Added PhysicsObject to handle interface between components and physics system

This commit is contained in:
Diren D Bharwani 2022-09-28 21:09:27 +08:00
parent c698bac731
commit 561f2b091f
6 changed files with 446 additions and 330 deletions

View File

@ -18,12 +18,6 @@
#include "Math/SHMathHelpers.h"
#include "Math/SHQuaternion.h"
/*-------------------------------------------------------------------------------------*/
/* Local Function Definitions */
/*-------------------------------------------------------------------------------------*/
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
@ -31,8 +25,7 @@ namespace SHADE
/*-----------------------------------------------------------------------------------*/
SHRigidBodyComponent::SHRigidBodyComponent() noexcept
: rigidBody { nullptr }
, type { Type::DYNAMIC }
: type { Type::DYNAMIC }
, mass { 1.0f }
, drag { 0.01f }
, angularDrag { 0.01f }
@ -41,13 +34,11 @@ namespace SHADE
// Set default flags: Gravity & Sleeping enabled
flags |= 1U << 0;
flags |= 1U << 1;
// TODO(Diren): Send an update command to the physics system
}
SHRigidBodyComponent::~SHRigidBodyComponent()
{
rigidBody = nullptr;
}
/*-----------------------------------------------------------------------------------*/
@ -57,9 +48,10 @@ namespace SHADE
bool SHRigidBodyComponent::IsGravityEnabled() const noexcept
{
const bool GRAVITY = flags & (1U << 0);
if (rigidBody)
if (rp3dBody)
{
SHASSERT(rigidBody->isGravityEnabled() == GRAVITY, "ReactPhysics and SHADE body enable gravity do not match!")
SHASSERT(reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->isGravityEnabled() == GRAVITY, "ReactPhysics and SHADE body enable gravity do not match!")
}
return GRAVITY;
@ -68,21 +60,26 @@ namespace SHADE
bool SHRigidBodyComponent::IsSleepingEnabled() const noexcept
{
const bool SLEEP = flags & (1U << 1);
if (rigidBody)
if (rp3dBody)
{
SHASSERT(rigidBody->isAllowedToSleep() == SLEEP, "ReactPhysics and SHADE body enable sleep do not match!")
SHASSERT(reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->isAllowedToSleep() == SLEEP, "ReactPhysics and SHADE body enable sleep do not match!")
}
return SLEEP;
}
bool SHRigidBodyComponent::IsInterpolating() const noexcept
{
return interpolate;
}
SHRigidBodyComponent::Type SHRigidBodyComponent::GetType() const noexcept
{
if (rigidBody)
if (rp3dBody)
{
SHASSERT
(
SHUtilities::ConvertEnum(rigidBody->getType()) == SHUtilities::ConvertEnum(type),
SHUtilities::ConvertEnum(reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->getType()) == SHUtilities::ConvertEnum(type),
"ReactPhysics and SHADE body types do not match!"
)
}
@ -92,9 +89,9 @@ namespace SHADE
float SHRigidBodyComponent::GetMass() const noexcept
{
if (rigidBody)
if (rp3dBody)
{
SHASSERT(rigidBody->getMass() == mass, "ReactPhysics and SHADE body masses do not match!")
SHASSERT(reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->getMass() == mass, "ReactPhysics and SHADE body masses do not match!")
}
return mass;
@ -102,11 +99,11 @@ namespace SHADE
float SHRigidBodyComponent::GetDrag() const noexcept
{
if (rigidBody)
if (rp3dBody)
{
SHASSERT
(
SHMath::CompareFloat(rigidBody->getLinearDamping(), drag),
SHMath::CompareFloat(reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->getLinearDamping(), drag),
"ReactPhysics and SADE body drag coefficients do not match!"
)
}
@ -116,11 +113,11 @@ namespace SHADE
float SHRigidBodyComponent::GetAngularDrag() const noexcept
{
if (rigidBody)
if (rp3dBody)
{
SHASSERT
(
SHMath::CompareFloat(rigidBody->getAngularDamping(), angularDrag),
SHMath::CompareFloat(reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->getAngularDamping(), angularDrag),
"ReactPhysics and SADE body drag coefficients do not match!"
)
}
@ -131,9 +128,9 @@ namespace SHADE
bool SHRigidBodyComponent::GetFreezePositionX() const noexcept
{
const bool FREEZE_X_POS = flags & (1U << 2);
if (rigidBody)
if (rp3dBody)
{
const bool RP3D_FREEZE_X_POS = fabs(rigidBody->getLinearLockAxisFactor().x) > 0.0f;
const bool RP3D_FREEZE_X_POS = fabs(reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->getLinearLockAxisFactor().x) > 0.0f;
SHASSERT(RP3D_FREEZE_X_POS == FREEZE_X_POS, "ReactPhysics and SHADE body x-axis position lock do not match!")
}
@ -143,9 +140,9 @@ namespace SHADE
bool SHRigidBodyComponent::GetFreezePositionY() const noexcept
{
const bool FREEZE_Y_POS = flags & (1U << 3);
if (rigidBody)
if (rp3dBody)
{
const bool RP3D_FREEZE_Y_POS = fabs(rigidBody->getLinearLockAxisFactor().y) > 0.0f;
const bool RP3D_FREEZE_Y_POS = fabs(reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->getLinearLockAxisFactor().y) > 0.0f;
SHASSERT(RP3D_FREEZE_Y_POS == FREEZE_Y_POS, "ReactPhysics and SHADE body y-axis position lock do not match!")
