Merge pull request #185 from SHADE-DP/SP3-6-CSharpLights
Add interface for C# light class and modified Color to match Unity's interface
This commit is contained in:
commit
7ac910149e
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@ -106,6 +106,7 @@ namespace Sandbox
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SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostPhysicsUpdate>();
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SHSystemManager::RegisterRoutine<SHDebugDrawSystem, SHDebugDrawSystem::ProcessPointsRoutine>();
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SHSystemManager::RegisterRoutine<SHScriptEngine, SHScriptEngine::GizmosDrawRoutine>();
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SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BatcherDispatcherRoutine>();
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SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BeginRoutine>();
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@ -380,6 +380,12 @@ namespace SHADE
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DEFAULT_CSHARP_NAMESPACE + ".ScriptStore",
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"ExecuteLateUpdate"
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);
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csScriptsExecuteDrawGizmos = dotNet.GetFunctionPtr<CsFuncPtr>
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(
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DEFAULT_CSHARP_LIB_NAME,
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DEFAULT_CSHARP_NAMESPACE + ".ScriptStore",
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"ExecuteOnDrawGizmos"
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);
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csScriptsExecutePhysicsEvents = dotNet.GetFunctionPtr<CsFuncPtr>
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(
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DEFAULT_CSHARP_LIB_NAME,
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@ -55,6 +55,12 @@ namespace SHADE
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LateUpdateRoutine();
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void Execute(double dt) noexcept override final;
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};
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class SH_API GizmosDrawRoutine final : public SHSystemRoutine
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{
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public:
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GizmosDrawRoutine();
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void Execute(double dt) noexcept override final;
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};
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class SH_API FrameCleanUpRoutine final : public SHSystemRoutine
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{
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public:
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@ -250,6 +256,7 @@ namespace SHADE
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CsFuncPtr csScriptsExecuteFixedUpdate = nullptr;
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CsFuncPtr csScriptsExecuteUpdate = nullptr;
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CsFuncPtr csScriptsExecuteLateUpdate = nullptr;
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CsFuncPtr csScriptsExecuteDrawGizmos = nullptr;
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CsFuncPtr csScriptsExecutePhysicsEvents = nullptr;
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CsFuncPtr csScriptsFrameCleanUp = nullptr;
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CsScriptManipFuncPtr csScriptsAdd = nullptr;
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@ -50,6 +50,17 @@ namespace SHADE
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reinterpret_cast<SHScriptEngine*>(system)->csScriptsExecuteLateUpdate();
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}
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/*-----------------------------------------------------------------------------------*/
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/* System Routine Functions - GizmosDrawRoutine */
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/*-----------------------------------------------------------------------------------*/
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SHScriptEngine::GizmosDrawRoutine::GizmosDrawRoutine()
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: SHSystemRoutine("Script Engine Gizmos Draw", true)
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{}
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void SHScriptEngine::GizmosDrawRoutine::Execute(double dt) noexcept
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{
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reinterpret_cast<SHScriptEngine*>(system)->csScriptsExecuteDrawGizmos();
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}
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/*-----------------------------------------------------------------------------------*/
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/* System Routine Functions - FrameCleanUpRoutine */
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/*-----------------------------------------------------------------------------------*/
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@ -0,0 +1,79 @@
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/************************************************************************************//*!
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\file Light.cxx
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\author Tng Kah Wei, kahwei.tng, 390009620
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\par email: kahwei.tng\@digipen.edu
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\date Nov 8, 2022
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\brief Contains the definition of the functions of the managed Light class.
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Note: This file is written in C++17/CLI.
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Copyright (C) 2022 DigiPen Institute of Technology.
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Reproduction or disclosure of this file or its contents without the prior written consent
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of DigiPen Institute of Technology is prohibited.
