||||
|
|
||||||
|
if (colliderComponent)
|
||||||
|
{
|
||||||
|
const bool COMPONENT_ACTIVE = colliderComponent->isActive;
|
||||||
|
SyncActiveStates(physicsObject, colliderComponent->isActive);
|
||||||
|
|
||||||
|
if (!COMPONENT_ACTIVE)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
physicsObject.SyncColliders(colliderComponent);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHPhysicsSystem::PhysicsFixedUpdate::Execute(double dt) noexcept
|
void SHPhysicsSystem::PhysicsFixedUpdate::Execute(double dt) noexcept
|
||||||
|
@ -316,7 +353,31 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
system->SyncTransforms();
|
system->SyncTransforms();
|
||||||
|
|
||||||
// TODO(Diren): Handle trigger messages for scripting
|
// TODO(Kah Wei): Take Collision & Trigger messages here
|
||||||
|
|
||||||
|
system->ClearInvalidCollisions();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHPhysicsSystem::onContact(const CallbackData& callbackData)
|
||||||
|
{
|
||||||
|
for (uint32_t i = 0; i < callbackData.getNbContactPairs(); ++i)
|
||||||
|
{
|
||||||
|
const auto CONTACT_PAIR = callbackData.getContactPair(i);
|
||||||
|
const SHCollisionEvent NEW_EVENT = GenerateCollisionEvent(CONTACT_PAIR);
|
||||||
|
|
||||||
|
UpdateEventContainers(NEW_EVENT, collisionInfo);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHPhysicsSystem::onTrigger(const rp3d::OverlapCallback::CallbackData& callbackData)
|
||||||
|
{
|
||||||
|
for (uint32_t i = 0; i < callbackData.getNbOverlappingPairs(); ++i)
|
||||||
|
{
|
||||||
|
const auto& OVERLAP_PAIR = callbackData.getOverlappingPair(i);
|
||||||
|
const SHCollisionEvent NEW_EVENT = GenerateCollisionEvent(OVERLAP_PAIR);
|
||||||
|
|
||||||
|
UpdateEventContainers(NEW_EVENT, triggerInfo);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -353,58 +414,11 @@ namespace SHADE
|
||||||
map.erase(entityID);
|
map.erase(entityID);
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHPhysicsSystem::SyncActiveStates(SHPhysicsObject* physicsObject, bool componentActive) noexcept
|
void SHPhysicsSystem::SyncActiveStates(SHPhysicsObject& physicsObject, bool componentActive) noexcept
|
||||||
{
|
{
|
||||||
const bool RP3D_ACTIVE = physicsObject->rp3dBody->isActive();
|
const bool RP3D_ACTIVE = physicsObject.rp3dBody->isActive();
|
||||||
if (RP3D_ACTIVE != componentActive)
|
if (RP3D_ACTIVE != componentActive)
|
||||||
physicsObject->rp3dBody->setIsActive(componentActive);
|
physicsObject.rp3dBody->setIsActive(componentActive);
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void SHPhysicsSystem::SyncRigidBodyComponents(std::vector<SHRigidBodyComponent>& denseArray) noexcept
|
|
||||||
{
|
|
||||||
if (denseArray.empty())
|
|
||||||
return;
|
|
||||||
|
|
||||||
for (auto& comp : denseArray)
|
|
||||||
{
|
|
||||||
const EntityID ENTITY_ID = comp.GetEID();
|
|
||||||
|
|
||||||
// Get physicsObject
|
|
||||||
auto* physicsObject = GetPhysicsObject(ENTITY_ID);
|
|
||||||
|
|
||||||
// TODO(Diren): Check if active in hierarchy
|
|
||||||
const bool COMPONENT_ACTIVE = comp.isActive;
|
|
||||||
SyncActiveStates(physicsObject, COMPONENT_ACTIVE);
|
|
||||||
|
|
||||||
if (!COMPONENT_ACTIVE)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
physicsObject->SyncRigidBody(&comp);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void SHPhysicsSystem::SyncColliderComponents(std::vector<SHColliderComponent>& denseArray) noexcept
|
|
||||||
{
|
|
||||||
if (denseArray.empty())
|
|
||||||
return;
|
|
||||||
|
|
||||||
for (auto& comp : denseArray)
|
|
||||||
{
|
|
||||||
const EntityID ENTITY_ID = comp.GetEID();
|
|
||||||
|
|
||||||
// Get physicsObject
|
|
||||||
auto* physicsObject = GetPhysicsObject(ENTITY_ID);