}
@ -155,9 +152,9 @@ namespace SHADE
bool SHRigidBodyComponent::GetFreezePositionZ() const noexcept
{
const bool FREEZE_Z_POS = flags & (1U << 4);
if (rigidBody)
if (rp3dBody)
{
const bool RP3D_FREEZE_Z_POS = fabs(rigidBody->getLinearLockAxisFactor().z) > 0.0f;
const bool RP3D_FREEZE_Z_POS = fabs(reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->getLinearLockAxisFactor().z) > 0.0f;
SHASSERT(RP3D_FREEZE_Z_POS == FREEZE_Z_POS, "ReactPhysics and SHADE body z-axis position lock do not match!")
}
@ -167,9 +164,9 @@ namespace SHADE
bool SHRigidBodyComponent::GetFreezeRotationX() const noexcept
{
const bool FREEZE_X_ROT = flags & (1U << 5);
if (rigidBody)
if (rp3dBody)
{
const bool RP3D_FREEZE_Y_ROT = fabs(rigidBody->getAngularLockAxisFactor().x) > 0.0f;
const bool RP3D_FREEZE_Y_ROT = fabs(reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->getAngularLockAxisFactor().x) > 0.0f;
SHASSERT(RP3D_FREEZE_Y_ROT == FREEZE_X_ROT, "ReactPhysics and SHADE body x-axis rotation lock do not match!")
}
@ -179,9 +176,9 @@ namespace SHADE
bool SHRigidBodyComponent::GetFreezeRotationY() const noexcept
{
const bool FREEZE_Y_ROT = flags & (1U << 6);
if (rigidBody)
if (rp3dBody)
{
const bool RP3D_FREEZE_Y_ROT = fabs(rigidBody->getAngularLockAxisFactor().y) > 0.0f;
const bool RP3D_FREEZE_Y_ROT = fabs(reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->getAngularLockAxisFactor().y) > 0.0f;
SHASSERT(RP3D_FREEZE_Y_ROT == FREEZE_Y_ROT, "ReactPhysics and SHADE body y-axis rotation lock do not match!")
}
@ -191,9 +188,9 @@ namespace SHADE
bool SHRigidBodyComponent::GetFreezeRotationZ() const noexcept
{
const bool FREEZE_Z_ROT = flags & (1U << 7);
if (rigidBody)
if (rp3dBody)
{
const bool RP3D_FREEZE_Z_ROT = fabs(rigidBody->getAngularLockAxisFactor().z) > 0.0f;
const bool RP3D_FREEZE_Z_ROT = fabs(reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->getAngularLockAxisFactor().z) > 0.0f;
SHASSERT(RP3D_FREEZE_Z_ROT == FREEZE_Z_ROT, "ReactPhysics and SHADE body z-axis rotation lock do not match!")
}
@ -204,9 +201,9 @@ namespace SHADE
{
SHVec3 result;
if (rigidBody)
if (rp3dBody)
{
const auto RP3D_RESULT = rigidBody->getForce();
const auto& RP3D_RESULT = reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->getForce();
result = SHVec3{ RP3D_RESULT.x, RP3D_RESULT.y, RP3D_RESULT.z };
}
@ -217,9 +214,9 @@ namespace SHADE
{
SHVec3 result;
if (rigidBody)
if (rp3dBody)
{
const auto RP3D_RESULT = rigidBody->getTorque();
const auto& RP3D_RESULT = reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->getTorque();
result = SHVec3{ RP3D_RESULT.x, RP3D_RESULT.y, RP3D_RESULT.z };
}
@ -230,9 +227,9 @@ namespace SHADE
{
SHVec3 result;
if (rigidBody)
if (rp3dBody)
{
const auto RP3D_RESULT = rigidBody->getLinearVelocity();
const auto& RP3D_RESULT = reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->getLinearVelocity();
result = SHVec3{ RP3D_RESULT.x, RP3D_RESULT.y, RP3D_RESULT.z };
}
@ -243,41 +240,15 @@ namespace SHADE
{
SHVec3 result;
if (rigidBody)
if (rp3dBody)
{
const auto RP3D_RESULT = rigidBody->getAngularVelocity();
const auto& RP3D_RESULT = reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->getAngularVelocity();
result = SHVec3{ RP3D_RESULT.x, RP3D_RESULT.y, RP3D_RESULT.z };
}
return result;
}
SHVec3 SHRigidBodyComponent::GetPosition() const noexcept
{
SHVec3 result;
if (rigidBody)
{
const auto RP3D_RESULT = rigidBody->getTransform().getPosition();
result = SHVec3{ RP3D_RESULT.x, RP3D_RESULT.y, RP3D_RESULT.z };
}
return result;
}
SHQuaternion SHRigidBodyComponent::GetOrientation() const noexcept
{
SHQuaternion result;
if (rigidBody)
{
const auto RP3D_RESULT = rigidBody->getTransform().getOrientation();
result = SHQuaternion{ RP3D_RESULT.x, RP3D_RESULT.y, RP3D_RESULT.z, RP3D_RESULT.w };
}
return result;
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
@ -288,43 +259,43 @@ namespace SHADE
return;
type = newType;
if (rigidBody)
rigidBody->setType(static_cast<rp3d::BodyType>(newType));
if (rp3dBody)
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->setType(static_cast<rp3d::BodyType>(newType));
}
void SHRigidBodyComponent::SetMass(float newMass) noexcept
{
mass = newMass;
if (rigidBody)
rigidBody->setMass(newMass);
if (rp3dBody)
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->setMass(newMass);
}
void SHRigidBodyComponent::SetDrag(float newDrag) noexcept