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*//*************************************************************************************/
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// Precompiled Headers
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#include "SHpch.h"
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// Primary Header
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#include "Light.hxx"
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namespace SHADE
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{
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/*---------------------------------------------------------------------------------*/
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/* Constructors */
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/*---------------------------------------------------------------------------------*/
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Light::Light(Entity entity)
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: Component(entity)
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{}
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/*---------------------------------------------------------------------------------*/
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/* Properties */
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/*---------------------------------------------------------------------------------*/
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Vector3 Light::Position::get()
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{
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return Convert::ToCLI(GetNativeComponent()->GetPosition());
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}
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void Light::Position::set(Vector3 value)
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{
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GetNativeComponent()->SetPosition(Convert::ToNative(value));
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}
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Light::Type Light::LightType::get()
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{
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return static_cast<Type>(GetNativeComponent()->GetType());
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}
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void Light::LightType::set(Light::Type value)
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{
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GetNativeComponent()->SetType(static_cast<SH_LIGHT_TYPE>(value));
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}
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Vector3 Light::Direction::get()
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{
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return Convert::ToCLI(GetNativeComponent()->GetDirection());
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}
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void Light::Direction::set(Vector3 value)
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{
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GetNativeComponent()->SetDirection(Convert::ToNative(value));
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}
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Color Light::Color::get()
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{
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return Convert::ToCLI(SHColour(GetNativeComponent()->GetColor()));
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}
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void Light::Color::set(SHADE::Color value)
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{
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GetNativeComponent()->SetColor(Convert::ToNative(value));
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}
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System::UInt32 Light::CullingMask::get()
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{
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return GetNativeComponent()->GetCullingMask();
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}
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void Light::CullingMask::set(System::UInt32 value)
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{
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GetNativeComponent()->SetCullingMask(value);
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}
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float Light::Strength::get()
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{
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return GetNativeComponent()->GetStrength();
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}
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void Light::Strength::set(float value)
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{
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GetNativeComponent()->SetStrength(value);
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}
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}
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@ -0,0 +1,125 @@
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/************************************************************************************//*!
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\file Light.hxx
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\author Tng Kah Wei, kahwei.tng, 390009620
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\par email: kahwei.tng\@digipen.edu
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\date Nov 8, 2022
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\brief Contains the definition of the managed Light class with the declaration
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of functions for working with it.
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Note: This file is written in C++17/CLI.
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Copyright (C) 2022 DigiPen Institute of Technology.
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Reproduction or disclosure of this file or its contents without the prior written consent
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of DigiPen Institute of Technology is prohibited.
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*//*************************************************************************************/
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#pragma once
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// Project Includes
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#include "Components/Component.hxx"
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#include "Math/Vector3.hxx"
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// External Dependencies
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#include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
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namespace SHADE
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{
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/// <summary>
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/// CLR version of the SHADE Engine's SHLightComponent.
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/// </summary>
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public ref class Light : public Component<SHLightComponent>
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{
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Constructors */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Constructs a Light Component that represents a native Light component tied to
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/// the specified Entity.
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/// </summary>
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/// <param name="entity">Entity that this Component will be tied to.</param>
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Light(Entity entity);
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public:
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/*-----------------------------------------------------------------------------*/
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/* Constants */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Supported types of the Light Component.
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/// </summary>
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enum class Type
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{
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/// <summary>
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/// Light applied uniformly across the scene at a specified direction.
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/// </summary>
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Directional,
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/// <summary>
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/// Light that originates from a certain point in all directions.
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/// Not implemented yet.
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/// </summary>
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Point,
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/// <summary>
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/// Light that originates from a certain point within a angle.
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/// Not implemented yet.
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/// </summary>
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Spot,
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/// <summary>
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/// Light applied to all objects. Has no source point.
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/// </summary>
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Ambient
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};
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Position of the light. Only works for Point Light (unimplemented).
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/// </summary>
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[System::ObsoleteAttribute("Not implemented yet.", true)]
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property Vector3 Position
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{
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Vector3 get();
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void set(Vector3 val);
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}
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/// <summary>
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/// Type of lighting that this Light component will apply onto the scene.
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/// </summary>
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property Type LightType
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{
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Type get();
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void set(Type val);
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}
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/// <summary>
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/// Direction of the light. Only applicable for Directional Lights.