|
|
||||||
|
|
||||||
// TODO(Diren): Check if active in hierarchy
|
|
||||||
const bool COMPONENT_ACTIVE = comp.isActive;
|
|
||||||
SyncActiveStates(physicsObject, COMPONENT_ACTIVE);
|
|
||||||
|
|
||||||
if (!COMPONENT_ACTIVE)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
physicsObject->SyncColliders(&comp);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHPhysicsSystem::SyncTransforms() noexcept
|
void SHPhysicsSystem::SyncTransforms() noexcept
|
||||||
|
@ -459,15 +473,54 @@ namespace SHADE
|
||||||
}
|
}
|
||||||
|
|
||||||
// Convert RP3D Transform to SHADE
|
// Convert RP3D Transform to SHADE
|
||||||
auto* transformComponent = SHComponentManager::GetComponent<SHTransformComponent>(entityID);
|
auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(entityID);
|
||||||
transformComponent->SetWorldPosition(rp3dPos);
|
|
||||||
transformComponent->SetWorldOrientation(rp3dRot);
|
if (transformComponent != nullptr)
|
||||||
|
{
|
||||||
|
transformComponent->SetWorldPosition(rp3dPos);
|
||||||
|
transformComponent->SetWorldOrientation(rp3dRot);
|
||||||
|
}
|
||||||
|
|
||||||
// Cache transforms
|
// Cache transforms
|
||||||
physicsObject.prevTransform = CURRENT_TF;
|
physicsObject.prevTransform = CURRENT_TF;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void SHPhysicsSystem::UpdateEventContainers(const SHCollisionEvent& collisionEvent, CollisionEvents& container) noexcept
|
||||||
|
{
|
||||||
|
const auto IT = std::ranges::find_if(container.begin(), container.end(), [&](const SHCollisionEvent& e)
|
||||||
|
{
|
||||||
|
const bool ENTITY_MATCH = e.value[0] == collisionEvent.value[0];
|
||||||
|
const bool COLLIDERS_MATCH = e.value[1] == collisionEvent.value[1];
|
||||||
|
return ENTITY_MATCH && COLLIDERS_MATCH;
|
||||||
|
});
|
||||||
|
|
||||||
|
if (IT == container.end())
|
||||||
|
container.emplace_back(collisionEvent);
|
||||||
|
else
|
||||||
|
IT->collisionState = collisionEvent.collisionState;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHPhysicsSystem::ClearInvalidCollisions() noexcept
|
||||||
|
{
|
||||||
|
static const auto CLEAR = [](CollisionEvents& container)
|
||||||
|
{
|
||||||
|
for (auto eventIter = container.begin(); eventIter != container.end();)
|
||||||
|
{
|
||||||
|
const bool CLEAR_EVENT = eventIter->GetCollisionState() == SHCollisionEvent::State::EXIT
|
||||||
|
|| eventIter->GetCollisionState() == SHCollisionEvent::State::INVALID;
|
||||||
|
|
||||||
|
if (CLEAR_EVENT)
|
||||||
|
eventIter = container.erase(eventIter);
|
||||||
|
else
|
||||||
|
++eventIter;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
CLEAR(collisionInfo);
|
||||||
|
CLEAR(triggerInfo);
|
||||||
|
}
|
||||||
|
|
||||||
SHEventHandle SHPhysicsSystem::AddPhysicsComponent(SHEventPtr addComponentEvent)
|
SHEventHandle SHPhysicsSystem::AddPhysicsComponent(SHEventPtr addComponentEvent)
|
||||||
{
|
{
|
||||||
const auto& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHComponentAddedEvent>*>(addComponentEvent.get());
|
const auto& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHComponentAddedEvent>*>(addComponentEvent.get());
|
||||||
|
@ -556,6 +609,9 @@ namespace SHADE
|
||||||
const EntityID ENTITY_ID = EVENT_DATA->data->eid;
|
const EntityID ENTITY_ID = EVENT_DATA->data->eid;
|
||||||
auto* physicsObject = GetPhysicsObject(ENTITY_ID);
|
auto* physicsObject = GetPhysicsObject(ENTITY_ID);
|
||||||
|
|
||||||
|
auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ENTITY_ID);
|
||||||
|
auto* colliderComponent = SHComponentManager::GetComponent_s<SHColliderComponent>(ENTITY_ID);
|
||||||
|
|
||||||
SHASSERT(physicsObject != nullptr, "Physics object has been lost from the world!")