{
drag = newDrag;
if (rigidBody)
rigidBody->setLinearDamping(newDrag);
if (rp3dBody)
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->setLinearDamping(newDrag);
}
void SHRigidBodyComponent::SetAngularDrag(float newAngularDrag) noexcept
{
angularDrag = newAngularDrag;
if (rigidBody)
rigidBody->setAngularDamping(newAngularDrag);
if (rp3dBody)
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->setAngularDamping(newAngularDrag);
}
void SHRigidBodyComponent::SetGravityEnabled(bool enableGravity) noexcept
{
SetFlag(enableGravity, 0);
if (rigidBody)
rigidBody->enableGravity(enableGravity);
if (rp3dBody)
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->enableGravity(enableGravity);
}
void SHRigidBodyComponent::SetSleepingEnabled(bool enableSleeping) noexcept
{
SetFlag(enableSleeping, 1);
if (rigidBody)
rigidBody->setIsAllowedToSleep(enableSleeping);
if (rp3dBody)
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->setIsAllowedToSleep(enableSleeping);
}
void SHRigidBodyComponent::SetFreezePositionX(bool freezePositionX) noexcept
@ -363,21 +334,26 @@ namespace SHADE
SetRP3DAngularConstraints();
}
void SHRigidBodyComponent::SetInterpolate(bool allowInterpolation) noexcept
{
interpolate = allowInterpolation;
}
void SHRigidBodyComponent::SetLinearVelocity(const SHVec3& newLinearVelocity) const noexcept
{
if (rigidBody)
if (rp3dBody)
{
const rp3d::Vector3 NEW_V { newLinearVelocity.x, newLinearVelocity.y, newLinearVelocity.z };
rigidBody->setLinearVelocity(NEW_V);
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->setLinearVelocity(NEW_V);
}
}
void SHRigidBodyComponent::SetAngularVelocity(const SHVec3& newAngularVelocity) const noexcept
{
if (rigidBody)
if (rp3dBody)
{
const rp3d::Vector3 NEW_V { newAngularVelocity.x, newAngularVelocity.y, newAngularVelocity.z };
rigidBody->setAngularVelocity(NEW_V);
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->setAngularVelocity(NEW_V);
}
}
@ -385,79 +361,97 @@ namespace SHADE
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void SHRigidBodyComponent::OnCreate()
{
componentFlags |= 1U << 0; // dirty
componentFlags |= 1U << 1; // rb dirty
componentFlags |= 1U << 2; // has rb
Synchronise();
}
void SHRigidBodyComponent::OnDestroy()
{
componentFlags |= 1U << 0; // dirty
componentFlags |= 1U << 1; // rb dirty
componentFlags &= ~(1U << 2); // no rb
Synchronise();
}
void SHRigidBodyComponent::AddForce(const SHVec3& force) const noexcept
{
if (rigidBody)
if (rp3dBody)
{
const rp3d::Vector3 F { force.x, force.y, force.z };
rigidBody->applyWorldForceAtCenterOfMass(F);
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->applyWorldForceAtCenterOfMass(F);
}
}
void SHRigidBodyComponent::AddForceAtLocalPos(const SHVec3& force, const SHVec3& localPos) const noexcept
{
if (rigidBody)
if (rp3dBody)
{
const rp3d::Vector3 F{ force.x, force.y, force.z };
const rp3d::Vector3 P{ localPos.x, localPos.y, localPos.z };
rigidBody->applyWorldForceAtLocalPosition(F, P);
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->applyWorldForceAtLocalPosition(F, P);
}
}
void SHRigidBodyComponent::AddForceAtWorldPos(const SHVec3& force, const SHVec3& worldPos) const noexcept
{
if (rigidBody)
if (rp3dBody)
{
const rp3d::Vector3 F{ force.x, force.y, force.z };
const rp3d::Vector3 P{ worldPos.x, worldPos.y, worldPos.z };
rigidBody->applyWorldForceAtWorldPosition(F, P);
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->applyWorldForceAtWorldPosition(F, P);
}
}
void SHRigidBodyComponent::AddRelativeForce(const SHVec3& relativeForce) const noexcept
{
if (rigidBody)
if (rp3dBody)
{
const rp3d::Vector3 F{ relativeForce.x, relativeForce.y, relativeForce.z };
rigidBody->applyLocalForceAtCenterOfMass(F);
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->applyLocalForceAtCenterOfMass(F);
}
}
void SHRigidBodyComponent::AddRelativeForceAtLocalPos(const SHVec3& relativeForce, const SHVec3& localPos) const noexcept
{
if (rigidBody)
if (rp3dBody)
{
const rp3d::Vector3 F{ relativeForce.x, relativeForce.y, relativeForce.z };
const rp3d::Vector3 P{ localPos.x, localPos.y, localPos.z };
rigidBody->applyLocalForceAtLocalPosition(F, P);
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->applyLocalForceAtLocalPosition(F, P);
}
}
void SHRigidBodyComponent::AddRelativeForceAtWorldPos(const SHVec3& relativeForce, const SHVec3& worldPos) const noexcept