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/// </summary>
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property Vector3 Direction
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{
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Vector3 get();
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void set(Vector3 val);
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}
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/// <summary>
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/// Colour of the Light.
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/// </summary>
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property SHADE::Color Color
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{
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SHADE::Color get();
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void set(SHADE::Color val);
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}
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/// <summary>
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/// Culling mask that is used to control what types of Materials would be
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/// affected by this Light.
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/// </summary>
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property System::UInt32 CullingMask
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{
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System::UInt32 get();
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void set(System::UInt32 val);
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}
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/// <summary>
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/// Intensity of the Light
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/// </summary>
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property float Strength
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{
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float get();
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void set(float val);
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}
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};
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}
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@ -22,8 +22,8 @@ of DigiPen Institute of Technology is prohibited.
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// External Dependencies
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#include "ECS_Base/Managers/SHEntityManager.h"
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#include "Math/Transform/SHTransformComponent.h"
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#include "Physics\Components\SHColliderComponent.h"
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#include "Physics\Components\SHRigidBodyComponent.h"
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#include "Physics/Components/SHColliderComponent.h"
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#include "Physics/Components/SHRigidBodyComponent.h"
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#include "Scene/SHSceneManager.h"
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#include "Scene/SHSceneGraph.h"
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#include "Tools/SHLog.h"
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@ -31,10 +31,11 @@ of DigiPen Institute of Technology is prohibited.
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#include "Utility/Convert.hxx"
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#include "Utility/Debug.hxx"
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#include "Components/Transform.hxx"
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#include "Components\RigidBody.hxx"
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#include "Components\Collider.hxx"
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#include "Components/RigidBody.hxx"
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#include "Components/Collider.hxx"
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#include "Components/Camera.hxx"
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#include "Components/CameraArm.hxx"
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#include "Components/Light.hxx"
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namespace SHADE
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{
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@ -252,6 +253,7 @@ namespace SHADE
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componentMap.Add(createComponentSet<SHRigidBodyComponent, RigidBody>());
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componentMap.Add(createComponentSet<SHCameraComponent, Camera>());
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componentMap.Add(createComponentSet<SHCameraArmComponent, CameraArm>());
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componentMap.Add(createComponentSet<SHLightComponent, Light>());
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}
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/*---------------------------------------------------------------------------------*/
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@ -25,17 +25,8 @@ namespace SHADE
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{
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public:
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/*-----------------------------------------------------------------------------*/
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/* Type Definitions */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// A static class that contains a set of default Colors.
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/// </summary>
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ref class Defaults abstract sealed
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{
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public:
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/*-------------------------------------------------------------------------*/
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/* Properties */
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/*-------------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Pure black.
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/// </summary>
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@ -113,7 +104,6 @@ namespace SHADE
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{
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Color get() { return Color(1.0f, 1.0f, 0.0f); }
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}
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};
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/*-----------------------------------------------------------------------------*/
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/* Constructors */
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@ -140,6 +140,13 @@ namespace SHADE
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lateUpdate();
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SAFE_NATIVE_CALL_END(this)
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}
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void Script::OnDrawGizmos()
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{
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SAFE_NATIVE_CALL_BEGIN
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OnGizmosDrawOverriden = true;
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onDrawGizmos();
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SAFE_NATIVE_CALL_END(this)
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}
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void Script::OnDestroy()
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{
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SAFE_NATIVE_CALL_BEGIN
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@ -194,6 +201,7 @@ namespace SHADE
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/*---------------------------------------------------------------------------------*/
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Script::Script(GameObject gameObj)
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: owner { gameObj }
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, OnGizmosDrawOverriden { false }
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{}
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/*---------------------------------------------------------------------------------*/
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@ -210,6 +218,10 @@ namespace SHADE
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void Script::fixedUpdate() {}
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void Script::update() {}
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void Script::lateUpdate() {}
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void Script::onDrawGizmos()
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{
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OnGizmosDrawOverriden = false;
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}
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void Script::onDestroy() {}
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/*---------------------------------------------------------------------------------*/
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@ -164,6 +164,14 @@ namespace SHADE
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static operator bool(Script^ s);
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// If true, the OnGizmosDraw function was overridden.
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/// </summary>
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bool OnGizmosDrawOverriden;
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/*-----------------------------------------------------------------------------*/
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/* "All-Time" Lifecycle Functions */
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/*-----------------------------------------------------------------------------*/
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@ -208,6 +216,11 @@ namespace SHADE
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/// </summary>
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void LateUpdate();
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/// <summary>
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/// Used to call onDrawGizmos(). This should be called just before rendering
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/// the scene. This will only be called when working in the editor.
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/// </summary>
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void OnDrawGizmos();
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/// <summary>
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/// Used to call onDestroy(). This should be called at the end of the frame
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/// where the attached GameObject or this script is destroyed directly or
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/// indirectly due to destruction of the owner.
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@ -308,6 +321,10 @@ namespace SHADE
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/// </summary>
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virtual void lateUpdate();
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/// <summary>
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/// Called every frame just before rendering but only if working in the editor.
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/// </summary>
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virtual void onDrawGizmos();
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/// <summary>
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/// Called just before the end of the frame where the attached GameObject or
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/// this script is destroyed directly or indirectly due to destruction of the
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/// owner.
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@ -478,6 +478,24 @@ namespace SHADE
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SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
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}
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void ScriptStore::ExecuteOnDrawGizmos()
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{
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SAFE_NATIVE_CALL_BEGIN
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for each (System::Collections::Generic::KeyValuePair<Entity, ScriptList^> entity in scripts)
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{
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// Check active state
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if (!isEntityActive(entity.Key))
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continue;
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// Update each script
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for each (Script^ script in entity.Value)
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{
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script->OnDrawGizmos();
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}
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}
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SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
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}
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void ScriptStore::ExecuteCollisionFunctions()
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{
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SAFE_NATIVE_CALL_BEGIN
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|
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@ -234,6 +234,10 @@ namespace SHADE
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/// </summary>
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static void ExecuteLateUpdate();
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/// <summary>
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/// Executes OnDrawGizmos() for all scripts.
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/// </summary>
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static void ExecuteOnDrawGizmos();
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/// <summary>
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/// Executes OnCollision*() and OnTrigger*() for all scripts.
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/// </summary>
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static void ExecuteCollisionFunctions();
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|
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@ -72,6 +72,16 @@ namespace SHADE
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return Ray(ToCLI(vec.position), ToCLI(vec.direction));
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}
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SHColour Convert::ToNative(Color col)
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{
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return SHColour(col.r, col.g, col.b, col.a);
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}
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Color Convert::ToCLI(const SHColour& vec)
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{
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return Color(vec.x, vec.y, vec.z, vec.w);
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}
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/*---------------------------------------------------------------------------------*/
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/* String Conversions */
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/*---------------------------------------------------------------------------------*/
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|
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|
@ -29,6 +29,8 @@ of DigiPen Institute of Technology is prohibited.
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|||
#include "Math/Quaternion.hxx"
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#include "Math/Ray.hxx"
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#include "Engine/GenericHandle.hxx"
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#include "Math/SHColour.h"
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#include "Graphics/Color.hxx"
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namespace SHADE
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{
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|
@ -104,6 +106,17 @@ namespace SHADE
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/// <param name="vec">The native Vector2 to convert from.</param>
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/// <returns>Managed copy of a native Vector2.</returns>
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static Ray ToCLI(const SHRay& vec);
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/// Converts from a managed Color to a native Colour.
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/// </summary>
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/// <param name="vec">The managed Color to convert from.</param>
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/// <returns>Native copy of a managed Color.</returns>
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static SHColour ToNative(Color col);
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/// <summary>
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/// Converts from a native Colour to a managed Color.
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/// </summary>
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/// <param name="vec">The native Colour to convert from.</param>
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/// <returns>Managed copy of a native Colour.</returns>
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static Color ToCLI(const SHColour& vec);
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/*-----------------------------------------------------------------------------*/
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/* String Conversions */
|
||||
|
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