|
SHASSERT(physicsObject != nullptr, "Physics object has been lost from the world!")
|
||||||
|
|
||||||
if (REMOVED_ID == RIGID_BODY_ID)
|
if (REMOVED_ID == RIGID_BODY_ID)
|
||||||
|
@ -563,7 +619,6 @@ namespace SHADE
|
||||||
world->destroyRigidBody(reinterpret_cast<rp3d::RigidBody*>(physicsObject->rp3dBody));
|
world->destroyRigidBody(reinterpret_cast<rp3d::RigidBody*>(physicsObject->rp3dBody));
|
||||||
physicsObject->rp3dBody = nullptr;
|
physicsObject->rp3dBody = nullptr;
|
||||||
|
|
||||||
auto* colliderComponent = SHComponentManager::GetComponent_s<SHColliderComponent>(ENTITY_ID);
|
|
||||||
if (colliderComponent != nullptr)
|
if (colliderComponent != nullptr)
|
||||||
{
|
{
|
||||||
// Preserve colliders as a collision body
|
// Preserve colliders as a collision body
|
||||||
|
@ -594,6 +649,10 @@ namespace SHADE
|
||||||
auto* collider = physicsObject->rp3dBody->getCollider(i);
|
auto* collider = physicsObject->rp3dBody->getCollider(i);
|
||||||
physicsObject->rp3dBody->removeCollider(collider);
|
physicsObject->rp3dBody->removeCollider(collider);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Check for a rigidbody component
|
||||||
|
if (rigidBodyComponent == nullptr)
|
||||||
|
physicsObject->rp3dBody = nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (physicsObject->rp3dBody == nullptr)
|
if (physicsObject->rp3dBody == nullptr)
|
||||||
|
|
|
@ -23,16 +23,23 @@
|
||||||
#include "Math/Transform/SHTransformComponent.h"
|
#include "Math/Transform/SHTransformComponent.h"
|
||||||
#include "Scene/SHSceneGraph.h"
|
#include "Scene/SHSceneGraph.h"
|
||||||
#include "SHPhysicsObject.h"
|
#include "SHPhysicsObject.h"
|
||||||
|
#include "SHPhysicsUtils.h"
|
||||||
|
|
||||||
|
|
||||||
namespace SHADE
|
namespace SHADE
|
||||||
{
|
{
|
||||||
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
/* Concepts */
|
||||||
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------------------*/
|
||||||
/* Type Definitions */
|
/* Type Definitions */
|
||||||
/*-----------------------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
class SH_API SHPhysicsSystem final : public SHSystem
|
class SH_API SHPhysicsSystem final : public SHSystem
|
||||||
|
, public rp3d::EventListener
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
/*---------------------------------------------------------------------------------*/
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
@ -47,6 +54,8 @@ namespace SHADE
|
||||||
bool sleepingEnabled;
|
bool sleepingEnabled;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
using CollisionEvents = std::vector<SHCollisionEvent>;
|
||||||
|
|
||||||
/*---------------------------------------------------------------------------------*/
|
/*---------------------------------------------------------------------------------*/
|
||||||
/* Constructors & Destructor */
|
/* Constructors & Destructor */
|
||||||
/*---------------------------------------------------------------------------------*/
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
@ -57,13 +66,16 @@ namespace SHADE
|
||||||
/* Getter Functions */
|
/* Getter Functions */
|
||||||
/*---------------------------------------------------------------------------------*/
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
[[nodiscard]] double GetFixedDT () const noexcept;
|
[[nodiscard]] double GetFixedDT () const noexcept;
|
||||||
|
|
||||||
[[nodiscard]] bool IsSleepingEnabled () const noexcept;
|
[[nodiscard]] bool IsSleepingEnabled () const noexcept;
|
||||||
|
|
||||||
[[nodiscard]] SHVec3 GetWorldGravity () const noexcept;
|
[[nodiscard]] SHVec3 GetWorldGravity () const noexcept;