{
if (rigidBody)
if (rp3dBody)
{
const rp3d::Vector3 F{ relativeForce.x, relativeForce.y, relativeForce.z };
const rp3d::Vector3 P{ worldPos.x, worldPos.y, worldPos.z };
rigidBody->applyLocalForceAtWorldPosition(F, P);
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->applyLocalForceAtWorldPosition(F, P);
}
}
void SHRigidBodyComponent::AddTorque(const SHVec3& torque) const noexcept
{
if (rigidBody)
if (rp3dBody)
{
const rp3d::Vector3 T{ torque.x, torque.y, torque.z };
rigidBody->applyWorldTorque(T);
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->applyWorldTorque(T);
}
}
void SHRigidBodyComponent::AddRelativeTorque(const SHVec3& relativeTorque) const noexcept
{
if (rigidBody)
if (rp3dBody)
{
const rp3d::Vector3 T{ relativeTorque.x, relativeTorque.y, relativeTorque.z };
rigidBody->applyLocalTorque(T);
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->applyLocalTorque(T);
}
}
@ -467,6 +461,8 @@ namespace SHADE
void SHRigidBodyComponent::SyncRP3DAndSHADE()
{
auto* rigidBody = reinterpret_cast<rp3d::RigidBody*>(rp3dBody);
rigidBody->setType(static_cast<rp3d::BodyType>(type));
rigidBody->setMass(mass);
@ -494,8 +490,8 @@ namespace SHADE
flags & 1U << 4 ? 1.0f : 0.0f
};
if (rigidBody)
rigidBody->setLinearLockAxisFactor(CONSTRAINTS);
if (rp3dBody)
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->setLinearLockAxisFactor(CONSTRAINTS);
}
void SHRigidBodyComponent::SetRP3DAngularConstraints() const
@ -507,8 +503,8 @@ namespace SHADE
flags & 1U << 7 ? 1.0f : 0.0f
};
if (rigidBody)
rigidBody->setAngularLockAxisFactor(CONSTRAINTS);
if (rp3dBody)
reinterpret_cast<rp3d::RigidBody*>(rp3dBody)->setAngularLockAxisFactor(CONSTRAINTS);
}
} // namespace SHADE

View File

@ -10,16 +10,17 @@
#pragma once
#include <reactphysics3d/reactphysics3d.h>
// Project Headers
#include "Math/Vector/SHVec3.h"
#include "Math/SHMatrix.h"
#include "ECS_Base/Components/SHComponent.h"
#include "Physics/SHPhysicsObject.h"
namespace SHADE
{
class SH_API SHRigidBodyComponent : public SHComponent
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
class SH_API SHRigidBodyComponent : public SHComponent, public SHPhysicsObject
{
private:
/*---------------------------------------------------------------------------------*/
@ -66,6 +67,7 @@ namespace SHADE
[[nodiscard]] bool IsGravityEnabled () const noexcept;
[[nodiscard]] bool IsSleepingEnabled () const noexcept;
[[nodiscard]] bool IsInterpolating () const noexcept;
[[nodiscard]] Type GetType () const noexcept;
[[nodiscard]] float GetMass () const noexcept;
@ -84,8 +86,6 @@ namespace SHADE
[[nodiscard]] SHVec3 GetTorque () const noexcept;
[[nodiscard]] SHVec3 GetLinearVelocity () const noexcept;
[[nodiscard]] SHVec3 GetAngularVelocity () const noexcept;
[[nodiscard]] SHVec3 GetPosition () const noexcept;
[[nodiscard]] SHQuaternion GetOrientation () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
@ -104,6 +104,7 @@ namespace SHADE
void SetFreezeRotationX (bool freezeRotationX) noexcept;
void SetFreezeRotationY (bool freezeRotationY) noexcept;
void SetFreezeRotationZ (bool freezeRotationZ) noexcept;
void SetInterpolate (bool allowInterpolation) noexcept;
void SetLinearVelocity (const SHVec3& newLinearVelocity) const noexcept;
void SetAngularVelocity (const SHVec3& newAngularVelocity) const noexcept;
@ -112,6 +113,9 @@ namespace SHADE
/* Function Members */
/*---------------------------------------------------------------------------------*/
void OnCreate () override;
void OnDestroy () override;
void AddForce (const SHVec3& force) const noexcept;
void AddForceAtLocalPos (const SHVec3& force, const SHVec3& localPos) const noexcept;
void AddForceAtWorldPos (const SHVec3& force, const SHVec3& worldPos) const noexcept;
@ -128,8 +132,6 @@ namespace SHADE
/* Data Members */
/*---------------------------------------------------------------------------------*/
rp3d::RigidBody* rigidBody;
Type type;
float mass;
@ -138,6 +140,7 @@ namespace SHADE
// rX rY rZ pX pY pZ slp g
uint8_t flags;
bool interpolate;
/*---------------------------------------------------------------------------------*/
/* Function Members */

View File

@ -0,0 +1,112 @@
/****************************************************************************************
* \file SHPhysicsObject.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Physics Object.