|
||||||
[[nodiscard]] uint16_t GetNumberVelocityIterations () const noexcept;
|
[[nodiscard]] uint16_t GetNumberVelocityIterations () const noexcept;
|
||||||
[[nodiscard]] uint16_t GetNumberPositionIterations () const noexcept;
|
[[nodiscard]] uint16_t GetNumberPositionIterations () const noexcept;
|
||||||
|
|
||||||
|
[[nodiscard]] const CollisionEvents& GetCollisionInfo () const noexcept;
|
||||||
|
[[nodiscard]] const CollisionEvents& GetTriggerInfo () const noexcept;
|
||||||
|
|
||||||
|
|
||||||
/*---------------------------------------------------------------------------------*/
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
@ -82,16 +94,14 @@ namespace SHADE
|
||||||
/* Function Members */
|
/* Function Members */
|
||||||
/*---------------------------------------------------------------------------------*/
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
void Init () override;
|
void Init () override;
|
||||||
void Exit () override;
|
void Exit () override;
|
||||||
|
|
||||||
//void AddRigidBody (EntityID entityID) noexcept;
|
void AddCollisionShape (EntityID entityID, SHCollider* collider);
|
||||||
//void AddCollider (EntityID entityID) noexcept;
|
void RemoveCollisionShape (EntityID entityID, int index);
|
||||||
//void RemoveRigidBody (EntityID entityID) noexcept;
|
|
||||||
//void RemoveCollider (EntityID entityID) noexcept;
|
|
||||||
|
|
||||||
void AddCollisionShape (EntityID entityID, SHCollider* collider);
|
void onContact (const rp3d::CollisionCallback::CallbackData& callbackData) override;
|
||||||
void RemoveCollisionShape (EntityID entityID, int index);
|
void onTrigger (const rp3d::OverlapCallback::CallbackData& callbackData) override;
|
||||||
|
|
||||||
/*---------------------------------------------------------------------------------*/
|
/*---------------------------------------------------------------------------------*/
|
||||||
/* System Routines */
|
/* System Routines */
|
||||||
|
@ -156,49 +166,40 @@ namespace SHADE
|
||||||
/* Data Members */
|
/* Data Members */
|
||||||
/*---------------------------------------------------------------------------------*/
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
bool worldUpdated;
|
bool worldUpdated;
|
||||||
|
|
||||||
double interpolationFactor;
|
double interpolationFactor;
|
||||||
double fixedDT;
|
double fixedDT;
|
||||||
|
|
||||||
rp3d::PhysicsWorld* world;
|
|
||||||
rp3d::PhysicsCommon factory;
|
|
||||||
|
|
||||||
EntityObjectMap map;
|
|
||||||
|
|
||||||
|
rp3d::PhysicsWorld* world;
|
||||||
|
rp3d::PhysicsCommon factory;
|
||||||
|
|
||||||
|
EntityObjectMap map;
|
||||||
|
CollisionEvents collisionInfo;
|
||||||
|
CollisionEvents triggerInfo;
|
||||||
|
|
||||||
/*---------------------------------------------------------------------------------*/
|
/*---------------------------------------------------------------------------------*/
|
||||||
/* Function Members */
|
/* Function Members */
|
||||||
/*---------------------------------------------------------------------------------*/
|
/*---------------------------------------------------------------------------------*/
|
||||||
SHPhysicsObject* EnsurePhysicsObject (EntityID entityID) noexcept;
|
|
||||||
SHPhysicsObject* GetPhysicsObject (EntityID entityID) noexcept;
|
|
||||||
void DestroyPhysicsObject (EntityID entityID) noexcept;
|
|
||||||
|
|
||||||
void SyncActiveStates (SHPhysicsObject* physicsObject, bool componentActive) noexcept;
|
SHPhysicsObject* EnsurePhysicsObject (EntityID entityID) noexcept;
|
||||||
void SyncRigidBodyComponents (std::vector<SHRigidBodyComponent>& denseArray) noexcept;
|
SHPhysicsObject* GetPhysicsObject (EntityID entityID) noexcept;
|
||||||
void SyncColliderComponents (std::vector<SHColliderComponent>& denseArray) noexcept;
|
void DestroyPhysicsObject (EntityID entityID) noexcept;
|
||||||
|
|
||||||
|
static void SyncActiveStates (SHPhysicsObject& physicsObject, bool componentActive) noexcept;
|
||||||
void SyncTransforms () noexcept;
|
void SyncTransforms () noexcept;
|
||||||
|
|
||||||
|
static void UpdateEventContainers (const SHCollisionEvent& collisionEvent, CollisionEvents& container) noexcept;
|
||||||
|
void ClearInvalidCollisions () noexcept;
|
||||||
|
|
||||||
SHEventHandle AddPhysicsComponent (SHEventPtr addComponentEvent);
|
SHEventHandle AddPhysicsComponent (SHEventPtr addComponentEvent);
|
||||||
SHEventHandle RemovePhysicsComponent (SHEventPtr removeComponentEvent);
|
SHEventHandle RemovePhysicsComponent (SHEventPtr removeComponentEvent);
|
||||||
|
|
||||||
|
template <typename RP3DCollisionPair, typename = std::enable_if_t
|
||||||
|
<std::is_same_v<RP3DCollisionPair, rp3d::CollisionCallback::ContactPair>
|
||||||
|
|| std::is_same_v<RP3DCollisionPair, rp3d::OverlapCallback::OverlapPair>>>
|
||||||
|
SHCollisionEvent GenerateCollisionEvent (const RP3DCollisionPair& cp) noexcept;
|
||||||
};
|
};
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------------------*/
|
|
||||||
/* Event Data Definitions */
|
|
||||||
/*-----------------------------------------------------------------------------------*/
|
|
||||||
|
|
||||||
struct SHPhysicsColliderAddedEvent
|
|
||||||
{
|
|
||||||
EntityID entityID;
|
|
||||||
SHCollider::Type colliderType;
|
|
||||||
int colliderIndex;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct SHPhysicsColliderRemovedEvent
|
|
||||||
{
|
|
||||||
EntityID entityID;
|
|
||||||
int colliderIndex;
|
|
||||||
};
|
|
||||||
|
|
||||||
} // namespace SHADE
|
} // namespace SHADE
|
||||||
|
|
||||||
|
#include "SHPhysicsSystem.hpp"
|
|
@ -0,0 +1,84 @@
|
||||||
|
/****************************************************************************************
|
||||||
|
* \file SHPhysicsSystem.hpp
|
||||||
|
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||||
|
* \brief Implementation for templated functions 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 <type_traits>
|
||||||
|
|
||||||
|
// Primary Header
|
||||||
|
#include "SHPhysicsSystem.h"
|
||||||
|
|
||||||
|
namespace SHADE
|
||||||
|
{
|
||||||
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
/* Private Function Member Definitions */
|
||||||
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
|
template <typename RP3DCollisionPair, typename Condition>
|
||||||
|
SHCollisionEvent SHPhysicsSystem::GenerateCollisionEvent(const RP3DCollisionPair& cp) noexcept
|
||||||
|
{
|
||||||
|
static const auto MATCH_COLLIDER = []
|
||||||
|
(
|
||||||
|
const SHPhysicsObject& physicsObject
|
||||||
|
, const rp3d::Entity colliderID
|
||||||
|
)->uint32_t
|
||||||
|
{
|
||||||
|
for (uint32_t i = 0; i < physicsObject.rp3dBody->getNbColliders(); ++i)
|
||||||
|
{
|
||||||
|
const auto* collider = physicsObject.rp3dBody->getCollider(i);
|
||||||
|
if (collider->getEntity() == colliderID)
|
||||||
|
return i;
|
||||||
|
}
|
||||||
|
|
||||||
|
return std::numeric_limits<uint32_t>::max();
|
||||||
|
};
|
||||||
|
|
||||||
|
SHCollisionEvent cInfo;
|
||||||
|
|
||||||
|
// Match body and collider for collision event
|
||||||
|
const rp3d::Entity body1 = cp.getBody1()->getEntity();
|
||||||
|
const rp3d::Entity body2 = cp.getBody2()->getEntity();
|
||||||
|
const rp3d::Entity collider1 = cp.getCollider1()->getEntity();