*
* \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 "SHPhysicsObject.h"
// Project Headers
#include "ECS_Base/Managers/SHSystemManager.h"
#include "SHPhysicsSystem.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHPhysicsObject::SHPhysicsObject() noexcept
: entityID { MAX_EID }
, componentFlags { 0 }
, rp3dBody { nullptr }
{}
SHPhysicsObject::~SHPhysicsObject() noexcept
{
rp3dBody = nullptr;
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
SHVec3 SHPhysicsObject::GetPosition() const noexcept
{
SHVec3 result;
if (rp3dBody)
{
const auto& RP3D_RESULT = rp3dBody->getTransform().getPosition();
result = SHVec3{ RP3D_RESULT.x, RP3D_RESULT.y, RP3D_RESULT.z };
}
return result;
}
SHQuaternion SHPhysicsObject::GetOrientation() const noexcept
{
SHQuaternion result;
if (rp3dBody)
{
const auto& RP3D_RESULT = rp3dBody->getTransform().getOrientation();
result = SHQuaternion{ RP3D_RESULT.x, RP3D_RESULT.y, RP3D_RESULT.z, RP3D_RESULT.w };
}
return result;
}
SHVec3 SHPhysicsObject::GetRotation() const noexcept
{
SHVec3 result;
if (rp3dBody)
{
const auto& RP3D_RESULT = rp3dBody->getTransform().getOrientation();
result = SHQuaternion{ RP3D_RESULT.x, RP3D_RESULT.y, RP3D_RESULT.z, RP3D_RESULT.w }.ToEuler();
}
return result;
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void SHPhysicsObject::Synchronise() const
{
if (const bool IS_DIRTY = componentFlags & 1U << 0; IS_DIRTY)
{
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
const bool IS_RIGIDBODY_DIRTY = componentFlags & 1U << 1;
const bool IS_COLLIDER_DIRTY = componentFlags & 1U << 3;
if (IS_RIGIDBODY_DIRTY)
{
static constexpr auto COMP_ENUM = SHPhysicsSystem::UpdateComponent::RIGID_BODY;
const bool HAS_RIGIDBODY = componentFlags & 1U << 2;
HAS_RIGIDBODY ? physicsSystem->AddComponent(COMP_ENUM, entityID) : physicsSystem->RemoveComponent(COMP_ENUM, entityID);
}
if (IS_COLLIDER_DIRTY)
{
static constexpr auto COMP_ENUM = SHPhysicsSystem::UpdateComponent::COLLIDER;
const bool HAS_COLLIDER = componentFlags & 1U << 2;
HAS_COLLIDER ? physicsSystem->AddComponent(COMP_ENUM, entityID) : physicsSystem->RemoveComponent(COMP_ENUM, entityID);
}
}
}
} // namespace SHADE

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@ -0,0 +1,82 @@
/****************************************************************************************
* \file SHPhysicsObject.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Physics Object.
*
* \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 <reactphysics3d/reactphysics3d.h>
// Project Headers
#include "Math/Vector/SHVec3.h"
#include "Math/SHQuaternion.h"
#include "ECS_Base/Entity/SHEntity.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
class SH_API SHPhysicsObject
{
protected:
/*---------------------------------------------------------------------------------*/
/* Friends */
/*---------------------------------------------------------------------------------*/
friend class SHPhysicsSystem;
public:
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHPhysicsObject () noexcept;
SHPhysicsObject (const SHPhysicsObject& rhs) noexcept = default;
SHPhysicsObject (SHPhysicsObject&& rhs) noexcept = default;
~SHPhysicsObject () noexcept;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHPhysicsObject& operator=(const SHPhysicsObject& rhs) noexcept = default;
SHPhysicsObject& operator=(SHPhysicsObject&& rhs) noexcept = default;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] SHVec3 GetPosition () const noexcept;
[[nodiscard]] SHQuaternion GetOrientation () const noexcept;
[[nodiscard]] SHVec3 GetRotation () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
/**
* @brief Checks for updates in the component states and tells the physics system to
* make any necessary additions / removals to rp3d side to sync with the SHADE
* component.
*/
void Synchronise() const;
protected:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
EntityID entityID;
uint8_t componentFlags; // 0 0 0 c cDirty rb rbDirty dirty
rp3d::CollisionBody* rp3dBody; // Can be either a collision body or a rigid body
rp3d::Transform prevTransform; // Cached transform for interpolation
};
} // namespace SHADE

View File

@ -14,11 +14,10 @@
#include "SHPhysicsSystem.h"
// Project Headers
#include "Math/Transform/SHTransformComponent.h"
#include "Scene/SHSceneManager.h"
#include "ECS_Base/Managers/SHComponentManager.h"
#include "ECS_Base/Managers/SHEntityManager.h"
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
#include "Scene/SHSceneManager.h"
#include "Math/Transform/SHTransformComponent.h"
namespace SHADE
{
@ -26,6 +25,12 @@ namespace SHADE
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHPhysicsSystem::SHPhysicsSystem()
: accumulatedTime { 0.0 }
, fixedDT { 1.0 / 60.0 }
, world { nullptr }
{}
SHPhysicsSystem::PhysicsPreUpdate::PhysicsPreUpdate()
: SHSystemRoutine { "Physics PreUpdate", true }
{}
@ -51,11 +56,6 @@ namespace SHADE
return false;
}
//double SHPhysicsSystem::GetFixedUpdate() const noexcept
//{
// return fixedUpdate;
//}
SHVec3 SHPhysicsSystem::GetWorldGravity() const noexcept
{
SHVec3 result;
@ -97,12 +97,6 @@ namespace SHADE
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
//void SHPhysicsSystem::SetFixedUpdate(double fixedUpdateRate) noexcept
//{
// fixedUpdate = fixedUpdateRate;
// SHLOG_INFO("Setting Physics update rate to {}", 1.0 / fixedUpdate)
//}
void SHPhysicsSystem::SetWorldGravity(const SHVec3& gravity) const noexcept
{
if (world)
@ -178,7 +172,7 @@ namespace SHADE
// Create a physics world with the default settings
PhysicsWorld::WorldSettings settings;
settings.gravity = Vector3{ 0, -9.81, 0 };
settings.gravity = Vector3{ 0.0f, -9.81f, 0.0f };
settings.isSleepingEnabled = true;
settings.defaultVelocitySolverNbIterations = 8;
settings.defaultPositionSolverNbIterations = 3;
@ -194,107 +188,13 @@ namespace SHADE
factory.destroyPhysicsWorld(world);
}
void SHPhysicsSystem::AddRigidBodyComponent(EntityID id) noexcept
{
const UpdateCommand NEW_CMD
{
.component = UpdateComponent::RIGID_BODY,
.type = UpdateType::ADD,
.entityID = id
};
updateQueue.push(NEW_CMD);
}
void SHPhysicsSystem::AddColliderComponent(EntityID id) noexcept
{
const UpdateCommand NEW_CMD
{
.component = UpdateComponent::COLLIDER,
.type = UpdateType::ADD,
.entityID = id
};
updateQueue.push(NEW_CMD);
}
void SHPhysicsSystem::RemoveRigidBodyComponent(EntityID id) noexcept
{
const UpdateCommand NEW_CMD
{
.component = UpdateComponent::RIGID_BODY,
.type = UpdateType::REMOVE,
.entityID = id
};
updateQueue.push(NEW_CMD);
}
void SHPhysicsSystem::RemoveColliderComponent(EntityID id) noexcept
{
const UpdateCommand NEW_CMD
{
.component = UpdateComponent::COLLIDER,
.type = UpdateType::REMOVE,
.entityID = id
};
updateQueue.push(NEW_CMD);
}
void SHPhysicsSystem::PhysicsPreUpdate::Execute([[maybe_unused]]double dt) noexcept
{
auto* system = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
system->ClearUpdateQueue();
// Sync active states: if node or component is not active, set rp3d to inactive
static const auto SYNC_ACTIVE = [](SHSceneNode* node)
{
const EntityID ENTITY_ID = node->GetEntityID();
// Check if has rigid body
auto const* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ENTITY_ID);
if(rigidBodyComponent)
{
const bool RP3D_ACTIVE = rigidBodyComponent->rigidBody->isActive();
const bool SHADE_ACTIVE = node->IsActive() && rigidBodyComponent->isActive;
if (RP3D_ACTIVE != SHADE_ACTIVE)
rigidBodyComponent->rigidBody->setIsActive(SHADE_ACTIVE);
system->SyncActiveStates(SHSceneManager::GetCurrentSceneGraph());
}
else // Check for a collider
{
}
};
const auto& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
sceneGraph.Traverse(SYNC_ACTIVE);
}
//void SHPhysicsSystem::PhysicsFixedUpdate::Execute(double dt) noexcept
//{
// // I had to override this anyway due to needing to calculate the
// // interpolation factor right after the fixed update was done
// auto* system = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
// fixedTimeStep = 1.0 / system->fixedUpdate;
// accumulatedTime += dt;
// int counter = 0;
// while (accumulatedTime > fixedTimeStep)
// {
// FixedExecute(fixedTimeStep);
// accumulatedTime -= fixedTimeStep;
// ++counter;
// }
// stats.numSteps = counter;
// system->interpolationFactor = accumulatedTime / fixedTimeStep;
//}
void SHPhysicsSystem::PhysicsFixedUpdate::FixedExecute(double dt) noexcept
{
@ -309,38 +209,25 @@ namespace SHADE
{
// Interpolate transforms for rendering
const auto& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
sceneGraph.Traverse([](SHSceneNode* node)
{
const EntityID ENTITY_ID = node->GetEntityID();
// Check if has rigid body
if (auto* rb = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ENTITY_ID); rb)
{
// TODO(Diren): Interpolate transforms for rendering
if (node->IsActive() && rb->isActive)
{
// Get SHADE transform
auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(ENTITY_ID);
SHASSERT(transformComponent != nullptr, "Transform Component missing from Entity " + std::to_string(ENTITY_ID))
const auto& RP3D_POS = rb->GetPosition();
const SHVec3 SHADE_POS{ RP3D_POS.x, RP3D_POS.y, RP3D_POS.z };
const auto& SHADE_ROT = rb->GetOrientation().ToEuler();
transformComponent->SetWorldPosition(SHADE_POS);
transformComponent->SetWorldRotation(SHADE_ROT);
}
else // Check for a collider
{
}
}
});
// TODO(Diren): Handle trigger messages for scripting
}
/*-----------------------------------------------------------------------------------*/
/* Protected Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void SHPhysicsSystem::AddComponent(UpdateComponent comp, EntityID entityID) noexcept
{
updateQueue.push({ comp, UpdateType::ADD, entityID });
}
void SHPhysicsSystem::RemoveComponent(UpdateComponent comp, EntityID entityID) noexcept
{
updateQueue.push({ comp, UpdateType::REMOVE, entityID });
}
/*-----------------------------------------------------------------------------------*/
/* Private Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
@ -377,6 +264,85 @@ namespace SHADE
}
}
void SHPhysicsSystem::SyncActiveStates(const SHSceneGraph& sceneGraph) const noexcept
{
// Sync active states: if node or component is not active, set rp3d to inactive
static constexpr auto SYNC_ACTIVE = [](SHSceneNode* node)
{
const EntityID ENTITY_ID = node->GetEntityID();
// Check if has rigid body
auto const* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ENTITY_ID);
if(rigidBodyComponent)
{
const bool RP3D_ACTIVE = rigidBodyComponent->rp3dBody->isActive();
const bool SHADE_ACTIVE = node->IsActive() && rigidBodyComponent->isActive;
if (RP3D_ACTIVE != SHADE_ACTIVE)
rigidBodyComponent->rp3dBody->setIsActive(SHADE_ACTIVE);
}
else // Check for a collider
{
}
};
sceneGraph.Traverse(SYNC_ACTIVE);
}
void SHPhysicsSystem::SyncTransforms(const SHSceneGraph& sceneGraph) const noexcept
{
const rp3d::decimal INTERPOLATION_FACTOR = static_cast<rp3d::decimal>(accumulatedTime / fixedDT);
static const auto SYNC_TRANSFORMS = [&](SHSceneNode* node)
{
const EntityID ENTITY_ID = node->GetEntityID();
// Check if has rigid body
if (auto* rb = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ENTITY_ID); rb)
{
if (node->IsActive() && rb->isActive)
{
// Get SHADE transform
auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(ENTITY_ID);
SHASSERT(transformComponent != nullptr, "Transform Component missing from Entity " + std::to_string(ENTITY_ID))
SHVec3 shadePos, shadeRot;
if (rb->interpolate)
{
const rp3d::Transform CURRENT_TRANSFORM = rb->rp3dBody->getTransform();
const rp3d::Transform INTERPOLATED_TRANSFORM = rp3d::Transform::interpolateTransforms(rb->prevTransform, CURRENT_TRANSFORM, INTERPOLATION_FACTOR);
const auto& RP3D_POS = INTERPOLATED_TRANSFORM.getPosition();
shadePos = SHVec3{ RP3D_POS.x, RP3D_POS.y, RP3D_POS.z };
const auto& RP3D_ORT = INTERPOLATED_TRANSFORM.getOrientation();
shadeRot = SHQuaternion{ RP3D_ORT.x, RP3D_ORT.y, RP3D_ORT.z, RP3D_ORT.w }.ToEuler();
rb->prevTransform = CURRENT_TRANSFORM;
}
else
{
const auto& RP3D_POS = rb->GetPosition();
shadePos = SHVec3{ RP3D_POS.x, RP3D_POS.y, RP3D_POS.z };
shadeRot = rb->GetOrientation().ToEuler();
}
transformComponent->SetWorldPosition(shadePos);
transformComponent->SetWorldRotation(shadeRot);
}
else // Check for a collider
{
}
}
};
sceneGraph.Traverse(SYNC_TRANSFORMS);
}
void SHPhysicsSystem::AddRigidBody(EntityID entityID) const noexcept
{
@ -413,7 +379,8 @@ namespace SHADE
rigidBodyComponent = SHComponentManager::GetComponent<SHRigidBodyComponent>(entityID);
}
rigidBodyComponent->rigidBody = world->createRigidBody(RP3D_TF);
rigidBodyComponent->rp3dBody = world->createRigidBody(RP3D_TF);
rigidBodyComponent->prevTransform = RP3D_TF;
rigidBodyComponent->SyncRP3DAndSHADE();
// Reassign collider
@ -438,9 +405,8 @@ namespace SHADE
// If a collider exists, remake the colliders with a collision body
world->destroyRigidBody(rigidBodyComponent->rigidBody);
rigidBodyComponent->rigidBody = nullptr; // this should be redundant
world->destroyRigidBody(reinterpret_cast<rp3d::RigidBody*>(rigidBodyComponent->rp3dBody));
rigidBodyComponent->rp3dBody = nullptr; // this should be redundant
}
} // namespace SHADE

View File

@ -11,14 +11,12 @@
#pragma once
#include <queue>
#include <unordered_map>
#include <reactphysics3d/reactphysics3d.h>
// Project Headers
#include "Math/SHQuaternion.h"
#include "Components/SHRigidBodyComponent.h"
#include "Scene/SHSceneGraph.h"
#include "ECS_Base/System/SHSystemRoutine.h"
#include "ECS_Base/System/SHFixedSystemRoutine.h"
@ -31,6 +29,13 @@ namespace SHADE
class SH_API SHPhysicsSystem : public SHSystem
{
protected:
/*---------------------------------------------------------------------------------*/
/* Friends */
/*---------------------------------------------------------------------------------*/
friend class SHPhysicsObject;
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
@ -48,18 +53,7 @@ namespace SHADE
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHPhysicsSystem () = default;
~SHPhysicsSystem () override = default;
SHPhysicsSystem (const SHPhysicsSystem&) = delete;
SHPhysicsSystem (SHPhysicsSystem&&) = delete;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHPhysicsSystem& operator= (const SHPhysicsSystem&) = delete;
SHPhysicsSystem& operator= (SHPhysicsSystem&&) = delete;
SHPhysicsSystem();
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
@ -67,7 +61,6 @@ namespace SHADE
[[nodiscard]] bool IsSleepingEnabled () const noexcept;
//[[nodiscard]] double GetFixedUpdate () const noexcept;
[[nodiscard]] SHVec3 GetWorldGravity () const noexcept;
[[nodiscard]] uint16_t GetNumberVelocityIterations () const noexcept;
[[nodiscard]] uint16_t GetNumberPositionIterations () const noexcept;
@ -92,11 +85,6 @@ namespace SHADE
void Init () override;
void Exit () override;
void AddRigidBodyComponent (EntityID id) noexcept;
void AddColliderComponent (EntityID id) noexcept;
void RemoveRigidBodyComponent (EntityID id) noexcept;
void RemoveColliderComponent (EntityID id) noexcept;
/*---------------------------------------------------------------------------------*/
/* System Routines */
/*---------------------------------------------------------------------------------*/
@ -109,17 +97,6 @@ namespace SHADE
/*-------------------------------------------------------------------------------*/
PhysicsPreUpdate();
~PhysicsPreUpdate() = default;
PhysicsPreUpdate(const PhysicsPreUpdate&) = delete;
PhysicsPreUpdate(PhysicsPreUpdate&&) = delete;
/*-------------------------------------------------------------------------------*/
/* Operator Overloads */
/*-------------------------------------------------------------------------------*/
PhysicsPreUpdate& operator= (const PhysicsPreUpdate&) = delete;
PhysicsPreUpdate& operator= (PhysicsPreUpdate&&) = delete;
/*-------------------------------------------------------------------------------*/
/* Function Members */
@ -136,17 +113,6 @@ namespace SHADE
/*-------------------------------------------------------------------------------*/
PhysicsFixedUpdate();
~PhysicsFixedUpdate() = default;
PhysicsFixedUpdate(const PhysicsFixedUpdate&) = delete;
PhysicsFixedUpdate(PhysicsFixedUpdate&&) = delete;
/*-------------------------------------------------------------------------------*/
/* Operator Overloads */
/*-------------------------------------------------------------------------------*/
PhysicsFixedUpdate& operator= (const PhysicsFixedUpdate&) = delete;
PhysicsFixedUpdate& operator= (PhysicsFixedUpdate&&) = delete;
/*-------------------------------------------------------------------------------*/
/* Function Members */
@ -164,17 +130,6 @@ namespace SHADE
/*-------------------------------------------------------------------------------*/
PhysicsPostUpdate();
~PhysicsPostUpdate() = default;
PhysicsPostUpdate(const PhysicsPostUpdate&) = delete;
PhysicsPostUpdate(PhysicsPostUpdate&&) = delete;
/*-------------------------------------------------------------------------------*/
/* Operator Overloads */
/*-------------------------------------------------------------------------------*/
PhysicsPostUpdate& operator= (const PhysicsPostUpdate&) = delete;
PhysicsPostUpdate& operator= (PhysicsPostUpdate&&) = delete;
/*-------------------------------------------------------------------------------*/
/* Function Members */
@ -183,8 +138,7 @@ namespace SHADE
void Execute(double dt) noexcept override;
};
private:
protected:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
@ -199,18 +153,19 @@ namespace SHADE
EntityID entityID;
};
struct CachedTransform
{
SHVec3 position;
SHQuaternion orientation;
};
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
void AddComponent (UpdateComponent comp, EntityID entityID) noexcept;
void RemoveComponent (UpdateComponent comp, EntityID entityID) noexcept;
private:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
//double interpolationFactor;
//double fixedUpdate;
// TODO(Diren): Store interpFactor & fixedUpdate for modifiable fixedDT
double accumulatedTime;
double fixedDT;
@ -219,13 +174,15 @@ namespace SHADE
rp3d::PhysicsWorld* world;
std::queue<UpdateCommand> updateQueue;
std::unordered_map<EntityID, CachedTransform> prevTransforms; // used for interpolation
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
void ClearUpdateQueue () noexcept;
void SyncActiveStates (const SHSceneGraph& sceneGraph) const noexcept;
void SyncTransforms (const SHSceneGraph& sceneGraph) const noexcept;
// TODO(Diren): Trigger handling
void AddRigidBody (EntityID entityID) const noexcept;
void AddCollider (EntityID entityID) const noexcept;