|
||||||
|
const rp3d::Entity collider2 = cp.getCollider2()->getEntity();
|
||||||
|
|
||||||
|
// Find and match both ids
|
||||||
|
bool matched[2] = { false, false };
|
||||||
|
|
||||||
|
|
||||||
|
for (auto& [entityID, physicsObject] : map)
|
||||||
|
{
|
||||||
|
// Match body 1
|
||||||
|
if (matched[SHCollisionEvent::ENTITY_A] == false && physicsObject.rp3dBody->getEntity() == body1)
|
||||||
|
{
|
||||||
|
cInfo.ids[SHCollisionEvent::ENTITY_A] = entityID;
|
||||||
|
cInfo.ids[SHCollisionEvent::COLLIDER_A] = MATCH_COLLIDER(physicsObject, collider1);
|
||||||
|
|
||||||
|
matched[SHCollisionEvent::ENTITY_A] = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Match body 2
|
||||||
|
if (matched[SHCollisionEvent::ENTITY_B] == false && physicsObject.rp3dBody->getEntity() == body2)
|
||||||
|
{
|
||||||
|
cInfo.ids[SHCollisionEvent::ENTITY_B] = entityID;
|
||||||
|
cInfo.ids[SHCollisionEvent::COLLIDER_B] = MATCH_COLLIDER(physicsObject, collider2);
|
||||||
|
|
||||||
|
matched[SHCollisionEvent::ENTITY_B] = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (matched[SHCollisionEvent::ENTITY_A] == true && matched[SHCollisionEvent::ENTITY_B] == true)
|
||||||
|
return cInfo;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update collision state
|
||||||
|
cInfo.collisionState = static_cast<SHCollisionEvent::State>(cp.getEventType());
|
||||||
|
|
||||||
|
return cInfo;
|
||||||
|
}
|
||||||
|
} // namespace SHADE
|
|
@ -0,0 +1,93 @@
|
||||||
|
/****************************************************************************************
|
||||||
|
* \file SHPhysicsUtils.cpp
|
||||||
|
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||||
|
* \brief Implementation for some Physics Utilities
|
||||||
|
*
|
||||||
|
* \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 "SHPhysicsUtils.h"
|
||||||
|
|
||||||
|
namespace SHADE
|
||||||
|
{
|
||||||
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
/* Constructors & Destructor Definitions */
|
||||||
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
|
SHCollisionEvent::SHCollisionEvent() noexcept
|
||||||
|
: collisionState { State::INVALID }
|
||||||
|
{
|
||||||
|
ids[ENTITY_A] = MAX_EID;
|
||||||
|
ids[ENTITY_B] = MAX_EID;
|
||||||
|
ids[COLLIDER_A] = std::numeric_limits<uint32_t>::max();
|
||||||
|
ids[COLLIDER_B] = std::numeric_limits<uint32_t>::max();
|
||||||
|
}
|
||||||
|
|
||||||
|
SHCollisionEvent::SHCollisionEvent(EntityID entityA, EntityID entityB) noexcept
|
||||||
|
: collisionState { State::INVALID }
|
||||||
|
{
|
||||||
|
ids[ENTITY_A] = entityA;
|
||||||
|
ids[ENTITY_B] = entityB;
|
||||||
|
ids[COLLIDER_A] = std::numeric_limits<uint32_t>::max();
|
||||||
|
ids[COLLIDER_B] = std::numeric_limits<uint32_t>::max();
|
||||||
|
}
|
||||||
|
|
||||||
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
/* Operator Overload Definitions */
|
||||||
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
|
bool SHCollisionEvent::operator==(const SHCollisionEvent& rhs) const noexcept
|
||||||
|
{
|
||||||
|
return value[0] == rhs.value[0] && value[1] == rhs.value[1];
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SHCollisionEvent::operator!=(const SHCollisionEvent& rhs) const noexcept
|
||||||
|
{
|
||||||
|
return value[0] != rhs.value[0] || value[1] != rhs.value[1];
|
||||||
|
}
|
||||||
|
|
||||||
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
/* Getter Function Definitions */
|
||||||
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
|
EntityID SHCollisionEvent::GetEntityA() const noexcept
|
||||||
|
{
|
||||||
|
return ids[ENTITY_A];
|
||||||
|
}
|
||||||
|
|
||||||
|
EntityID SHCollisionEvent::GetEntityB() const noexcept
|
||||||
|
{
|
||||||
|
return ids[ENTITY_B];
|
||||||
|
}
|
||||||
|
|
||||||
|
const SHRigidBodyComponent* SHCollisionEvent::GetRigidBodyA() const noexcept
|
||||||
|
{
|
||||||
|
return SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ids[ENTITY_A]);
|
||||||
|
}
|
||||||
|
|
||||||
|
const SHRigidBodyComponent* SHCollisionEvent::GetRigidBodyB() const noexcept
|
||||||
|
{
|
||||||
|
return SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ids[ENTITY_B]);
|
||||||
|
}
|
||||||
|
|
||||||
|
const SHCollider* SHCollisionEvent::GetColliderA() const noexcept
|
||||||
|
{
|
||||||
|
return &SHComponentManager::GetComponent<SHColliderComponent>(ids[ENTITY_A])->GetCollider(ids[COLLIDER_A]);
|
||||||
|
}
|
||||||
|
|
||||||
|
const SHCollider* SHCollisionEvent::GetColliderB() const noexcept
|
||||||
|
{
|
||||||
|
return &SHComponentManager::GetComponent<SHColliderComponent>(ids[ENTITY_B])->GetCollider(ids[COLLIDER_B]);
|
||||||
|
}
|
||||||
|
|
||||||
|
SHCollisionEvent::State SHCollisionEvent::GetCollisionState() const noexcept
|
||||||
|
{
|
||||||
|
return collisionState;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace SHADE
|
|
@ -0,0 +1,116 @@
|
||||||
|
/****************************************************************************************
|
||||||
|
* \file SHPhysicsUtils.h
|
||||||
|
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||||
|
* \brief Interface for some Physics Utilities
|
||||||
|
*
|
||||||
|
* \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
|
||||||
|
|
||||||
|
// Project Headers
|
||||||
|
#include "Components/SHColliderComponent.h"
|
||||||
|
#include "Components/SHRigidBodyComponent.h"
|
||||||
|
|
||||||
|
|
||||||
|
namespace SHADE
|
||||||
|
{
|
||||||
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
/* Type Definitions */
|
||||||
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
|
struct SHPhysicsColliderAddedEvent
|
||||||
|
{
|
||||||
|
EntityID entityID;
|
||||||
|
SHCollider::Type colliderType;
|
||||||
|
int colliderIndex;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct SHPhysicsColliderRemovedEvent
|
||||||
|
{
|
||||||
|
EntityID entityID;
|
||||||
|
int colliderIndex;
|
||||||
|
};
|
||||||
|
|
||||||
|
class SH_API SHCollisionEvent
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
/* Friends */
|
||||||
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
|
friend class SHPhysicsSystem;
|
||||||
|
|
||||||
|
public:
|
||||||
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
/* Type Definitions */
|
||||||
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
|
enum class State
|
||||||
|
{
|
||||||
|
ENTER
|
||||||
|
, STAY
|
||||||
|
, EXIT
|
||||||
|
|
||||||
|
, TOTAL
|
||||||
|
, INVALID = -1
|
||||||
|
};
|
||||||
|
|
||||||
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
/* Constructors & Destructor */
|
||||||
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
|
SHCollisionEvent () noexcept;
|
||||||
|
SHCollisionEvent (EntityID entityA, EntityID entityB) noexcept;
|
||||||
|
|
||||||
|
|
||||||
|
SHCollisionEvent (const SHCollisionEvent& rhs) = default;
|
||||||
|
SHCollisionEvent (SHCollisionEvent&& rhs) = default;
|
||||||
|
~SHCollisionEvent () = default;
|
||||||
|
|
||||||
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
/* Operator Overloads */
|
||||||
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
|
bool operator== (const SHCollisionEvent& rhs) const noexcept;
|
||||||
|
bool operator!= (const SHCollisionEvent& rhs) const noexcept;
|
||||||
|
|
||||||
|
SHCollisionEvent& operator= (const SHCollisionEvent& rhs) = default;
|
||||||
|
SHCollisionEvent& operator= (SHCollisionEvent&& rhs) = default;
|
||||||
|
|
||||||
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
/* Getter Functions */
|
||||||
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
|
[[nodiscard]] EntityID GetEntityA () const noexcept;
|
||||||
|
[[nodiscard]] EntityID GetEntityB () const noexcept;
|
||||||
|
[[nodiscard]] const SHRigidBodyComponent* GetRigidBodyA () const noexcept;
|
||||||
|
[[nodiscard]] const SHRigidBodyComponent* GetRigidBodyB () const noexcept;
|
||||||
|
[[nodiscard]] const SHCollider* GetColliderA () const noexcept;
|
||||||
|
[[nodiscard]] const SHCollider* GetColliderB () const noexcept;
|
||||||
|
[[nodiscard]] State GetCollisionState () const noexcept;
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
static constexpr uint32_t ENTITY_A = 0;
|
||||||
|
static constexpr uint32_t ENTITY_B = 1;
|
||||||
|
static constexpr uint32_t COLLIDER_A = 2;
|
||||||
|
static constexpr uint32_t COLLIDER_B = 3;
|
||||||
|
|
||||||
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
/* Data Members */
|
||||||
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
|
union
|
||||||
|
{
|
||||||
|
uint64_t value[2]; // EntityValue, ColliderIndexValue
|
||||||
|
uint32_t ids [4]; // EntityA, EntityB, ColliderIndexA, ColliderIndexB
|
||||||
|
};
|
||||||
|
|
||||||
|
State collisionState;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
} // namespace SHADE
|
|
@ -21,6 +21,7 @@ of DigiPen Institute of Technology is prohibited.
|
||||||
#include "ECS.hxx"
|
#include "ECS.hxx"
|
||||||
#include "Utility/Convert.hxx"
|
#include "Utility/Convert.hxx"
|
||||||
#include "Scripts/ScriptStore.hxx"
|
#include "Scripts/ScriptStore.hxx"
|
||||||
|
#include "Utility/Debug.hxx"
|
||||||
|
|
||||||
namespace SHADE
|
namespace SHADE
|
||||||
{
|
{
|
||||||
|
@ -63,7 +64,13 @@ namespace SHADE
|
||||||
}
|
}
|
||||||
bool GameObject::IsActiveInHierarchy::get()
|
bool GameObject::IsActiveInHierarchy::get()
|
||||||
{
|
{
|
||||||
return true; // TODO: Update once we have an equivalent on the Entity object
|
auto node = SHSceneManager::GetCurrentSceneGraph().GetNode(GetEntity());
|
||||||
|
if (!node)
|
||||||
|
{
|
||||||
|
Debug::LogWarning("Attempting to access a GameObject's ActiveInHierarchy state which does not exist. Assuming inactive.");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
return node->IsActive();
|
||||||
}
|
}
|
||||||
|
|
||||||
/*---------------------------------------------------------------------------------*/
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
|
|
@ -667,14 +667,10 @@ namespace SHADE
|
||||||
|
|
||||||
bool ScriptStore::isEntityActive(Entity entity)
|
bool ScriptStore::isEntityActive(Entity entity)
|
||||||
{
|
{
|
||||||
// Get native Entity
|
// Invalid entity
|
||||||
SHEntity* nativeEntity = SHEntityManager::GetEntityByID(entity);
|
if (!EntityUtils::IsValid(entity))
|
||||||
|
|
||||||
// Entity Validity Check
|
|
||||||
if (nativeEntity == nullptr)
|
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
// Check active state
|
return GameObject(entity).IsActiveInHierarchy;
|
||||||
return nativeEntity->GetActive();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,11 @@
|
||||||
|
using SHADE;
|
||||||
|
|
||||||
|
public class PrintWhenActive : Script
|
||||||
|
{
|
||||||
|
public PrintWhenActive(GameObject gameObj) : base(gameObj) { }
|
||||||
|
|
||||||
|
protected override void update()
|
||||||
|
{
|
||||||
|
Debug.Log("Active!");
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue