Merge branch 'main' into SP3-10-input-management

This commit is contained in:
mushgunAX 2023-01-23 18:04:07 +08:00
commit 834d474f21
144 changed files with 12603 additions and 5375 deletions

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@ -1,4 +1,4 @@
Start in Fullscreen: false Start in Fullscreen: false
Starting Scene ID: 87244611 Starting Scene ID: 97402985
Window Size: {x: 1920, y: 1080} Window Size: {x: 1920, y: 1080}
Window Title: SHADE Engine Window Title: SHADE Engine

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@ -1,16 +1,16 @@
0 1 0 1 3
1 2 1 2 3
2 3 2 3 65535
3 4 3 4 65535
4 5 4 5 65535
5 6 5 6 65535
6 7 6 7 65535
7 8 7 8 65535
8 9 8 9 65535
9 10 9 10 65535
10 11 10 11 65535
11 12 11 12 65535
12 13 12 13 65535
13 14 13 14 65535
14 15 14 15 65535
15 16 15 16 65535

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@ -1,4 +1,4 @@
Start Maximized: true Start Maximized: true
Working Scene ID: 97161771 Working Scene ID: 97402985
Window Size: {x: 1920, y: 1080} Window Size: {x: 1920, y: 1080}
Style: 0 Style: 0

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@ -0,0 +1,247 @@
- EID: 0
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 2.72256827, y: 0.501797795, z: -0.0273017883}
Rotate: {x: 0, y: 0, z: 0.436332315}
Scale: {x: 4.61070776, y: 0.99999392, z: 0.999996722}
IsActive: true
Collider Component:
DrawColliders: false
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 1
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Camera Component:
Position: {x: 0, y: 2, z: 10}
Pitch: 0
Yaw: 0
Roll: 0
Width: 1920
Height: 1080
Near: 0.00999999978
Far: 10000
Perspective: true
IsActive: true
Scripts: ~
- EID: 3
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 2, y: 7.5, z: 0}
Rotate: {x: -0, y: 0, z: 0.785398185}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
RigidBody Component:
Type: Dynamic
Auto Mass: false
Mass: 0.52359879
Drag: 0.00999999978
Angular Drag: 0
Use Gravity: true
Gravity Scale: 1
Interpolate: true
Sleeping Enabled: true
Freeze Position X: false
Freeze Position Y: true
Freeze Position Z: false
Freeze Rotation X: false
Freeze Rotation Y: false
Freeze Rotation Z: false
IsActive: true
Collider Component:
DrawColliders: false
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Sphere
Radius: 1
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 2
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 4, z: 0}
Rotate: {x: -0, y: 0, z: -0.436332315}
Scale: {x: 4.61071014, y: 0.999995887, z: 1}
IsActive: true
Collider Component:
DrawColliders: false
Colliders:
- Is Trigger: false
Collision Tag: 2
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 4
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: -3, z: 0}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 10, y: 3, z: 10}
IsActive: true
Collider Component:
DrawColliders: false
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 5
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -4.80025721, y: 3, z: 0}
Rotate: {x: -0, y: 0, z: 1.57079601}
Scale: {x: 9.99975109, y: 0.499992192, z: 10}
IsActive: true
Collider Component:
DrawColliders: false
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 6
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 4.80000019, y: 3, z: 0}
Rotate: {x: -0, y: 0, z: 1.57079601}
Scale: {x: 9.99975109, y: 0.499992192, z: 10}
IsActive: true
Collider Component:
DrawColliders: false
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 7
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 7, z: 0}
Rotate: {x: 0, y: 0, z: 0.785398185}
Scale: {x: 0.999990404, y: 0.999994457, z: 0.999985337}
IsActive: true
RigidBody Component:
Type: Dynamic
Auto Mass: false
Mass: 1
Drag: 0.00999999978
Angular Drag: 0
Use Gravity: true
Gravity Scale: 1
Interpolate: true
Sleeping Enabled: true
Freeze Position X: false
Freeze Position Y: false
Freeze Position Z: false
Freeze Rotation X: false
Freeze Rotation Y: false
Freeze Rotation Z: false
IsActive: true
Collider Component:
DrawColliders: false
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts:
- Type: PhysicsTestObj
Enabled: true
forceAmount: 50
torqueAmount: 5
- EID: 8
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 0, z: 3}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Collider Component:
DrawColliders: false
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~

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@ -0,0 +1,3 @@
Name: PhysicsSandbox
ID: 97402985
Type: 5

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@ -159,7 +159,7 @@ public partial class LeafSearch : BehaviourTreeNode
//Since transform position is often the raccoon's base and the ray needs to hit somewhere higher to be more reliable //Since transform position is often the raccoon's base and the ray needs to hit somewhere higher to be more reliable
Vector3 rayDestination = plrT.GlobalPosition + plrT.GlobalScale * playerCollider.PositionOffset; Vector3 rayDestination = plrT.GlobalPosition + plrT.GlobalScale * playerCollider.PositionOffset;
Ray sightRay = new Ray(eyePosition, rayDestination - eyePosition); Ray sightRay = new Ray(eyePosition, rayDestination - eyePosition);
RaycastHit sightRayHit = Physics.Raycast(sightRay); RaycastHit sightRayHit = Physics.Raycast(sightRay, false)[0];
//As of November 2022, RaycastHit contains only the FIRST object hit by //As of November 2022, RaycastHit contains only the FIRST object hit by
//the ray in the Other GameObject data member //the ray in the Other GameObject data member
//Diren may likely add ALL objects hit by the ray over December //Diren may likely add ALL objects hit by the ray over December

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@ -1,6 +1,7 @@
using SHADE; using SHADE;
using SHADE_Scripting; using SHADE_Scripting;
using System; using System;
using System.Collections.Generic;
using static PlayerController; using static PlayerController;
using static Item; using static Item;
@ -203,9 +204,13 @@ public class PickAndThrow : Script
Vector3 playerRayPos = pc.tranform.GlobalPosition; Vector3 playerRayPos = pc.tranform.GlobalPosition;
playerRayPos.y += 0.05f; playerRayPos.y += 0.05f;
dirNor.Normalise(); dirNor.Normalise();
RaycastHit ray1 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(22.5f))), rayDistance); List<RaycastHit> rayList1 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(22.5f))), rayDistance, false);
RaycastHit ray2 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(-22.5f))), rayDistance); List<RaycastHit> rayList2 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(-22.5f))), rayDistance, false);
RaycastHit ray3 = Physics.Raycast(new Ray(playerRayPos, dirNor), rayDistance * 0.75f); List<RaycastHit> rayList3 = Physics.Raycast(new Ray(playerRayPos, dirNor), rayDistance * 0.75f, false);
RaycastHit ray1 = rayList1[0];
RaycastHit ray2 = rayList2[0];
RaycastHit ray3 = rayList3[0];
inRange = CheckForItem(ray1) || CheckForItem(ray2) || CheckForItem(ray3); inRange = CheckForItem(ray1) || CheckForItem(ray2) || CheckForItem(ray3);
} }
} }

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@ -0,0 +1,119 @@
using SHADE;
using System;
using System.Collections.Generic;
using static Item;
public class PhysicsTestObj : Script
{
public RigidBody body { get; set; }
public Collider collider { get; set; }
// Movement input booleans
public enum Direction
{
UP,
DOWN,
FORWARD,
BACK,
LEFT,
RIGHT
};
internal bool[] move = new bool[6];
internal bool[] rotate = new bool[6];
internal Vector3[] moveVec = new Vector3[6]
{
Vector3.Up,
Vector3.Down,
Vector3.Back,
Vector3.Forward,
Vector3.Left,
Vector3.Right
};
internal Vector3[] rotateVec = new Vector3[6]
{
Vector3.Right,
Vector3.Left,
Vector3.Forward,
Vector3.Down,
Vector3.Up,
Vector3.Down
};
internal Input.KeyCode[] moveInputKeys = new Input.KeyCode[6]
{
Input.KeyCode.Space,
Input.KeyCode.LeftControl,
Input.KeyCode.W,
Input.KeyCode.S,
Input.KeyCode.A,
Input.KeyCode.D
};
internal Input.KeyCode[] rotateInputKeys = new Input.KeyCode[6]
{
Input.KeyCode.I,
Input.KeyCode.K,
Input.KeyCode.U,
Input.KeyCode.O,
Input.KeyCode.J,
Input.KeyCode.L
};
public float forceAmount = 50.0f;
public float torqueAmount = 500.0f;
protected override void awake()
{
body = GetComponent<RigidBody>();
collider = GetComponent<Collider>();
for (int i = 0; i < 6; ++i)
{
move[i] = false;
rotate[i] = false;
}
}
protected override void update()
{
Ray colliderRay = new Ray();
colliderRay.Direction = Vector3.Right;
Physics.ColliderRaycast(collider.Owner, colliderRay, false);
for (int i = 0; i < 6; ++i)
{
if (Input.GetKeyDown(moveInputKeys[i]))
move[i] = true;
if (Input.GetKeyDown(rotateInputKeys[i]))
rotate[i] = true;
}
}
protected override void fixedUpdate()
{
for (int i = 0; i < 6; ++i)
{
bool shouldMove = move[i];
bool shouldRotate = rotate[i];
if (shouldMove)
{
//Vector3 offset = new Vector3(0.25f, 0.0f, 0.0f);
//rb.AddForceAtLocalPos(moveVec[i] * forceAmount, offset);
body.AddForce(moveVec[i] * forceAmount);
move[i] = false;
}
if (shouldRotate)
{
body.AddTorque(rotateVec[i] * torqueAmount);
rotate[i] = false;
}
}
}
}

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@ -0,0 +1,3 @@
Name: PhysicsTestObj
ID: 159293012
Type: 9

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@ -77,9 +77,6 @@ namespace Sandbox
SHSystemManager::CreateSystem<SHScriptEngine>(); SHSystemManager::CreateSystem<SHScriptEngine>();
SHSystemManager::CreateSystem<SHTransformSystem>(); SHSystemManager::CreateSystem<SHTransformSystem>();
SHSystemManager::CreateSystem<SHPhysicsSystem>(); SHSystemManager::CreateSystem<SHPhysicsSystem>();
#ifndef _PUBLISH
SHSystemManager::CreateSystem<SHPhysicsDebugDrawSystem>();
#endif
SHSystemManager::CreateSystem<SHAudioSystem>(); SHSystemManager::CreateSystem<SHAudioSystem>();
SHSystemManager::CreateSystem<SHCameraSystem>(); SHSystemManager::CreateSystem<SHCameraSystem>();
@ -90,7 +87,6 @@ namespace Sandbox
SHSystemManager::CreateSystem<SHGraphicsSystem>(); SHSystemManager::CreateSystem<SHGraphicsSystem>();
SHGraphicsSystem* graphicsSystem = static_cast<SHGraphicsSystem*>(SHSystemManager::GetSystem<SHGraphicsSystem>()); SHGraphicsSystem* graphicsSystem = static_cast<SHGraphicsSystem*>(SHSystemManager::GetSystem<SHGraphicsSystem>());
SHPhysicsSystem* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
// Link up SHDebugDraw // Link up SHDebugDraw
SHSystemManager::CreateSystem<SHDebugDrawSystem>(); SHSystemManager::CreateSystem<SHDebugDrawSystem>();
@ -105,6 +101,8 @@ namespace Sandbox
editor->SetSDLWindow(sdlWindow); editor->SetSDLWindow(sdlWindow);
editor->SetSHWindow(&window); editor->SetSHWindow(&window);
} }
SHSystemManager::CreateSystem<SHPhysicsDebugDrawSystem>();
#endif #endif
// Create Routines // Create Routines
@ -116,11 +114,11 @@ namespace Sandbox
SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostLogicUpdate>(); SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostLogicUpdate>();
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPreUpdate>(); SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPreUpdate>();
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsFixedUpdate>(); SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsUpdate>();
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPostUpdate>(); SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPostUpdate>();
#ifndef _PUBLISH #ifdef SHEDITOR
SHSystemManager::RegisterRoutine<SHPhysicsDebugDrawSystem, SHPhysicsDebugDrawSystem::PhysicsDebugDrawRoutine>(); SHSystemManager::RegisterRoutine<SHPhysicsDebugDrawSystem, SHPhysicsDebugDrawSystem::PhysicsDebugDraw>();
#endif #endif
SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostPhysicsUpdate>(); SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostPhysicsUpdate>();
@ -193,32 +191,12 @@ namespace Sandbox
#endif #endif
SHSceneManager::SceneUpdate(0.016f); SHSceneManager::SceneUpdate(0.016f);
#ifdef SHEDITOR #ifdef SHEDITOR
SHSystemManager::RunRoutines(editor->editorState != SHEditor::State::PLAY, SHFrameRateController::GetRawDeltaTime()); SHSystemManager::RunRoutines(editor->editorState != SHEditor::State::PLAY, SHFrameRateController::GetRawDeltaTime());
editor->PollPicking(); editor->PollPicking();
#else #else
SHSystemManager::RunRoutines(false, SHFrameRateController::GetRawDeltaTime()); SHSystemManager::RunRoutines(false, SHFrameRateController::GetRawDeltaTime());
#endif #endif
// TODO: Move into an Editor menu
static bool drawContacts = false;
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F9))
{
drawContacts = !drawContacts;
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACT_POINTS, drawContacts);
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACT_NORMALS, drawContacts);
}
static bool drawColliders = false;
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F10))
{
drawColliders = !drawColliders;
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::COLLIDER, drawColliders);
}
static bool drawRays = false;
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F11))
{
drawRays = !drawRays;
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::RAYCASTS, drawRays);
}
} }
// Finish all graphics jobs first // Finish all graphics jobs first
graphicsSystem->AwaitGraphicsExecution(); graphicsSystem->AwaitGraphicsExecution();

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@ -44,23 +44,6 @@ namespace Sandbox
{ {
sceneName = SHSerialization::DeserializeSceneFromFile(sceneAssetID); sceneName = SHSerialization::DeserializeSceneFromFile(sceneAssetID);
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (!physicsSystem)
{
SHLOGV_CRITICAL("Failed to get the physics system for building the scene!")
return;
}
#ifdef SHEDITOR
physicsSystem->ForceBuild(SHSceneManager::GetCurrentSceneGraph());
#else
physicsSystem->BuildScene(SHSceneManager::GetCurrentSceneGraph());
#endif
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* TESTING CODE */ /* TESTING CODE */
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/

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@ -92,7 +92,7 @@ namespace Sandbox
floorRigidBody.SetType(SHRigidBodyComponent::Type::STATIC); floorRigidBody.SetType(SHRigidBodyComponent::Type::STATIC);
floorCollider.AddBoundingBox(); //floorCollider.AddBoundingBox();
// Create blank entity with a script // Create blank entity with a script
//testObj = SHADE::SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>(); //testObj = SHADE::SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>();
@ -113,9 +113,9 @@ namespace Sandbox
racoonTransform.SetWorldScale({ 2.0f, 2.0f, 2.0f }); racoonTransform.SetWorldScale({ 2.0f, 2.0f, 2.0f });
racoonTransform.SetWorldPosition({ -3.0f, -2.0f, -5.0f }); racoonTransform.SetWorldPosition({ -3.0f, -2.0f, -5.0f });
racoonCollider.AddBoundingBox(); //racoonCollider.AddBoundingBox();
racoonCollider.GetCollisionShape(0).SetPositionOffset(SHVec3(0.0f,0.5f,0.0f)); //racoonCollider.GetCollisionShape(0).SetPositionOffset(SHVec3(0.0f,0.5f,0.0f));
racoonCollider.GetCollisionShape(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f)); //racoonCollider.GetCollisionShape(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f));
auto racoonItemLocation = SHEntityManager::CreateEntity<SHTransformComponent>(); auto racoonItemLocation = SHEntityManager::CreateEntity<SHTransformComponent>();
auto& racoonItemLocationTransform = *SHComponentManager::GetComponent_s<SHTransformComponent>(racoonItemLocation); auto& racoonItemLocationTransform = *SHComponentManager::GetComponent_s<SHTransformComponent>(racoonItemLocation);
@ -138,15 +138,15 @@ namespace Sandbox
itemTransform.SetWorldScale({ 2.0f, 2.0f, 2.0f }); itemTransform.SetWorldScale({ 2.0f, 2.0f, 2.0f });
itemTransform.SetWorldPosition({ 0.0f, -2.0f, -5.0f }); itemTransform.SetWorldPosition({ 0.0f, -2.0f, -5.0f });
itemCollider.AddBoundingBox(); //itemCollider.AddBoundingBox();
itemCollider.AddBoundingBox(SHVec3(2.0f,2.0f,2.0f)); //itemCollider.AddBoundingBox(SHVec3(2.0f,2.0f,2.0f));
itemCollider.GetCollisionShape(1).SetIsTrigger(true); //itemCollider.GetCollisionShape(1).SetIsTrigger(true);
itemCollider.GetCollisionShape(0).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f)); //itemCollider.GetCollisionShape(0).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f));
itemCollider.GetCollisionShape(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f)); //itemCollider.GetCollisionShape(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f));
itemCollider.GetCollisionShape(1).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f)); //itemCollider.GetCollisionShape(1).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f));
itemCollider.GetCollisionShape(1).SetBoundingBox(SHVec3(1.0f, 1.0f, 1.0f)); //itemCollider.GetCollisionShape(1).SetBoundingBox(SHVec3(1.0f, 1.0f, 1.0f));
itemRigidBody.SetInterpolate(false); itemRigidBody.SetInterpolate(false);
itemRigidBody.SetFreezeRotationX(true); itemRigidBody.SetFreezeRotationX(true);
@ -167,9 +167,9 @@ namespace Sandbox
AITransform.SetWorldScale({ 2.0f, 2.0f, 2.0f }); AITransform.SetWorldScale({ 2.0f, 2.0f, 2.0f });
AITransform.SetWorldPosition({ -8.0f, -2.0f, 2.5f }); AITransform.SetWorldPosition({ -8.0f, -2.0f, 2.5f });
AICollider.AddBoundingBox(); //AICollider.AddBoundingBox();
AICollider.GetCollisionShape(0).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f)); //AICollider.GetCollisionShape(0).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f));
AICollider.GetCollisionShape(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f)); //AICollider.GetCollisionShape(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f));
AIRigidBody.SetInterpolate(false); AIRigidBody.SetInterpolate(false);
AIRigidBody.SetFreezeRotationX(true); AIRigidBody.SetFreezeRotationX(true);

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@ -10,7 +10,7 @@
namespace SHADE namespace SHADE
{ {
class SHBox; class SHAABB;
class SHRay; class SHRay;
class SH_API SHCameraArmComponent final: public SHComponent class SH_API SHCameraArmComponent final: public SHComponent

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@ -10,7 +10,7 @@
#include "Scene/SHSceneManager.h" #include "Scene/SHSceneManager.h"
#include "ECS_Base/Managers/SHSystemManager.h" #include "ECS_Base/Managers/SHSystemManager.h"
#include "Editor/SHEditor.h" #include "Editor/SHEditor.h"
#include "Math/Geometry/SHBox.h" #include "Math/Geometry/SHAABB.h"
#include "Math/SHRay.h" #include "Math/SHRay.h"
#include "Physics/System/SHPhysicsSystem.h" #include "Physics/System/SHPhysicsSystem.h"
@ -186,20 +186,20 @@ namespace SHADE
//SHLOG_INFO("Ray position: {},{},{} direction:{},{},{}",pivot.ray.position.x, pivot.ray.position.y, pivot.ray.position.z,pivot.ray.direction.x, pivot.ray.direction.y, pivot.ray.direction.z) //SHLOG_INFO("Ray position: {},{},{} direction:{},{},{}",pivot.ray.position.x, pivot.ray.position.y, pivot.ray.position.z,pivot.ray.direction.x, pivot.ray.direction.y, pivot.ray.direction.z)
auto result = physicsSystem->Raycast(pivot.ray ); //auto result = physicsSystem->Raycast(pivot.ray );
if (result && result.distance < pivot.GetArmLength()) //if (result && result.distance < pivot.GetArmLength())
{ //{
//
SHVec3 newOffset = SHVec3{ 0.0f,0.0f, result.distance * 0.8f }; // SHVec3 newOffset = SHVec3{ 0.0f,0.0f, result.distance * 0.8f };
newOffset = SHVec3::RotateX(newOffset, -(SHMath::DegreesToRadians(pivot.GetPitch()))); // newOffset = SHVec3::RotateX(newOffset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
newOffset = SHVec3::RotateY(newOffset, (SHMath::DegreesToRadians(pivot.GetYaw()))); // newOffset = SHVec3::RotateY(newOffset, (SHMath::DegreesToRadians(pivot.GetYaw())));
pivot.offset = newOffset; // pivot.offset = newOffset;
//SHLOG_INFO("CAMERA COLLISION HIT, {}", result.distance); // //SHLOG_INFO("CAMERA COLLISION HIT, {}", result.distance);
} //}
else //else
{ //{
//SHLOG_INFO("CAMERA COLLISION CANT HIT CAMERA"); // //SHLOG_INFO("CAMERA COLLISION CANT HIT CAMERA");
} //}

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@ -162,7 +162,7 @@ namespace SHADE
//SHSceneNode* parentNode = entityVec[eIndex]->GetSceneNode()->GetParent(); //SHSceneNode* parentNode = entityVec[eIndex]->GetSceneNode()->GetParent();
//SHSceneGraph::RemoveChild(parentNode,entityVec[eIndex].get()); //SHSceneGraph::removeChild(parentNode,entityVec[eIndex].get());
//TODO remove from parent and recursively delete child. //TODO remove from parent and recursively delete child.

View File

@ -1,7 +1,7 @@
#include "SHpch.h" #include "SHpch.h"
#include "SHColliderTagPanel.h" #include "SHColliderTagPanel.h"
#include "ECS_Base/Managers/SHSystemManager.h" #include "ECS_Base/Managers/SHSystemManager.h"
#include "Physics/Collision/SHCollisionTagMatrix.h" #include "Physics/Collision/CollisionTags/SHCollisionTagMatrix.h"
#include "Editor/SHEditorWidgets.hpp" #include "Editor/SHEditorWidgets.hpp"
namespace SHADE namespace SHADE
@ -15,7 +15,7 @@ namespace SHADE
ImGui::TableNextRow(); ImGui::TableNextRow();
ImGui::PushID("CollisionTagNames"); ImGui::PushID("CollisionTagNames");
for (int i = SHCollisionTag::NUM_LAYERS; i >= 0; --i) for (int i = SHCollisionTag::NUM_LAYERS; i >= 1; --i)
{ {
ImGui::TableNextColumn(); ImGui::TableNextColumn();
if(i == SHCollisionTag::NUM_LAYERS) continue; if(i == SHCollisionTag::NUM_LAYERS) continue;
@ -29,7 +29,7 @@ namespace SHADE
ImGui::PopID(); ImGui::PopID();
} }
ImGui::PopID(); ImGui::PopID();
for (int i = 0; i < SHCollisionTag::NUM_LAYERS; ++i) for (int i = 0; i < SHCollisionTag::NUM_LAYERS - 1; ++i)
{ {
std::string tagName = SHCollisionTagMatrix::GetTagName(i); std::string tagName = SHCollisionTagMatrix::GetTagName(i);
auto tag = SHCollisionTagMatrix::GetTag(i); auto tag = SHCollisionTagMatrix::GetTag(i);
@ -53,8 +53,8 @@ namespace SHADE
tagName2 = std::to_string(idx); tagName2 = std::to_string(idx);
ImGui::TableNextColumn(); ImGui::TableNextColumn();
//if(i == idx) if(i == idx)
// continue; continue;
std::string label = std::format("##{} vs {}", tagName, tagName2); std::string label = std::format("##{} vs {}", tagName, tagName2);
SHEditorWidgets::CheckBox(label, [tag, &idx]{return tag->GetLayerState(idx);}, [tag, i, idx](bool const& value){tag->SetLayerState(idx, value); SHCollisionTagMatrix::GetTag(idx)->SetLayerState(i, value);}, label.substr(2)); SHEditorWidgets::CheckBox(label, [tag, &idx]{return tag->GetLayerState(idx);}, [tag, i, idx](bool const& value){tag->SetLayerState(idx, value); SHCollisionTagMatrix::GetTag(idx)->SetLayerState(i, value);}, label.substr(2));
} }

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@ -18,10 +18,11 @@
#include "Physics/Interface/SHColliderComponent.h" #include "Physics/Interface/SHColliderComponent.h"
#include "Reflection/SHReflectionMetadata.h" #include "Reflection/SHReflectionMetadata.h"
#include "Resource/SHResourceManager.h" #include "Resource/SHResourceManager.h"
#include "Physics/Collision/SHCollisionTagMatrix.h"
#include "Serialization/SHSerializationHelper.hpp" #include "Serialization/SHSerializationHelper.hpp"
#include "Tools/Utilities/SHClipboardUtilities.h" #include "Tools/Utilities/SHClipboardUtilities.h"
#include "SHInspectorCommands.h" #include "SHInspectorCommands.h"
#include "Physics/Collision/SHCompositeCollider.h"
#include "Physics/Collision/CollisionTags/SHCollisionTagMatrix.h"
namespace SHADE namespace SHADE
{ {
template<typename T> template<typename T>
@ -255,31 +256,34 @@ namespace SHADE
if(rbType == SHRigidBodyComponent::Type::DYNAMIC) //Dynamic only fields if(rbType == SHRigidBodyComponent::Type::DYNAMIC) //Dynamic only fields
{ {
SHEditorWidgets::CheckBox("Use Gravity", [component]{return component->IsGravityEnabled();}, [component](bool const& value){component->SetGravityEnabled(value);}, "Gravity"); SHEditorWidgets::CheckBox("Use Gravity", [component]{return component->IsGravityEnabled();}, [component](bool const& value){component->SetIsGravityEnabled(value);}, "Whether Gravity is enabled for this body");
//SHEditorWidgets::DragFloat("Mass", [component] {return component->GetMass(); }, [component](float const& value) {component->SetMass(value); }, "Mass"); SHEditorWidgets::DragFloat("Gravity Scale", [component] { return component->GetGravityScale(); }, [component](float const& value) { component->SetGravityScale(value); }, "Per-object Gravity Scale", 0.1f, 0.0f);
SHEditorWidgets::CheckBox("Auto Mass", [component]{return component->GetAutoMass();}, [component](bool const& value){component->SetAutoMass(value);}, "If mass should be automatically computed. Setting mass will turn this off.");
SHEditorWidgets::DragFloat("Mass", [component] {return component->GetMass(); }, [component](float const& value) {component->SetMass(value); }, "Mass");
} }
if (rbType == SHRigidBodyComponent::Type::DYNAMIC || rbType == SHRigidBodyComponent::Type::KINEMATIC) //Dynamic or Kinematic only fields if (rbType == SHRigidBodyComponent::Type::DYNAMIC || rbType == SHRigidBodyComponent::Type::KINEMATIC) //Dynamic or Kinematic only fields
{ {
SHEditorWidgets::DragFloat("Drag", [component] {return component->GetDrag(); }, [component](float const& value) {component->SetDrag(value); }, "Drag"); SHEditorWidgets::DragFloat("Drag", [component] {return component->GetDrag(); }, [component](float const& value) {component->SetDrag(value); }, "Drag", 0.1f, 0.0f);
SHEditorWidgets::DragFloat("Angular Drag", [component] {return component->GetAngularDrag(); }, [component](float const& value) {component->SetAngularDrag(value); }, "Angular Drag"); SHEditorWidgets::DragFloat("Angular Drag", [component] {return component->GetAngularDrag(); }, [component](float const& value) {component->SetAngularDrag(value); }, "Angular Drag", 0.1f, 0.0f);
SHEditorWidgets::CheckBox("Interpolate", [component] {return component->IsInterpolating(); }, [component](bool const& value) {component->SetInterpolate(value); }, "Interpolate"); SHEditorWidgets::CheckBox("Interpolate", [component] {return component->IsInterpolating(); }, [component](bool const& value) {component->SetInterpolate(value); }, "If the position between frames should be interpolated.");
SHEditorWidgets::BeginPanel(std::format("{} Constraints", ICON_FA_LOCK).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y }); SHEditorWidgets::BeginPanel(std::format("{} Constraints", ICON_FA_LOCK).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
SHEditorWidgets::TextLabel("Freeze Position"); SHEditorWidgets::TextLabel("Freeze Position");
ImGui::PushID("FreezePos"); ImGui::PushID("FreezePos");
SHEditorWidgets::CheckBox("X", [component] {return component->GetFreezePositionX(); }, [component](bool const& value) {component->SetFreezePositionX(value); }, "Freeze Position - X"); ImGui::SameLine(); SHEditorWidgets::CheckBox("X", [component] {return component->GetFreezePositionX(); }, [component](bool const& value) {component->SetFreezePositionX(value); }, "Stops any displacement along the X-axis."); ImGui::SameLine();
SHEditorWidgets::CheckBox("Y", [component] {return component->GetFreezePositionY(); }, [component](bool const& value) {component->SetFreezePositionY(value); }, "Freeze Position - Y"); ImGui::SameLine(); SHEditorWidgets::CheckBox("Y", [component] {return component->GetFreezePositionY(); }, [component](bool const& value) {component->SetFreezePositionY(value); }, "Stops any displacement along the Y-axis."); ImGui::SameLine();
SHEditorWidgets::CheckBox("Z", [component] {return component->GetFreezePositionZ(); }, [component](bool const& value) {component->SetFreezePositionZ(value); }, "Freeze Position - Z"); SHEditorWidgets::CheckBox("Z", [component] {return component->GetFreezePositionZ(); }, [component](bool const& value) {component->SetFreezePositionZ(value); }, "Stops any displacement along the Z-axis.");
ImGui::PopID(); ImGui::PopID();
SHEditorWidgets::TextLabel("Freeze Rotation"); SHEditorWidgets::TextLabel("Freeze Rotation");
ImGui::PushID("FreezeRot"); ImGui::PushID("FreezeRot");
SHEditorWidgets::CheckBox("X", [component] {return component->GetFreezeRotationX(); }, [component](bool const& value) {component->SetFreezeRotationX(value); }, "Freeze Rotation - X"); ImGui::SameLine(); SHEditorWidgets::CheckBox("X", [component] {return component->GetFreezeRotationX(); }, [component](bool const& value) {component->SetFreezeRotationX(value); }, "Stops any rotation about the X-axis."); ImGui::SameLine();
SHEditorWidgets::CheckBox("Y", [component] {return component->GetFreezeRotationY(); }, [component](bool const& value) {component->SetFreezeRotationY(value); }, "Freeze Rotation - Y"); ImGui::SameLine(); SHEditorWidgets::CheckBox("Y", [component] {return component->GetFreezeRotationY(); }, [component](bool const& value) {component->SetFreezeRotationY(value); }, "Stops any rotation about the Y-axis."); ImGui::SameLine();
SHEditorWidgets::CheckBox("Z", [component] {return component->GetFreezeRotationZ(); }, [component](bool const& value) {component->SetFreezeRotationZ(value); }, "Freeze Rotation - Z"); SHEditorWidgets::CheckBox("Z", [component] {return component->GetFreezeRotationZ(); }, [component](bool const& value) {component->SetFreezeRotationZ(value); }, "Stops any rotation about the Z-axis.");
ImGui::PopID(); ImGui::PopID();
SHEditorWidgets::EndPanel(); SHEditorWidgets::EndPanel();
@ -288,9 +292,15 @@ namespace SHADE
//Debug Info (Read-Only) //Debug Info (Read-Only)
if(ImGui::CollapsingHeader("Debug Information", ImGuiTreeNodeFlags_DefaultOpen))//Dynamic or Kinematic only fields if(ImGui::CollapsingHeader("Debug Information", ImGuiTreeNodeFlags_DefaultOpen))//Dynamic or Kinematic only fields
{ {
SHEditorWidgets::DragFloat("Mass", [component] { return component->GetMass(); }, [](float value){}, "Mass", 0.1f, 0.0f, std::numeric_limits<float>::infinity(), "%.3f", ImGuiSliderFlags_ReadOnly);
SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [component] {return component->GetPosition(); }, [](SHVec3 const& value) {}, false, "Position", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly); SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [component] {return component->GetPosition(); }, [](SHVec3 const& value) {}, false, "Position", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
SHEditorWidgets::DragVec3("Rotation", { "X", "Y", "Z" }, [component] {return component->GetRotation(); }, [](SHVec3 const& value) {}, false, "Rotation", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly); SHEditorWidgets::DragVec3("Rotation", { "X", "Y", "Z" }, [component]
{
// Convert it to degrees...
auto rot = component->GetRotation();
for (size_t i = 0; i < SHVec3::SIZE; ++i)
rot[i] = SHMath::RadiansToDegrees(rot[i]);
return rot;
}, [](SHVec3 const& value) {}, false, "Rotation", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
if (rbType == SHRigidBodyComponent::Type::DYNAMIC || rbType == SHRigidBodyComponent::Type::KINEMATIC) //Dynamic or Kinematic only fields if (rbType == SHRigidBodyComponent::Type::DYNAMIC || rbType == SHRigidBodyComponent::Type::KINEMATIC) //Dynamic or Kinematic only fields
{ {
SHEditorWidgets::DragVec3("Velocity", { "X", "Y", "Z" }, [component] {return component->GetLinearVelocity(); }, [](SHVec3 const& value) {}, false, "Linear Velocity", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly); SHEditorWidgets::DragVec3("Velocity", { "X", "Y", "Z" }, [component] {return component->GetLinearVelocity(); }, [](SHVec3 const& value) {}, false, "Linear Velocity", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
@ -300,7 +310,7 @@ namespace SHADE
{ {
SHEditorWidgets::DragVec3("Force", { "X", "Y", "Z" }, [component] {return component->GetForce(); }, [](SHVec3 const& value) {}, false, "Force", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly); SHEditorWidgets::DragVec3("Force", { "X", "Y", "Z" }, [component] {return component->GetForce(); }, [](SHVec3 const& value) {}, false, "Force", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
SHEditorWidgets::DragVec3("Torque", { "X", "Y", "Z" }, [component] {return component->GetTorque(); }, [](SHVec3 const& value) {}, false, "Torque", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly); SHEditorWidgets::DragVec3("Torque", { "X", "Y", "Z" }, [component] {return component->GetTorque(); }, [](SHVec3 const& value) {}, false, "Torque", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
SHEditorWidgets::CheckBox("Is Asleep", [component] {return component->GetIsSleeping(); }, [](bool value) {}, "If the Rigid Body is asleep"); SHEditorWidgets::CheckBox("Is Asleep", [component] {return component->IsSleeping(); }, [](bool value) {}, "If the Rigid Body is asleep");
} }
} }
@ -332,64 +342,67 @@ namespace SHADE
{ {
DrawContextMenu(component); DrawContextMenu(component);
auto& colliders = component->GetCollisionShapes(); SHEditorWidgets::CheckBox("Draw Colliders", [component] { return component->GetDebugDrawState(); }, [component](bool value) { component->SetDebugDrawState(value); });
int const size = static_cast<int>(colliders.size());
ImGui::BeginChild("Collision Shapes", { 0.0f, colliders.empty() ? 1.0f : 250.0f }, true); auto* collisionShapes = component->GetCollisionShapes();
int const size = collisionShapes ? static_cast<int>(collisionShapes->size()) : 0;
ImGui::BeginChild("Collision Shapes", { 0.0f, collisionShapes->empty() ? 1.0f : 250.0f }, true);
std::optional<int> colliderToDelete{ std::nullopt }; std::optional<int> colliderToDelete{ std::nullopt };
for (int i{}; i < size; ++i) for (int i{}; i < size; ++i)
{ {
ImGui::PushID(i); ImGui::PushID(i);
SHCollisionShape* collider = &component->GetCollisionShape(i); SHCollisionShape* shape = component->GetCollisionShape(i);
auto cursorPos = ImGui::GetCursorPos(); auto cursorPos = ImGui::GetCursorPos();
//collider->IsTrigger
if (collider->GetType() == SHCollisionShape::Type::BOX) if (shape->GetType() == SHCollisionShape::Type::BOX)
{ {
SHEditorWidgets::BeginPanel(std::format("{} Box #{}", ICON_FA_CUBE, i).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y }); SHEditorWidgets::BeginPanel(std::format("{} Box #{}", ICON_FA_CUBE, i).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
const auto* BOX = reinterpret_cast<const SHBox*>(collider->GetShape()); auto* box = reinterpret_cast<SHBox*>(shape);
SHEditorWidgets::DragVec3 SHEditorWidgets::DragVec3
( (
"Half Extents", { "X", "Y", "Z" }, "Half Extents", { "X", "Y", "Z" },
[BOX] { return BOX->GetRelativeExtents(); }, [box] { return box->GetRelativeExtents(); },
[collider](SHVec3 const& vec) { collider->SetBoundingBox(vec); }); [box](SHVec3 const& vec) { box->SetRelativeExtents(vec); });
} }
else if (collider->GetType() == SHCollisionShape::Type::SPHERE) else if (shape->GetType() == SHCollisionShape::Type::SPHERE)
{ {
SHEditorWidgets::BeginPanel(std::format("{} Sphere #{}", ICON_MD_CIRCLE, i).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y }); SHEditorWidgets::BeginPanel(std::format("{} Sphere #{}", ICON_MD_CIRCLE, i).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
const auto* SPHERE = reinterpret_cast<const SHSphere*>(collider->GetShape()); auto* sphere = reinterpret_cast<SHSphere*>(shape);
SHEditorWidgets::DragFloat SHEditorWidgets::DragFloat
( (
"Radius", "Radius",
[SPHERE] { return SPHERE->GetRelativeRadius(); }, [sphere] { return sphere->GetRelativeRadius(); },
[collider](float const& value) { collider->SetBoundingSphere(value); }); [sphere](float const& value) { sphere->SetRelativeRadius(value); });
} }
else if (collider->GetType() == SHCollisionShape::Type::CAPSULE) else if (shape->GetType() == SHCollisionShape::Type::CAPSULE)
{ {
} }
{ {
SHEditorWidgets::CheckBox("Is Trigger", [collider] { return collider->IsTrigger(); }, [collider](bool value) { collider->SetIsTrigger(value); }); SHEditorWidgets::CheckBox("Is Trigger", [shape] { return shape->IsTrigger(); }, [shape](bool value) { shape->SetIsTrigger(value); });
SHEditorWidgets::ComboBox("Tag", collisionTagNames, [collider]{return SHCollisionTagMatrix::GetTagIndex(collider->GetCollisionTag().GetName());}, [collider](int const& value){collider->SetCollisionTag(SHCollisionTagMatrix::GetTag(value));}); SHEditorWidgets::ComboBox("Tag", collisionTagNames, [shape]{return SHCollisionTagMatrix::GetTagIndex(shape->GetCollisionTag().GetName());}, [shape](int const& value){shape->SetCollisionTag(SHCollisionTagMatrix::GetTag(value));});
if(ImGui::CollapsingHeader("Physics Material")) if(ImGui::CollapsingHeader("Physics Material"))
{ {
SHEditorWidgets::DragFloat("Friction", [collider] { return collider->GetFriction(); }, [collider](float value) { collider->SetFriction(value); }, "Friction", 0.05f, 0.0f, 1.0f); SHEditorWidgets::DragFloat("Friction", [shape] { return shape->GetFriction(); }, [shape](float value) { shape->SetFriction(value); }, "Friction", 0.05f, 0.0f, 1.0f);
SHEditorWidgets::DragFloat("Bounciness", [collider] { return collider->GetBounciness(); }, [collider](float value) { collider->SetBounciness(value); }, "Bounciness", 0.05f, 0.0f, 1.0f); SHEditorWidgets::DragFloat("Bounciness", [shape] { return shape->GetBounciness(); }, [shape](float value) { shape->SetBounciness(value); }, "Bounciness", 0.05f, 0.0f, 1.0f);
SHEditorWidgets::DragFloat("Mass Density", [collider] { return collider->GetDensity(); }, [collider](float value) { collider->SetDensity(value); }, "Mass Density", 0.1f, 0.0f); SHEditorWidgets::DragFloat("Mass Density", [shape] { return shape->GetDensity(); }, [shape](float value) { shape->SetDensity(value); }, "Mass Density", 0.1f, 0.0f);
} }
SHEditorWidgets::BeginPanel("Offsets",{ ImGui::GetContentRegionAvail().x, 30.0f }); SHEditorWidgets::BeginPanel("Offsets",{ ImGui::GetContentRegionAvail().x, 30.0f });
SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [&collider] {return collider->GetPositionOffset(); }, [&collider](SHVec3 const& vec) {collider->SetPositionOffset(vec); }); SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [&shape] {return shape->GetPositionOffset(); }, [&shape](SHVec3 const& vec) {shape->SetPositionOffset(vec); });
SHEditorWidgets::DragVec3("Rotation", { "X", "Y", "Z" }, SHEditorWidgets::DragVec3("Rotation", { "X", "Y", "Z" },
[&collider] [&shape]
{ {
auto offset = collider->GetRotationOffset(); auto offset = shape->GetRotationOffset();
return offset; return offset;
}, },
[&collider](SHVec3 const& vec) [&shape](SHVec3 const& vec)
{ {
collider->SetRotationOffset(vec); shape->SetRotationOffset(vec);
}, true); }, true);
SHEditorWidgets::EndPanel(); SHEditorWidgets::EndPanel();
} }
@ -404,21 +417,24 @@ namespace SHADE
} }
if (colliderToDelete.has_value()) if (colliderToDelete.has_value())
{ {
component->RemoveCollider(colliderToDelete.value()); component->GetCollider()->RemoveCollisionShape(colliderToDelete.value());
} }
ImGui::EndChild(); ImGui::EndChild();
// TODO: Handle differences between composite & hull collider
if (ImGui::BeginMenu("Add Collider")) if (ImGui::BeginMenu("Add Collider"))
{ {
int newColl = -1; int newColl = -1;
if (ImGui::Selectable("Box Collider")) if (ImGui::Selectable("Box Collider"))
{ {
newColl = component->AddBoundingBox(); auto* compositeCollider = dynamic_cast<SHCompositeCollider* const>(component->GetCollider());
compositeCollider->AddBoxCollisionShape(SHVec3::One);
} }
if (ImGui::Selectable("Sphere Collider")) if (ImGui::Selectable("Sphere Collider"))
{ {
newColl = component->AddBoundingSphere(); auto* compositeCollider = dynamic_cast<SHCompositeCollider* const>(component->GetCollider());
compositeCollider->AddSphereCollisionShape(1.0f);
} }
//No idea why this doesn't work //No idea why this doesn't work

View File

@ -25,6 +25,7 @@
#include "Serialization/SHSerialization.h" #include "Serialization/SHSerialization.h"
#include "Serialization/Configurations/SHConfigurationManager.h" #include "Serialization/Configurations/SHConfigurationManager.h"
#include "Editor/EditorWindow/SHEditorWindowManager.h" #include "Editor/EditorWindow/SHEditorWindowManager.h"
#include "Physics/System/SHPhysicsDebugDrawSystem.h"
const std::string LAYOUT_FOLDER_PATH{ std::string(ASSET_ROOT) + "/Editor/Layouts" }; const std::string LAYOUT_FOLDER_PATH{ std::string(ASSET_ROOT) + "/Editor/Layouts" };
@ -88,6 +89,7 @@ namespace SHADE
DrawThemeMenu(); DrawThemeMenu();
DrawLayoutMenu(); DrawLayoutMenu();
DrawApplicationConfig(); DrawApplicationConfig();
DrawPhysicsSettings();
std::string const sceneName{std::format("Current Scene: {}",SHSceneManager::GetSceneName().data())}; std::string const sceneName{std::format("Current Scene: {}",SHSceneManager::GetSceneName().data())};
auto const size = ImGui::CalcTextSize(sceneName.data()); auto const size = ImGui::CalcTextSize(sceneName.data());
@ -304,4 +306,32 @@ namespace SHADE
ImGui::EndMenu(); ImGui::EndMenu();
} }
} }
void SHEditorMenuBar::DrawPhysicsSettings() noexcept
{
if (ImGui::BeginMenu("Physics Settings"))
{
if (auto* physicsDebugDraw = SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>())
{
bool drawColliders = physicsDebugDraw->GetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::COLLIDERS);
if (ImGui::Checkbox("Draw Colliders", &drawColliders))
physicsDebugDraw->SetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::COLLIDERS, drawColliders);
bool drawContactPoints = physicsDebugDraw->GetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACTS);
if (ImGui::Checkbox("Draw Contact Points", &drawContactPoints))
physicsDebugDraw->SetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACTS, drawContactPoints);
bool drawRays = physicsDebugDraw->GetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::RAYCASTS);
if (ImGui::Checkbox("Draw Rays", &drawRays))
physicsDebugDraw->SetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::RAYCASTS, drawRays);
bool drawBroadphase = physicsDebugDraw->GetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::BROADPHASE);
if (ImGui::Checkbox("Draw Broadphase", &drawBroadphase))
physicsDebugDraw->SetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::BROADPHASE, drawBroadphase);
}
ImGui::EndMenu();
}
}
}//namespace SHADE }//namespace SHADE

View File

@ -25,6 +25,7 @@ namespace SHADE
void DrawThemeMenu() noexcept; void DrawThemeMenu() noexcept;
void DrawLayoutMenu() noexcept; void DrawLayoutMenu() noexcept;
void DrawApplicationConfig() noexcept; void DrawApplicationConfig() noexcept;
void DrawPhysicsSettings() noexcept;
float menuBarHeight = 20.0f; float menuBarHeight = 20.0f;
std::vector<std::filesystem::path> layoutPaths; std::vector<std::filesystem::path> layoutPaths;

View File

@ -24,4 +24,6 @@ constexpr SHEventIdentifier SH_SCENE_EXIT_PRE { 15 };
constexpr SHEventIdentifier SH_SCENE_EXIT_POST { 16 }; constexpr SHEventIdentifier SH_SCENE_EXIT_POST { 16 };
constexpr SHEventIdentifier SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT { 17 }; constexpr SHEventIdentifier SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT { 17 };
constexpr SHEventIdentifier SH_BUTTON_CLICK_EVENT { 18 }; constexpr SHEventIdentifier SH_BUTTON_CLICK_EVENT { 18 };
constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_DRAW_EVENT { 19 };

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@ -1,5 +1,5 @@
/**************************************************************************************** /****************************************************************************************
* \file SHBox.cpp * \file SHAABB.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520 * \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a 3-Dimensional Axis Aligned Bounding Box * \brief Implementation for a 3-Dimensional Axis Aligned Bounding Box
* *
@ -11,7 +11,7 @@
#include <SHpch.h> #include <SHpch.h>
// Primary Header // Primary Header
#include "SHBox.h" #include "SHAABB.h"
// Project Headers // Project Headers
#include "Math/SHMathHelpers.h" #include "Math/SHMathHelpers.h"
#include "Math/SHRay.h" #include "Math/SHRay.h"
@ -24,75 +24,52 @@ namespace SHADE
/* Constructors & Destructor Definitions */ /* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
SHBox::SHBox() noexcept SHAABB::SHAABB() noexcept
: RelativeExtents { SHVec3::One }
{ {
type = Type::BOX; Extents = SHVec3::One * 0.5f;
} }
SHBox::SHBox(const SHVec3& c, const SHVec3& hE) noexcept SHAABB::SHAABB(const SHVec3& c, const SHVec3& hE) noexcept
: RelativeExtents { SHVec3::One }
{ {
type = Type::BOX;
Center = c; Center = c;
Extents = hE; Extents = hE;
} }
SHBox::SHBox(const SHBox& rhs) noexcept SHAABB::SHAABB(const SHAABB& rhs) noexcept
{ {
if (this == &rhs) if (this == &rhs)
return; return;
type = Type::BOX;
Center = rhs.Center; Center = rhs.Center;
Extents = rhs.Extents; Extents = rhs.Extents;
RelativeExtents = rhs.RelativeExtents;
} }
SHBox::SHBox(SHBox&& rhs) noexcept SHAABB::SHAABB(SHAABB&& rhs) noexcept
{ {
type = Type::BOX;
Center = rhs.Center; Center = rhs.Center;
Extents = rhs.Extents; Extents = rhs.Extents;
RelativeExtents = rhs.RelativeExtents;
} }
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */ /* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
SHBox& SHBox::operator=(const SHBox& rhs) noexcept SHAABB& SHAABB::operator=(const SHAABB& rhs) noexcept
{ {
if (rhs.type != Type::BOX) if (this != &rhs)
{
SHLOG_WARNING("Cannot assign a non-bounding box to a bounding box!")
}
else if (this != &rhs)
{ {
Center = rhs.Center; Center = rhs.Center;
Extents = rhs.Extents; Extents = rhs.Extents;
RelativeExtents = rhs.RelativeExtents;
} }
return *this; return *this;
} }
SHBox& SHBox::operator=(SHBox&& rhs) noexcept SHAABB& SHAABB::operator=(SHAABB&& rhs) noexcept
{
if (rhs.type != Type::BOX)
{
SHLOG_WARNING("Cannot assign a non-bounding box to a bounding box!")
}
else
{ {
Center = rhs.Center; Center = rhs.Center;
Extents = rhs.Extents; Extents = rhs.Extents;
RelativeExtents = rhs.RelativeExtents;
}
return *this; return *this;
} }
@ -101,27 +78,22 @@ namespace SHADE
/* Getter Function Definitions */ /* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
SHVec3 SHBox::GetCenter() const noexcept SHVec3 SHAABB::GetCenter() const noexcept
{ {
return Center; return Center;
} }
SHVec3 SHBox::GetWorldExtents() const noexcept SHVec3 SHAABB::GetExtents() const noexcept
{ {
return Extents; return Extents;
} }
const SHVec3& SHBox::GetRelativeExtents() const noexcept SHVec3 SHAABB::GetMin() const noexcept
{
return RelativeExtents;
}
SHVec3 SHBox::GetMin() const noexcept
{ {
return SHVec3{ Center.x - Extents.x, Center.y - Extents.y, Center.z - Extents.z }; return SHVec3{ Center.x - Extents.x, Center.y - Extents.y, Center.z - Extents.z };
} }
SHVec3 SHBox::GetMax() const noexcept SHVec3 SHAABB::GetMax() const noexcept
{ {
return SHVec3{ Center.x + Extents.x, Center.y + Extents.y, Center.z + Extents.z }; return SHVec3{ Center.x + Extents.x, Center.y + Extents.y, Center.z + Extents.z };
} }
@ -130,22 +102,17 @@ namespace SHADE
/* Setter Function Definitions */ /* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
void SHBox::SetCenter(const SHVec3& newCenter) noexcept void SHAABB::SetCenter(const SHVec3& newCenter) noexcept
{ {
Center = newCenter; Center = newCenter;
} }
void SHBox::SetWorldExtents(const SHVec3& newWorldExtents) noexcept void SHAABB::SetExtents(const SHVec3& newHalfExtents) noexcept
{ {
Extents = newWorldExtents; Extents = newHalfExtents;
} }
void SHBox::SetRelativeExtents(const SHVec3& newRelativeExtents) noexcept void SHAABB::SetMin(const SHVec3& min) noexcept
{
RelativeExtents = newRelativeExtents;
}
void SHBox::SetMin(const SHVec3& min) noexcept
{ {
const SHVec3 MAX = GetMax(); const SHVec3 MAX = GetMax();
@ -153,7 +120,7 @@ namespace SHADE
Extents = SHVec3::Abs((MAX - min) * 0.5f); Extents = SHVec3::Abs((MAX - min) * 0.5f);
} }
void SHBox::SetMax(const SHVec3& max) noexcept void SHAABB::SetMax(const SHVec3& max) noexcept
{ {
const SHVec3 MIN = GetMin(); const SHVec3 MIN = GetMin();
@ -161,13 +128,13 @@ namespace SHADE
Extents = SHVec3::Abs((max - MIN) * 0.5f); Extents = SHVec3::Abs((max - MIN) * 0.5f);
} }
void SHBox::SetMinMax(const SHVec3& min, const SHVec3& max) noexcept void SHAABB::SetMinMax(const SHVec3& min, const SHVec3& max) noexcept
{ {
Center = SHVec3::Lerp(min, max, 0.5f); Center = SHVec3::Lerp(min, max, 0.5f);
Extents = SHVec3::Abs((max - min) * 0.5f); Extents = SHVec3::Abs((max - min) * 0.5f);
} }
std::vector<SHVec3> SHBox::GetVertices() const noexcept std::vector<SHVec3> SHAABB::GetVertices() const noexcept
{ {
std::vector<SHVec3> vertices{ 8 }; std::vector<SHVec3> vertices{ 8 };
GetCorners(vertices.data()); GetCorners(vertices.data());
@ -178,12 +145,12 @@ namespace SHADE
/* Public Function Member Definitions */ /* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
bool SHBox::TestPoint(const SHVec3& point) const noexcept bool SHAABB::TestPoint(const SHVec3& point) const noexcept
{ {
return BoundingBox::Contains(point); return BoundingBox::Contains(point);
} }
SHRaycastResult SHBox::Raycast(const SHRay& ray) const noexcept SHRaycastResult SHAABB::Raycast(const SHRay& ray) const noexcept
{ {
SHRaycastResult result; SHRaycastResult result;
@ -192,22 +159,24 @@ namespace SHADE
{ {
result.position = ray.position + ray.direction * result.distance; result.position = ray.position + ray.direction * result.distance;
result.angle = SHVec3::Angle(ray.position, result.position); result.angle = SHVec3::Angle(ray.position, result.position);
// TODO: Compute normal
} }
return result; return result;
} }
bool SHBox::Contains(const SHBox& rhs) const noexcept bool SHAABB::Contains(const SHAABB& rhs) const noexcept
{ {
return BoundingBox::Contains(rhs); return BoundingBox::Contains(rhs) == CONTAINS;
} }
float SHBox::Volume() const noexcept float SHAABB::Volume() const noexcept
{ {
return 8.0f * (Extents.x * Extents.y * Extents.z); return 8.0f * (Extents.x * Extents.y * Extents.z);
} }
float SHBox::SurfaceArea() const noexcept float SHAABB::SurfaceArea() const noexcept
{ {
return 8.0f * ((Extents.x * Extents.y) return 8.0f * ((Extents.x * Extents.y)
+ (Extents.x * Extents.z) + (Extents.x * Extents.z)
@ -218,21 +187,21 @@ namespace SHADE
/* Static Function Member Definitions */ /* Static Function Member Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
SHBox SHBox::Combine(const SHBox& lhs, const SHBox& rhs) noexcept SHAABB SHAABB::Combine(const SHAABB& lhs, const SHAABB& rhs) noexcept
{ {
SHBox result; SHAABB result;
CreateMerged(result, lhs, rhs); CreateMerged(result, lhs, rhs);
return result; return result;
} }
bool SHBox::Intersect(const SHBox& lhs, const SHBox& rhs) noexcept bool SHAABB::Intersect(const SHAABB& lhs, const SHAABB& rhs) noexcept
{ {
return lhs.Intersects(rhs); return lhs.Intersects(rhs);
} }
SHBox SHBox::BuildFromBoxes(const SHBox* boxes, size_t numBoxes) noexcept SHAABB SHAABB::BuildFromBoxes(const SHAABB* boxes, size_t numBoxes) noexcept
{ {
SHBox result; SHAABB result;
for (size_t i = 1; i < numBoxes; ++i) for (size_t i = 1; i < numBoxes; ++i)
CreateMerged(result, boxes[i - 1], boxes[i]); CreateMerged(result, boxes[i - 1], boxes[i]);
@ -240,9 +209,9 @@ namespace SHADE
return result; return result;
} }
SHBox SHBox::BuildFromVertices(const SHVec3* vertices, size_t numVertices, size_t stride) noexcept SHAABB SHAABB::BuildFromVertices(const SHVec3* vertices, size_t numVertices, size_t stride) noexcept
{ {
SHBox result; SHAABB result;
CreateFromPoints(result, numVertices, vertices, stride); CreateFromPoints(result, numVertices, vertices, stride);
return result; return result;
} }

View File

@ -0,0 +1,173 @@
/****************************************************************************************
* \file SHAABB.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a 3-Dimensional Axis Aligned Bounding Box
*
* \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 <DirectXCollision.h>
// Project Headers
#include "Math/SHRay.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/**
* @brief
* Encapsulates a 3D Axis-Aligned Bounding Box.
*/
class SH_API SHAABB : private DirectX::BoundingBox
{
public:
/*---------------------------------------------------------------------------------*/
/* Static Data Members */
/*---------------------------------------------------------------------------------*/
static constexpr size_t NUM_VERTICES = 8;
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
~SHAABB () noexcept = default;
SHAABB () noexcept;
SHAABB (const SHVec3& center, const SHVec3& halfExtents) noexcept;
SHAABB (const SHAABB& rhs) noexcept;
SHAABB (SHAABB&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHAABB& operator= (const SHAABB& rhs) noexcept;
SHAABB& operator= (SHAABB&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] SHVec3 GetCenter () const noexcept;
[[nodiscard]] SHVec3 GetExtents () const noexcept;
[[nodiscard]] SHVec3 GetMin () const noexcept;
[[nodiscard]] SHVec3 GetMax () const noexcept;
[[nodiscard]] std::vector<SHVec3> GetVertices () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetCenter (const SHVec3& newCenter) noexcept;
void SetExtents (const SHVec3& newHalfExtents) noexcept;
void SetMin (const SHVec3& min) noexcept;
void SetMax (const SHVec3& max) noexcept;
void SetMinMax (const SHVec3& min, const SHVec3& max) noexcept;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Checks if a point is inside the aabb.
* @param point
* The point to check.
* @return
* True if the point is inside the aabb.
*/
[[nodiscard]] bool TestPoint (const SHVec3& point) const noexcept;
/**
* @brief
* Casts a ray against the aabb.
* @param ray
* The ray to cast.
* @return
* The result of the raycast. <br/>
* See the corresponding header for the contents of the raycast result object.
*/
[[nodiscard]] SHRaycastResult Raycast (const SHRay& ray) const noexcept;
/**
* @brief
* Checks if an entire other aabb is contained by this aabb.
* @param rhs
* The aabb to check.
* @return
* True if the other sphere is completely contained by this aabb.
*/
[[nodiscard]] bool Contains (const SHAABB& rhs) const noexcept;
/**
* @brief
* Calculates the volume of the aabb.
*/
[[nodiscard]] float Volume () const noexcept;
/**
* @brief
* Calculates the surface area of the aabb.
*/
[[nodiscard]] float SurfaceArea () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Static Member Functions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Combines two aabbs to form a larger aabb.
* If one aabb is completely contained by the other, the result is the larger aabb.
* @return
* The combined aabb.
*/
[[nodiscard]] static SHAABB Combine (const SHAABB& lhs, const SHAABB& rhs) noexcept;
/**
* @brief
* Checks if two aabbs are intersecting.
* @return
* True if they are intersecting.
*/
[[nodiscard]] static bool Intersect (const SHAABB& lhs, const SHAABB& rhs) noexcept;
/**
* @brief
* Builds a single aabb from multiple aabbs.
* @param spheres
* The set of aabbs to build from.
* @param numSpheres
* The number of aabbs in the set to build from.
* @return
* An aabb that contains all the spheres in the set.
*/
[[nodiscard]] static SHAABB BuildFromBoxes (const SHAABB* boxes, size_t numBoxes) noexcept;
/**
* @brief
* Builds a aabb from a set of vertices.
* @param vertices
* The vertices to build a aabb from.
* @param numVertices
* The number of vertices in the set to build from.
* @param stride
* The stride between each vertex, in the instance there is data in between each
* vertex that does not define the geometry of the object.
* @return
* An aabb that contains all the vertices in the set.
*/
[[nodiscard]] static SHAABB BuildFromVertices (const SHVec3* vertices, size_t numVertices, size_t stride = 0) noexcept;
};
} // namespace SHADE

View File

@ -1,105 +0,0 @@
/****************************************************************************************
* \file SHBox.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a 3-Dimensional Axis Aligned Bounding Box
*
* \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 <DirectXCollision.h>
// Project Headers
#include "SHShape.h"
#include "SH_API.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
class SH_API SHBox : public SHShape,
private DirectX::BoundingBox
{
public:
/*---------------------------------------------------------------------------------*/
/* Static Data Members */
/*---------------------------------------------------------------------------------*/
static constexpr size_t NUM_VERTICES = 8;
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
~SHBox () override = default;
SHBox () noexcept;
SHBox (const SHVec3& center, const SHVec3& halfExtents) noexcept;
SHBox (const SHBox& rhs) noexcept;
SHBox (SHBox&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHBox& operator= (const SHBox& rhs) noexcept;
SHBox& operator= (SHBox&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] SHVec3 GetCenter () const noexcept;
[[nodiscard]] SHVec3 GetWorldExtents () const noexcept;
[[nodiscard]] const SHVec3& GetRelativeExtents () const noexcept;
[[nodiscard]] SHVec3 GetMin () const noexcept;
[[nodiscard]] SHVec3 GetMax () const noexcept;
[[nodiscard]] std::vector<SHVec3> GetVertices () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetCenter (const SHVec3& newCenter) noexcept;
void SetWorldExtents (const SHVec3& newWorldExtents) noexcept;
void SetRelativeExtents (const SHVec3& newRelativeExtents) noexcept;
void SetMin (const SHVec3& min) noexcept;
void SetMax (const SHVec3& max) noexcept;
void SetMinMax (const SHVec3& min, const SHVec3& max) noexcept;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] bool TestPoint (const SHVec3& point) const noexcept override;
[[nodiscard]] SHRaycastResult Raycast(const SHRay& ray) const noexcept override;
[[nodiscard]] bool Contains (const SHBox& rhs) const noexcept;
[[nodiscard]] float Volume () const noexcept;
[[nodiscard]] float SurfaceArea () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Static Function Members */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] static SHBox Combine (const SHBox& lhs, const SHBox& rhs) noexcept;
[[nodiscard]] static bool Intersect (const SHBox& lhs, const SHBox& rhs) noexcept;
[[nodiscard]] static SHBox BuildFromBoxes (const SHBox* boxes, size_t numBoxes) noexcept;
[[nodiscard]] static SHBox BuildFromVertices (const SHVec3* vertices, size_t numVertices, size_t stride = 0) noexcept;
private:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
SHVec3 RelativeExtents;
};
} // namespace SHADE

View File

@ -0,0 +1,141 @@
/****************************************************************************************
* \file SHPlane.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a plane.
*
* \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>
#include <DirectXMath.h>
// Primary Header
#include "SHPlane.h"
#include "Input/SHInputManager.h"
#include "Math/SHMathHelpers.h"
using namespace DirectX;
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHPlane::SHPlane() noexcept
: planeEquation { SHVec3::One }
{
planeEquation.w = 0.0f;
}
SHPlane::SHPlane(const SHVec3& point, const SHVec3& normal) noexcept
{
XMStoreFloat4(&planeEquation, XMPlaneFromPointNormal(point, normal));
}
SHPlane::SHPlane(float a, float b, float c, float d) noexcept
: planeEquation { a, b, c, d }
{}
SHPlane::SHPlane(const SHVec3& normal, float distance) noexcept
: planeEquation { normal }
{
planeEquation.w = distance;
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHPlane::operator==(const SHPlane& rhs) const noexcept
{
return XMPlaneEqual(planeEquation, rhs.planeEquation);
}
bool SHPlane::operator!=(const SHPlane& rhs) const noexcept
{
return XMPlaneNotEqual(planeEquation, rhs.planeEquation);
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
SHVec3 SHPlane::GetNormal() const noexcept
{
return SHVec3{ planeEquation.x, planeEquation.y, planeEquation.z };
}
float SHPlane::GetDistance() const noexcept
{
return planeEquation.w;
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHPlane::SetNormal(const SHVec3& normal) noexcept
{
planeEquation.x = normal.x;
planeEquation.y = normal.y;
planeEquation.z = normal.z;
}
void SHPlane::SetDistance(float distance) noexcept
{
planeEquation.w = distance;
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHPlane::TestPoint(const SHVec3& point) const noexcept
{
const float DISTANCE = SignedDistance(point);
return SHMath::CompareFloat(DISTANCE, 0.0f);
}
SHRaycastResult SHPlane::Raycast(const SHRay& ray) const noexcept
{
SHRaycastResult result;
const SHVec3 N = GetNormal();
// Check if ray is parallel to plane
const float N_DOT_D = N.Dot(ray.direction);
if (SHMath::CompareFloat(N_DOT_D, 0.0f))
{
result.hit = false;
return result;
}
const float DIST = (planeEquation.w - N.Dot(ray.position)) / N_DOT_D;
if (DIST < 0.0f || !SHMath::CompareFloat(DIST, 0.0f))
{
result.hit = false;
return result;
}
result.hit = true;
result.distance = DIST;
result.position = ray.position + ray.direction * DIST;
result.angle = SHVec3::Angle(ray.position, result.position);
// The normal is either the plane's normal or the reverse if the ray came from below
result.normal = N_DOT_D < 0.0f ? -N : N;
return result;
}
float SHPlane::SignedDistance(const SHVec3& point) const noexcept
{
return XMVectorGetX(XMPlaneDotCoord(planeEquation, point));
}
} // namespace SHADE

View File

@ -0,0 +1,121 @@
/****************************************************************************************
* \file SHPlane.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a plane.
*
* \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 "Math/SHRay.h"
#include "Math/Vector/SHVec4.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/**
* @brief
* Encapsulates a 3D plane in point-normal form.
*/
class SH_API SHPlane
{
public:
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
~SHPlane () noexcept = default;
SHPlane (const SHPlane& rhs) noexcept = default;
SHPlane (SHPlane&& rhs) noexcept = default;
SHPlane () noexcept;
SHPlane (const SHVec3& point, const SHVec3& normal) noexcept;
SHPlane (float a, float b, float c, float d) noexcept;
SHPlane (const SHVec3& normal, float distance) noexcept;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHPlane& operator= (const SHPlane& rhs) noexcept = default;
SHPlane& operator= (SHPlane&& rhs) noexcept = default;
bool operator== (const SHPlane& rhs) const noexcept;
bool operator!= (const SHPlane& rhs) const noexcept;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] SHVec3 GetNormal () const noexcept;
[[nodiscard]] float GetDistance () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetNormal (const SHVec3& normal) noexcept;
void SetDistance (float distance) noexcept;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Checks if a point is on the plane.
* @param point
* The point to check.
* @return
* True if the point is on the plane.
*/
[[nodiscard]] bool TestPoint (const SHVec3& point) const noexcept;
/**
* @brief
* Casts a ray against the plane.
* @param ray
* The ray to cast.
* @return
* The result of the raycast. <br/>
* See the corresponding header for the contents of the raycast result object.
*/
[[nodiscard]] SHRaycastResult Raycast (const SHRay& ray) const noexcept;
/**
* @brief
* Gets the signed distance from a point to the plane.
* @param point
* The point to check.
* @return
* The signed distance of the point to a plane. <br/>
* If the signed distance is negative, the point is behind the plane. <br/>
* If the signed distance is zero, the point is on the plane. <br/>
* If the signed distance is positive, the point is in front of the plane. <br/>
*/
[[nodiscard]] float SignedDistance (const SHVec3& point) const noexcept;
/*---------------------------------------------------------------------------------*/
/* Static Member Functions */
/*---------------------------------------------------------------------------------*/
/*
* TODO:
* Transform plane
* Intersection Tests
*/
private:
SHVec4 planeEquation;
};
} // namespace SHADE

View File

@ -1,208 +0,0 @@
/****************************************************************************************
* \file SHBoundingSphere.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Bounding Sphere
*
* \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 "SHSphere.h"
// Project Headers
#include "Math/SHMathHelpers.h"
#include "Math/SHRay.h"
using namespace DirectX;
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHSphere::SHSphere() noexcept
: RelativeRadius { 1.0f }
{
type = Type::SPHERE;
}
SHSphere::SHSphere(const SHVec3& center, float radius) noexcept
: RelativeRadius { 1.0f }
{
type = Type::SPHERE;
Center = center;
Radius = radius;
}
SHSphere::SHSphere(const SHSphere& rhs) noexcept
{
if (this == &rhs)
return;
type = Type::SPHERE;
Center = rhs.Center;
Radius = rhs.Radius;
RelativeRadius = rhs.RelativeRadius;
}
SHSphere::SHSphere(SHSphere&& rhs) noexcept
{
type = Type::SPHERE;
Center = rhs.Center;
Radius = rhs.Radius;
RelativeRadius = rhs.RelativeRadius;
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHSphere& SHSphere::operator=(const SHSphere& rhs) noexcept
{
if (rhs.type != Type::SPHERE)
{
SHLOG_WARNING("Cannot assign a non-sphere to a sphere!")
}
else if (this != &rhs)
{
Center = rhs.Center;
Radius = rhs.Radius;
RelativeRadius = rhs.RelativeRadius;
}
return *this;
}
SHSphere& SHSphere::operator=(SHSphere&& rhs) noexcept
{
if (rhs.type != Type::SPHERE)
{
SHLOG_WARNING("Cannot assign a non-sphere to a sphere!")
}
else
{
Center = rhs.Center;
Radius = rhs.Radius;
RelativeRadius = rhs.RelativeRadius;
}
return *this;
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
SHVec3 SHSphere::GetCenter() const noexcept
{
return Center;
}
float SHSphere::GetWorldRadius() const noexcept
{
return Radius;
}
float SHSphere::GetRelativeRadius() const noexcept
{
return RelativeRadius;
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHSphere::SetCenter(const SHVec3& center) noexcept
{
Center = center;
}
void SHSphere::SetWorldRadius(float newWorldRadius) noexcept
{
Radius = newWorldRadius;
}
void SHSphere::SetRelativeRadius(float newRelativeRadius) noexcept
{
RelativeRadius = newRelativeRadius;
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHSphere::TestPoint(const SHVec3& point) const noexcept
{
return BoundingSphere::Contains(point);
}
SHRaycastResult SHSphere::Raycast(const SHRay& ray) const noexcept
{
SHRaycastResult result;
result.hit = Intersects(ray.position, ray.direction, result.distance);
if (result.hit)
{
result.position = ray.position + ray.direction * result.distance;
result.angle = SHVec3::Angle(ray.position, result.position);
}
return result;
}
bool SHSphere::Contains(const SHSphere& rhs) const noexcept
{
return BoundingSphere::Contains(rhs);
}
float SHSphere::Volume() const noexcept
{
return (4.0f / 3.0f) * SHMath::PI * (Radius * Radius * Radius);
}
float SHSphere::SurfaceArea() const noexcept
{
return 4.0f * SHMath::PI * (Radius * Radius);
}
/*-----------------------------------------------------------------------------------*/
/* Static Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
SHSphere SHSphere::Combine(const SHSphere& lhs, const SHSphere& rhs) noexcept
{
SHSphere result;
CreateMerged(result, lhs, rhs);
return result;
}
bool SHSphere::Intersect(const SHSphere& lhs, const SHSphere& rhs) noexcept
{
return lhs.Intersects(rhs);
}
SHSphere SHSphere::BuildFromSpheres(const SHSphere* spheres, size_t numSpheres) noexcept
{
SHSphere result;
for (size_t i = 1; i < numSpheres; ++i)
CreateMerged(result, spheres[i - 1], spheres[i]);
return result;
}
SHSphere SHSphere::BuildFromVertices(const SHVec3* vertices, size_t numVertices, size_t stride) noexcept
{
SHSphere result;
CreateFromPoints(result, numVertices, vertices, stride);
return result;
}
} // namespace SHADE

View File

@ -260,6 +260,8 @@ namespace SHADE
case 1: return y; case 1: return y;
case 2: return z; case 2: return z;
case 3: return w; case 3: return w;
// This will never hit
default: return x;
} }
} }
@ -274,6 +276,8 @@ namespace SHADE
case 1: return y; case 1: return y;
case 2: return z; case 2: return z;
case 3: return w; case 3: return w;
// This will never hit
default: return x;
} }
} }
@ -288,6 +292,8 @@ namespace SHADE
case 1: return y; case 1: return y;
case 2: return z; case 2: return z;
case 3: return w; case 3: return w;
// This will never hit
default: return x;
} }
} }
@ -302,6 +308,8 @@ namespace SHADE
case 1: return y; case 1: return y;
case 2: return z; case 2: return z;
case 3: return w; case 3: return w;
// This will never hit
default: return x;
} }
} }

View File

@ -46,7 +46,7 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/** Standard Epsilon value for comparing Single-Precision Floating-Point values. */ /** Standard Epsilon value for comparing Single-Precision Floating-Point values. */
static constexpr float EPSILON = 0.001f; static constexpr float EPSILON = 0.0001f;
/** Single-Precision Floating-Point value of infinity */ /** Single-Precision Floating-Point value of infinity */
static constexpr float INF = std::numeric_limits<float>::infinity(); static constexpr float INF = std::numeric_limits<float>::infinity();
@ -55,6 +55,8 @@ namespace SHADE
static constexpr float HALF_PI = PI * 0.5f; static constexpr float HALF_PI = PI * 0.5f;
static constexpr float TWO_PI = 2.0f * PI; static constexpr float TWO_PI = 2.0f * PI;
static constexpr float EULER_CONSTANT = std::numbers::egamma_v<float>;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Static Function Members */ /* Static Function Members */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/

View File

@ -34,6 +34,14 @@ namespace SHADE
0.0f, 0.0f, 0.0f, 1.0f 0.0f, 0.0f, 0.0f, 1.0f
}; };
const SHMatrix SHMatrix::Zero
{
SHVec4::Zero
, SHVec4::Zero
, SHVec4::Zero
, SHVec4::Zero
};
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */ /* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/

View File

@ -45,6 +45,7 @@ namespace SHADE
static constexpr size_t NUM_COLS = 4U; static constexpr size_t NUM_COLS = 4U;
static const SHMatrix Identity; static const SHMatrix Identity;
static const SHMatrix Zero;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */ /* Constructors & Destructor */

View File

@ -40,18 +40,12 @@ namespace SHADE
: XMFLOAT4( vec4.x, vec4.y, vec4.z, vec4.w ) : XMFLOAT4( vec4.x, vec4.y, vec4.z, vec4.w )
{} {}
SHQuaternion::SHQuaternion(float _x, float _y, float _z, float _w) noexcept SHQuaternion::SHQuaternion(const XMFLOAT4& xmfloat4) noexcept
: XMFLOAT4( _x, _y, _z, _w ) : XMFLOAT4( xmfloat4 )
{} {}
SHQuaternion::SHQuaternion(const reactphysics3d::Vector3& rp3dEuler) noexcept SHQuaternion::SHQuaternion(float _x, float _y, float _z, float _w) noexcept
: XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f ) : XMFLOAT4( _x, _y, _z, _w )
{
XMStoreFloat4(this, XMQuaternionRotationRollPitchYawFromVector(SHVec3 { rp3dEuler }));
}
SHQuaternion::SHQuaternion(const reactphysics3d::Quaternion& rp3dQuat) noexcept
: XMFLOAT4( rp3dQuat.x, rp3dQuat.y, rp3dQuat.z, rp3dQuat.w )
{} {}
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
@ -141,16 +135,6 @@ namespace SHADE
return XMQuaternionNotEqual(*this, rhs); return XMQuaternionNotEqual(*this, rhs);
} }
SHQuaternion::operator reactphysics3d::Quaternion() const noexcept
{
return reactphysics3d::Quaternion{ x, y, z, w };
}
SHQuaternion::operator reactphysics3d::Vector3() const noexcept
{
return reactphysics3d::Vector3{ ToEuler() };
}
SHQuaternion::operator XMVECTOR() const noexcept SHQuaternion::operator XMVECTOR() const noexcept
{ {
return XMLoadFloat4(this); return XMLoadFloat4(this);

View File

@ -11,7 +11,6 @@
#pragma once #pragma once
#include <DirectXMath.h> #include <DirectXMath.h>
#include <reactphysics3d/mathematics/Quaternion.h>
#include <string> #include <string>
@ -50,13 +49,9 @@ namespace SHADE
SHQuaternion () noexcept; SHQuaternion () noexcept;
SHQuaternion (const SHVec4& vec4) noexcept; SHQuaternion (const SHVec4& vec4) noexcept;
SHQuaternion (const XMFLOAT4& xmfloat4) noexcept;
SHQuaternion (float x, float y, float z, float w) noexcept; SHQuaternion (float x, float y, float z, float w) noexcept;
// Conversion from other math types
SHQuaternion (const reactphysics3d::Vector3& rp3dEuler) noexcept;
SHQuaternion (const reactphysics3d::Quaternion& rp3dQuat) noexcept;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Operator Overloads */ /* Operator Overloads */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
@ -82,8 +77,6 @@ namespace SHADE
// Conversion to other math types used by SHADE // Conversion to other math types used by SHADE
operator reactphysics3d::Quaternion () const noexcept;
operator reactphysics3d::Vector3 () const noexcept;
operator DirectX::XMVECTOR () const noexcept; operator DirectX::XMVECTOR () const noexcept;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/

View File

@ -30,12 +30,6 @@ namespace SHADE
, direction { dir } , direction { dir }
{} {}
SHRay::SHRay(const reactphysics3d::Ray rp3dRay) noexcept
: position { rp3dRay.point1 }
, direction { SHVec3::Normalise(rp3dRay.point2 - rp3dRay.point1) }
{}
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */ /* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
@ -62,12 +56,6 @@ namespace SHADE
return XMVector3NotEqual(LHS_POS, RHS_POS) || XMVector3NotEqual(LHS_DIR, RHS_DIR); return XMVector3NotEqual(LHS_POS, RHS_POS) || XMVector3NotEqual(LHS_DIR, RHS_DIR);
} }
SHRay::operator reactphysics3d::Ray() const noexcept
{
// We use 2km. Temp solution.
return reactphysics3d::Ray{ position, position + (direction * MAX_RAYCAST_DIST) };
}
SHRaycastResult::operator bool() const noexcept SHRaycastResult::operator bool() const noexcept
{ {
return hit; return hit;

View File

@ -10,10 +10,7 @@
#pragma once #pragma once
#include <reactphysics3d/mathematics/Ray.h>
// Project Headers // Project Headers
#include "SH_API.h"
#include "Vector/SHVec3.h" #include "Vector/SHVec3.h"
namespace SHADE namespace SHADE
@ -40,7 +37,6 @@ namespace SHADE
SHRay () noexcept; SHRay () noexcept;
SHRay (const SHVec3& pos, const SHVec3& dir) noexcept; SHRay (const SHVec3& pos, const SHVec3& dir) noexcept;
SHRay (const reactphysics3d::Ray rp3dRay) noexcept;
SHRay (const SHRay&) noexcept = default; SHRay (const SHRay&) noexcept = default;
SHRay (SHRay&& ) noexcept = default; SHRay (SHRay&& ) noexcept = default;
@ -55,8 +51,6 @@ namespace SHADE
[[nodiscard]] bool operator==(const SHRay& rhs) const noexcept; [[nodiscard]] bool operator==(const SHRay& rhs) const noexcept;
[[nodiscard]] bool operator!=(const SHRay& rhs) const noexcept; [[nodiscard]] bool operator!=(const SHRay& rhs) const noexcept;
operator reactphysics3d::Ray() const noexcept;
}; };
struct SH_API SHRaycastResult struct SH_API SHRaycastResult

View File

@ -246,8 +246,6 @@ namespace SHADE
tf.world.position = SHVec3::Transform(tf.local.position, localToWorld); tf.world.position = SHVec3::Transform(tf.local.position, localToWorld);
tf.world.scale = tf.local.scale * (parent ? parent->GetLocalScale() : SHVec3::One); tf.world.scale = tf.local.scale * (parent ? parent->GetLocalScale() : SHVec3::One);
if (convertRotation) if (convertRotation)
{ {
tf.worldRotation = tf.localRotation + (parent ? parent->GetLocalRotation() : SHVec3::Zero); tf.worldRotation = tf.localRotation + (parent ? parent->GetLocalRotation() : SHVec3::Zero);

View File

@ -50,10 +50,6 @@ namespace SHADE
: XMFLOAT2( _x, _y ) : XMFLOAT2( _x, _y )
{} {}
SHVec2::SHVec2(const reactphysics3d::Vector2& rp3dVec2) noexcept
: XMFLOAT2( rp3dVec2.x, rp3dVec2.y )
{}
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */ /* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
@ -165,6 +161,8 @@ namespace SHADE
{ {
case 0: return x; case 0: return x;
case 1: return y; case 1: return y;
// This will never hit
default: return x;
} }
} }
@ -177,6 +175,8 @@ namespace SHADE
{ {
case 0: return x; case 0: return x;
case 1: return y; case 1: return y;
// This will never hit
default: return x;
} }
} }
@ -189,6 +189,8 @@ namespace SHADE
{ {
case 0: return x; case 0: return x;
case 1: return y; case 1: return y;
// This will never hit
default: return x;
} }
} }
@ -201,14 +203,11 @@ namespace SHADE
{ {
case 0: return x; case 0: return x;
case 1: return y; case 1: return y;
// This will never hit
default: return x;
} }
} }
SHVec2::operator reactphysics3d::Vector2() const noexcept
{
return reactphysics3d::Vector2{ x, y };
}
SHVec2 operator* (float lhs, const SHVec2& rhs) noexcept SHVec2 operator* (float lhs, const SHVec2& rhs) noexcept
{ {
SHVec2 result; SHVec2 result;

View File

@ -11,7 +11,6 @@
#pragma once #pragma once
#include <DirectXMath.h> #include <DirectXMath.h>
#include <reactphysics3d/mathematics/Vector2.h>
#include <string> #include <string>
#include <initializer_list> #include <initializer_list>
@ -59,10 +58,6 @@ namespace SHADE
SHVec2 (float n) noexcept; SHVec2 (float n) noexcept;
SHVec2 (float x, float y) noexcept; SHVec2 (float x, float y) noexcept;
// Conversion from other math types to SHADE
SHVec2 (const reactphysics3d::Vector2& rp3dVec2) noexcept;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Operator Overloads */ /* Operator Overloads */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
@ -73,7 +68,6 @@ namespace SHADE
// Conversion to other math types used by SHADE // Conversion to other math types used by SHADE
operator DirectX::XMVECTOR () const noexcept; operator DirectX::XMVECTOR () const noexcept;
operator reactphysics3d::Vector2 () const noexcept;
SHVec2& operator+= (const SHVec2& rhs) noexcept; SHVec2& operator+= (const SHVec2& rhs) noexcept;
SHVec2& operator-= (const SHVec2& rhs) noexcept; SHVec2& operator-= (const SHVec2& rhs) noexcept;

View File

@ -57,14 +57,6 @@ namespace SHADE
: XMFLOAT3( _x, _y, _z ) : XMFLOAT3( _x, _y, _z )
{} {}
SHVec3::SHVec3(const reactphysics3d::Vector3& rp3dVec3) noexcept
: XMFLOAT3( rp3dVec3.x, rp3dVec3.y, rp3dVec3.z )
{}
SHVec3::SHVec3(const reactphysics3d::Quaternion& rp3dVec3) noexcept
: XMFLOAT3( SHQuaternion{rp3dVec3}.ToEuler() )
{}
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */ /* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
@ -179,6 +171,8 @@ namespace SHADE
case 0: return x; case 0: return x;
case 1: return y; case 1: return y;
case 2: return z; case 2: return z;
// This will never hit
default: return x;
} }
} }
@ -192,6 +186,8 @@ namespace SHADE
case 0: return x; case 0: return x;
case 1: return y; case 1: return y;
case 2: return z; case 2: return z;
// This will never hit
default: return x;
} }
} }
@ -205,6 +201,8 @@ namespace SHADE
case 0: return x; case 0: return x;
case 1: return y; case 1: return y;
case 2: return z; case 2: return z;
// This will never hit
default: return x;
} }
} }
@ -218,19 +216,11 @@ namespace SHADE
case 0: return x; case 0: return x;
case 1: return y; case 1: return y;
case 2: return z; case 2: return z;
// This will never hit
default: return x;
} }
} }
SHVec3::operator reactphysics3d::Vector3() const noexcept
{
return reactphysics3d::Vector3{ x, y , z };
}
SHVec3::operator reactphysics3d::Quaternion() const noexcept
{
return reactphysics3d::Quaternion::fromEulerAngles(x, y, z);
}
SHVec3 operator* (float lhs, const SHVec3& rhs) noexcept SHVec3 operator* (float lhs, const SHVec3& rhs) noexcept
{ {
SHVec3 result; SHVec3 result;
@ -382,6 +372,30 @@ namespace SHADE
return lhs.Cross(rhs); return lhs.Cross(rhs);
} }
SHMatrix SHVec3::OuterProduct(const SHVec3& lhs, const SHVec3& rhs) noexcept
{
/*
* Outer product is a matrix multiplication u * vT
* 3x1 * 1x3 = 3x3
*
* | u1 | | v1 v2 v3 | | u1v1 u1v2 u1v3 |
* | u2 | = | u2v1 u2v2 u2v3 |
* | u3 | | u3v1 u3v2 u3v3 |
*/
SHMatrix u = SHMatrix::Zero;
SHMatrix vT = SHMatrix::Zero;
for (int i = 0; i < SIZE; ++i)
{
u.m[0][i] = lhs[i];
vT.m[i][0] = rhs[i];
}
return u * vT;
}
SHVec3 SHVec3::Project(const SHVec3& v, const SHVec3& u) noexcept SHVec3 SHVec3::Project(const SHVec3& v, const SHVec3& u) noexcept
{ {
SHVec3 result; SHVec3 result;

View File

@ -11,8 +11,6 @@
#pragma once #pragma once
#include <DirectXMath.h> #include <DirectXMath.h>
#include <reactphysics3d/mathematics/Vector3.h>
#include <reactphysics3d/mathematics/Quaternion.h>
#include <string> #include <string>
#include <initializer_list> #include <initializer_list>
@ -69,9 +67,6 @@ namespace SHADE
// Conversion from other math types to SHADE // Conversion from other math types to SHADE
SHVec3 (const reactphysics3d::Vector3& rp3dVec3) noexcept;
SHVec3 (const reactphysics3d::Quaternion& rp3dVec3) noexcept;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Operator Overloads */ /* Operator Overloads */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
@ -81,8 +76,6 @@ namespace SHADE
// Conversion to other math types used by SHADE // Conversion to other math types used by SHADE
operator reactphysics3d::Vector3 () const noexcept;
operator reactphysics3d::Quaternion () const noexcept;
operator DirectX::XMVECTOR () const noexcept; operator DirectX::XMVECTOR () const noexcept;
SHVec3& operator+= (const SHVec3& rhs) noexcept; SHVec3& operator+= (const SHVec3& rhs) noexcept;
@ -135,6 +128,7 @@ namespace SHADE
[[nodiscard]] static float Angle (const SHVec3& lhs, const SHVec3& rhs) noexcept; [[nodiscard]] static float Angle (const SHVec3& lhs, const SHVec3& rhs) noexcept;
[[nodiscard]] static float Dot (const SHVec3& lhs, const SHVec3& rhs) noexcept; [[nodiscard]] static float Dot (const SHVec3& lhs, const SHVec3& rhs) noexcept;
[[nodiscard]] static SHVec3 Cross (const SHVec3& lhs, const SHVec3& rhs) noexcept; [[nodiscard]] static SHVec3 Cross (const SHVec3& lhs, const SHVec3& rhs) noexcept;
[[nodiscard]] static SHMatrix OuterProduct (const SHVec3& lhs, const SHVec3& rhs) noexcept;
[[nodiscard]] static SHVec3 Project (const SHVec3& v, const SHVec3& u) noexcept; [[nodiscard]] static SHVec3 Project (const SHVec3& v, const SHVec3& u) noexcept;
[[nodiscard]] static SHVec3 Reflect (const SHVec3& v, const SHVec3& normal) noexcept; [[nodiscard]] static SHVec3 Reflect (const SHVec3& v, const SHVec3& normal) noexcept;
[[nodiscard]] static SHVec3 Rotate (const SHVec3& v, const SHVec3& axis, float angleInRad) noexcept; [[nodiscard]] static SHVec3 Rotate (const SHVec3& v, const SHVec3& axis, float angleInRad) noexcept;

View File

@ -164,6 +164,8 @@ namespace SHADE
case 1: return y; case 1: return y;
case 2: return z; case 2: return z;
case 3: return w; case 3: return w;
// This will never hit
default: return x;
} }
} }
@ -178,6 +180,8 @@ namespace SHADE
case 1: return y; case 1: return y;
case 2: return z; case 2: return z;
case 3: return w; case 3: return w;
// This will never hit
default: return x;
} }
} }
@ -192,6 +196,8 @@ namespace SHADE
case 1: return y; case 1: return y;
case 2: return z; case 2: return z;
case 3: return w; case 3: return w;
// This will never hit
default: return x;
} }
} }
@ -206,6 +212,8 @@ namespace SHADE
case 1: return y; case 1: return y;
case 2: return z; case 2: return z;
case 3: return w; case 3: return w;
// This will never hit
default: return x;
} }
} }

View File

@ -0,0 +1,644 @@
/****************************************************************************************
* \file SHDynamicAABBTree.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Dynamic AABB Tree for broadphase collision detection.
*
* \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>
#include <stack>
// Primary Header
#include "SHDynamicAABBTree.h"
// Project Headers
#include "Math/SHMathHelpers.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHAABBTree::SHAABBTree() noexcept
: root { NULL_NODE }
, nodes { nullptr }
, nodeCount { 0 }
, capacity { 1024 }
, freeList { NULL_NODE }
{
// Build initial tree
nodes = new Node[1024];
addToFreeList(0);
}
SHAABBTree::~SHAABBTree() noexcept
{
delete[] nodes;
}
SHAABBTree::Node::Node() noexcept
: id { MAX_EID, std::numeric_limits<uint32_t>::max() }
, parent { NULL_NODE }
, left { NULL_NODE }
, right { NULL_NODE }
, height { NULL_NODE }
{}
SHAABBTree::Node::Node(const Node& rhs) noexcept
: AABB { rhs.AABB }
, id { rhs.id }
, next { rhs.next }
, left { rhs.left }
, right { rhs.right }
, height { rhs.height }
{}
SHAABBTree::Node::Node(Node&& rhs) noexcept
: AABB { rhs.AABB }
, id { rhs.id }
, next { rhs.next }
, left { rhs.left }
, right { rhs.right }
, height { rhs.height }
{}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHAABBTree::Node& SHAABBTree::Node::operator=(const Node& rhs) noexcept
{
if (this == &rhs)
return *this;
AABB = rhs.AABB;
id = rhs.id;
parent = rhs.parent;
next = rhs.next;
left = rhs.left;
right = rhs.right;
height = rhs.height;
return *this;
}
SHAABBTree::Node& SHAABBTree::Node::operator=(Node&& rhs) noexcept
{
AABB = std::move(rhs.AABB);
id = std::move(rhs.id);
parent = rhs.parent;
next = rhs.next;
left = rhs.left;
right = rhs.right;
height = rhs.height;
return *this;
}
/*-----------------------------------------------------------------------------------*/
/* Getter Functions Definitions */
/*-----------------------------------------------------------------------------------*/
const std::vector<SHAABB>& SHAABBTree::GetAABBs() const noexcept
{
static AABBs aabbs;
static std::stack<int32_t> nodeIndices;
aabbs.clear();
nodeIndices.push(root);
while (!nodeIndices.empty())
{
// Pop the top node
const int INDEX = nodeIndices.top();
nodeIndices.pop();
// Skip null nodes
if (INDEX == NULL_NODE)
continue;
const Node& CURRENT_NODE = nodes[INDEX];
aabbs.emplace_back(CURRENT_NODE.AABB);
if (!isLeaf(INDEX))
{
nodeIndices.push(CURRENT_NODE.left);
nodeIndices.push(CURRENT_NODE.right);
}
}
return aabbs;
}
/*-----------------------------------------------------------------------------------*/
/* Public Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
void SHAABBTree::Insert(SHCollisionShapeID id, const SHAABB& AABB)
{
const int32_t NEW_INDEX = allocateNode();
if (!nodeMap.emplace(id, NEW_INDEX).second)
{
// Attempted to add a duplicate node
freeNode(NEW_INDEX);
return;
}
Node& newNode = nodes[NEW_INDEX];
newNode.AABB = AABB;
newNode.id = id;
newNode.height = 0;
// Fatten the AABB
const SHVec3 EXTENSION{ AABB_EXTENSION };
const SHVec3 newMin = newNode.AABB.GetMin() - EXTENSION;
const SHVec3 newMax = newNode.AABB.GetMax() + EXTENSION;
newNode.AABB.SetMin(newMin);
newNode.AABB.SetMax(newMax);
insertLeaf(NEW_INDEX);
}
void SHAABBTree::Update(SHCollisionShapeID id, const SHAABB& AABB)
{
// Get node index
const int32_t INDEX_TO_UPDATE = nodeMap[id];
Node& nodeToUpdate = nodes[INDEX_TO_UPDATE];
// If new AABB has not moved enough, skip.
if (nodeToUpdate.AABB.Contains(AABB))
return;
removeLeaf(INDEX_TO_UPDATE);
nodeToUpdate.AABB = AABB;
// Fatten the AABB
const SHVec3 EXTENSION{ AABB_EXTENSION };
const SHVec3 newMin = nodeToUpdate.AABB.GetMin() - EXTENSION;
const SHVec3 newMax = nodeToUpdate.AABB.GetMax() + EXTENSION;
nodeToUpdate.AABB.SetMin(newMin);
nodeToUpdate.AABB.SetMax(newMax);
insertLeaf(INDEX_TO_UPDATE);
}
void SHAABBTree::Remove(SHCollisionShapeID id) noexcept
{
// Get node index
const int32_t INDEX_TO_REMOVE = nodeMap[id];
removeLeaf(INDEX_TO_REMOVE);
freeNode(INDEX_TO_REMOVE);
nodeMap.erase(id);
}
const std::vector<SHCollisionShapeID>& SHAABBTree::Query(SHCollisionShapeID id, const SHAABB& AABB) const noexcept
{
static std::vector<SHCollisionShapeID> potentialCollisions;
static std::stack<int32_t> nodeIndices;
potentialCollisions.clear();
// We use this to ignore shapes on the same entity
const EntityID EID = id.GetEntityID();
nodeIndices.push(root);
while (!nodeIndices.empty())
{
const int32_t INDEX = nodeIndices.top();
nodeIndices.pop();
if (INDEX == NULL_NODE)
continue;
const Node& NODE = nodes[INDEX];
if (!SHAABB::Intersect(AABB, NODE.AABB))
continue;
// Avoid checking against shapes of the same composite collider (and itself)
if (isLeaf(INDEX) && NODE.id.GetEntityID() != EID)
{
potentialCollisions.emplace_back(NODE.id);
}
else
{
nodeIndices.push(NODE.left);
nodeIndices.push(NODE.right);
}
}
return potentialCollisions;
}
const std::vector<SHCollisionShapeID>& SHAABBTree::Query(const SHRay& ray, float distance) const noexcept
{
static std::vector<SHCollisionShapeID> potentialHits;
static std::stack<int32_t> nodeIndices;
potentialHits.clear();
nodeIndices.push(root);
while (!nodeIndices.empty())
{
const int32_t INDEX = nodeIndices.top();
nodeIndices.pop();
if (INDEX == NULL_NODE)
continue;
const Node& NODE = nodes[INDEX];
const auto& RESULT = NODE.AABB.Raycast(ray);
if (!RESULT || RESULT.distance > distance)
continue;
if (isLeaf(INDEX))
{
potentialHits.emplace_back(NODE.id);
}
else
{
// Non-leaf nodes need to be traversed further
nodeIndices.push(NODE.left);
nodeIndices.push(NODE.right);
}
}
return potentialHits;
}
/*-----------------------------------------------------------------------------------*/
/* Private Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHAABBTree::isLeaf(int32_t index) const noexcept
{
const Node& NODE = nodes[index];
return NODE.left == NULL_NODE && NODE.right == NULL_NODE;
}
int32_t SHAABBTree::allocateNode()
{
if (freeList == NULL_NODE)
{
// No more free nodes available, so we need to resize the tree for more nodes
capacity *= 2;
Node* newNodes = new Node[capacity];
// Copy all the nodes manually. I do this instead of memcpy to guarantee it copies properly.
for (int32_t i = 0; i < nodeCount; ++i)
{
newNodes[i].AABB = nodes[i].AABB;
newNodes[i].id = nodes[i].id;
newNodes[i].parent = nodes[i].parent;
newNodes[i].left = nodes[i].left;
newNodes[i].right = nodes[i].right;
newNodes[i].height = nodes[i].height;
}
delete[] nodes;
nodes = newNodes;
addToFreeList(nodeCount);
}
const int32_t FREE_NODE = freeList;
freeList = nodes[FREE_NODE].next;
// Set node to default
Node& newNode = nodes[FREE_NODE];
newNode.parent = NULL_NODE;
newNode.left = NULL_NODE;
newNode.right = NULL_NODE;
newNode.height = NULL_NODE;
++nodeCount;
return FREE_NODE;
}
void SHAABBTree::freeNode(int32_t index) noexcept
{
SHASSERT(index >= 0 && index < capacity, "Trying to free an invalid AABB Tree node!")
nodes[index].next = freeList;
nodes[index].height = NULL_NODE;
// Put it back on the free list
freeList = index;
--nodeCount;
}
void SHAABBTree::insertLeaf(int32_t index)
{
// If there is no root, the first insert must make the root
if (root == NULL_NODE)
{
root = index;
nodes[root].parent = NULL_NODE;
return;
}
// Find best sibling for new leaf
// Utilise Surface Area Heuristic
const SHAABB& LEAF_AABB = nodes[index].AABB;
uint32_t searchIndex = root;
while (!isLeaf(searchIndex))
{
const SHAABB COMBINED_AABB = SHAABB::Combine(LEAF_AABB, nodes[searchIndex].AABB);
const float COMBINED_AREA = COMBINED_AABB.SurfaceArea();
const float INHERITED_COST = 2.0f * (COMBINED_AREA - nodes[searchIndex].AABB.SurfaceArea());
const int32_t LEFT_INDEX = nodes[searchIndex].left;
const int32_t RIGHT_INDEX = nodes[searchIndex].right;
float leftCost = 0.0f;
float rightCost = 0.0f;
const float LEFT_COMBINED_AREA = SHAABB::Combine(LEAF_AABB, nodes[LEFT_INDEX].AABB).SurfaceArea();
const float RIGHT_COMBINED_AREA = SHAABB::Combine(LEAF_AABB, nodes[RIGHT_INDEX].AABB).SurfaceArea();
// Compute cost for descending into the left
if (isLeaf(LEFT_INDEX))
leftCost = LEFT_COMBINED_AREA + INHERITED_COST;
else
leftCost = LEFT_COMBINED_AREA - nodes[LEFT_INDEX].AABB.SurfaceArea() + INHERITED_COST;
// Compute cost for descending into the right
if (isLeaf(RIGHT_INDEX))
rightCost = RIGHT_COMBINED_AREA + INHERITED_COST;
else
rightCost = RIGHT_COMBINED_AREA - nodes[RIGHT_INDEX].AABB.SurfaceArea() + INHERITED_COST;
// Early out
const float BRANCH_COST = 2.0f * COMBINED_AREA;
if (BRANCH_COST < leftCost && BRANCH_COST < rightCost)
break;
// Traverse
searchIndex = leftCost < rightCost ? LEFT_INDEX : RIGHT_INDEX;
}
const int32_t BEST_SIBLING = searchIndex;
// Create a new parent for the leaf
const int32_t OLD_PARENT = nodes[BEST_SIBLING].parent;
const int32_t NEW_PARENT = allocateNode();
Node& newParent = nodes[NEW_PARENT];
newParent.parent = OLD_PARENT;
newParent.id = SHCollisionShapeID{ MAX_EID, std::numeric_limits<uint32_t>::max() };
newParent.AABB = SHAABB::Combine(LEAF_AABB, nodes[BEST_SIBLING].AABB);
newParent.height = nodes[BEST_SIBLING].height + 1;
newParent.left = BEST_SIBLING;
newParent.right = index;
nodes[BEST_SIBLING].parent = NEW_PARENT;
nodes[index].parent = NEW_PARENT;
// If sibling was the root
if (OLD_PARENT == NULL_NODE)
root = NEW_PARENT;
else
(nodes[OLD_PARENT].left == BEST_SIBLING ? nodes[OLD_PARENT].left : nodes[OLD_PARENT].right) = NEW_PARENT;
syncHierarchy(NEW_PARENT);
}
void SHAABBTree::removeLeaf(int32_t index)
{
if (index == root)
{
root = NULL_NODE;
return;
}
const int32_t PARENT = nodes[index].parent;
if (PARENT == NULL_NODE)
{
freeNode(index);
return;
}
const int32_t GRANDPARENT = nodes[PARENT].parent;
const int32_t SIBLING = nodes[PARENT].left == index ? nodes[PARENT].right : nodes[PARENT].left;
if (GRANDPARENT != NULL_NODE)
{
// Replace parent with sibling
(nodes[GRANDPARENT].left == PARENT ? nodes[GRANDPARENT].left : nodes[GRANDPARENT].right) = SIBLING;
nodes[SIBLING].parent = GRANDPARENT;
}
else
{
// Parent was root
root = SIBLING;
nodes[SIBLING].parent = NULL_NODE;
}
freeNode(PARENT);
syncHierarchy(GRANDPARENT);
}
void SHAABBTree::syncHierarchy(int32_t index)
{
while (index != NULL_NODE)
{
index = balance(index);
const int32_t LEFT_INDEX = nodes[index].left;
const Node& LEFT_NODE = nodes[LEFT_INDEX];
const int32_t RIGHT_INDEX = nodes[index].right;
const Node& RIGHT_NODE = nodes[RIGHT_INDEX];
nodes[index].height = 1 + SHMath::Max(LEFT_NODE.height, RIGHT_NODE.height);
nodes[index].AABB = SHAABB::Combine(LEFT_NODE.AABB, RIGHT_NODE.AABB);
// Sync up to the root
index = nodes[index].parent;
}
}
int32_t SHAABBTree::balance(int32_t index)
{
if (isLeaf(index) || nodes[index].height == 1)
return index;
Node& nodeA = nodes[index];
const int32_t LEFT = nodeA.left;
const int32_t RIGHT = nodeA.right;
const int32_t DIFF = nodes[RIGHT].height - nodes[LEFT].height;
if (DIFF > 1)
return rotateLeft(index);
if (DIFF < -1)
return rotateRight(index);
return index;
}
int32_t SHAABBTree::rotateLeft(int32_t index)
{
/****************************
A C
/ \ / \
B C --> A F/G
/ \ / \
F G B G/F
****************************/
// Promote C
Node& nodeA = nodes[index];
const int32_t B = nodeA.left;
const int32_t C = nodeA.right;
Node& nodeB = nodes[B];
Node& nodeC = nodes[C];
const int32_t F = nodeC.left;
const int32_t G = nodeC.right;
Node& nodeF = nodes[F];
Node& nodeG = nodes[G];
if (nodeA.parent != NULL_NODE)
(nodes[nodeA.parent].left == index ? nodes[nodeA.parent].left : nodes[nodeA.parent].right) = C;
else
root = C;
nodeC.left = index;
nodeC.parent = nodeA.parent;
nodeA.parent = C;
if (nodeF.height > nodeG.height)
{
nodeC.right = F;
nodeA.right = G;
nodeG.parent = index;
nodeA.AABB = SHAABB::Combine(nodeB.AABB, nodeG.AABB);
nodeC.AABB = SHAABB::Combine(nodeA.AABB, nodeF.AABB);
nodeA.height = 1 + SHMath::Max(nodeB.height, nodeG.height);
nodeC.height = 1 + SHMath::Max(nodeA.height, nodeF.height);
}
else
{
nodeC.right = G;
nodeA.right = F;
nodeF.parent = index;
nodeA.AABB = SHAABB::Combine(nodeB.AABB, nodeF.AABB);
nodeC.AABB = SHAABB::Combine(nodeA.AABB, nodeG.AABB);
nodeA.height = 1 + SHMath::Max(nodeB.height, nodeF.height);
nodeC.height = 1 + SHMath::Max(nodeA.height, nodeG.height);
}
return C;
}
int32_t SHAABBTree::rotateRight(int32_t index)
{
/*************************
A B
/ \ / \
B C --> D/E A
/ \ / \
D E E/D C
*************************/
// Promote B
Node& nodeA = nodes[index];
const int32_t B = nodeA.left;
const int32_t C = nodeA.right;
Node& nodeB = nodes[B];
Node& nodeC = nodes[C];
const int32_t D = nodeB.left;
const int32_t E = nodeB.right;
Node& nodeD = nodes[D];
Node& nodeE = nodes[E];
if (nodeA.parent != NULL_NODE)
(nodes[nodeA.parent].left == index ? nodes[nodeA.parent].left : nodes[nodeA.parent].right) = B;
else
root = B;
nodeB.right = index;
nodeB.parent = nodeA.parent;
nodeA.parent = B;
if (nodeD.height > nodeE.height)
{
nodeB.left = D;
nodeA.left = E;
nodeE.parent = index;
nodeA.AABB = SHAABB::Combine(nodeC.AABB, nodeE.AABB);
nodeB.AABB = SHAABB::Combine(nodeA.AABB, nodeD.AABB);
nodeA.height = 1 + SHMath::Max(nodeC.height, nodeE.height);
nodeB.height = 1 + SHMath::Max(nodeA.height, nodeD.height);
}
else
{
nodeB.left = E;
nodeA.left = D;
nodeD.parent = index;
nodeA.AABB = SHAABB::Combine(nodeC.AABB, nodeD.AABB);
nodeB.AABB = SHAABB::Combine(nodeA.AABB, nodeE.AABB);
nodeA.height = 1 + SHMath::Max(nodeC.height, nodeD.height);
nodeB.height = 1 + SHMath::Max(nodeA.height, nodeE.height);
}
return B;
}
void SHAABBTree::addToFreeList(int32_t index) noexcept
{
for (int32_t i = index; i < capacity; ++i)
{
nodes[i].next = i + 1;
nodes[i].height = NULL_NODE;
}
nodes[capacity - 1].next = NULL_NODE;
nodes[capacity - 1].height = NULL_NODE;
freeList = index;
}
} // namespace SHADE

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@ -0,0 +1,156 @@
/****************************************************************************************
* \file SHDynamicAABBTree.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Dynamic AABB Tree for broadphase collision detection.
*
* \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 <unordered_map>
// Project Headers
#include "Physics/Collision/Shapes/SHCollisionShape.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/**
* @brief
* Encapsulates a dynamic AABB Tree for collision detection.
*/
class SH_API SHAABBTree
{
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
using AABBs = std::vector<SHAABB>;
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
static constexpr int NULL_NODE = -1;
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHAABBTree () noexcept;
~SHAABBTree () noexcept;
SHAABBTree(const SHAABBTree& other) = delete;
SHAABBTree(SHAABBTree&& other) noexcept = delete;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHAABBTree& operator=(const SHAABBTree& other) = delete;
SHAABBTree& operator=(SHAABBTree&& other) noexcept = delete;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] const AABBs& GetAABBs () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
void Insert (SHCollisionShapeID id, const SHAABB& AABB);
void Update (SHCollisionShapeID id, const SHAABB& AABB);
void Remove (SHCollisionShapeID id) noexcept;
[[nodiscard]] const std::vector<SHCollisionShapeID>& Query(SHCollisionShapeID id, const SHAABB& AABB) const noexcept;
[[nodiscard]] const std::vector<SHCollisionShapeID>& Query(const SHRay& ray, float distance) const noexcept;
private:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
struct Node
{
public:
/*-------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*-------------------------------------------------------------------------------*/
Node () noexcept;
Node (const Node& rhs) noexcept;
Node (Node&& rhs) noexcept;
~Node () noexcept = default;
/*-------------------------------------------------------------------------------*/
/* Operator Overloads */
/*-------------------------------------------------------------------------------*/
Node& operator=(const Node& rhs) noexcept;
Node& operator=(Node&& rhs) noexcept;
/*-------------------------------------------------------------------------------*/
/* Data Members */
/*-------------------------------------------------------------------------------*/
SHAABB AABB;
SHCollisionShapeID id; // Used to lookup the collision shape & entity for culling against itself
union
{
int32_t parent;
int32_t next;
};
int32_t left;
int32_t right;
int32_t height; // Leaves have a height of 0. Free nodes have a height of -1
};
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
static constexpr float AABB_EXTENSION = 0.2f;
// For quick access
std::unordered_map<SHCollisionShapeID, int32_t, SHCollisionShapeIDHash> nodeMap;
int32_t root;
Node* nodes; // Dynamically allocated array of nodes. I use dynamic allocation as in the past, using a vector causes weird issues.
int32_t nodeCount;
int32_t capacity; // Used for resizing the tree.
int32_t freeList; // Stores the next available node on the free list.
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
bool isLeaf (int32_t index) const noexcept;
int32_t allocateNode ();
void freeNode (int32_t index) noexcept;
void insertLeaf (int32_t index);
void removeLeaf (int32_t index);
void syncHierarchy (int32_t index);
int32_t balance (int32_t index);
int32_t rotateLeft (int32_t index);
int32_t rotateRight (int32_t index);
void addToFreeList (int32_t index) noexcept;
};
}

View File

@ -14,6 +14,9 @@
// Primary Header // Primary Header
#include "SHCollisionTagMatrix.h" #include "SHCollisionTagMatrix.h"
// Project Headers
#include "Tools/Utilities/SHUtilities.h"
namespace SHADE namespace SHADE
{ {
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
@ -145,8 +148,9 @@ namespace SHADE
/** /**
* I HATE FILE IO * I HATE FILE IO
* *
* Each line in the file should be "index<space>tag name". * Each line in the file should be "index<space>tag name<space>mask".
* If the line fails to follow this format, use the default tag name (index + 1) * If the line fails to follow this format, use the default tag name (index + 1) and default mask.
* If no mask was read, use a default mask.
*/ */
// Populate tag names with default // Populate tag names with default
@ -187,18 +191,40 @@ namespace SHADE
{ {
SHLOG_ERROR SHLOG_ERROR
( (
"Collision tag file line {} does not match the required format of 'index<space>tag name'. Default tag used for index {}" "Collision tag file line {} does not match the required format of 'index<space>tag name<space>mask'. Default tag used for index {}"
, linesRead + 1 , linesRead + 1
, tagIndex , tagIndex
) )
// Use default // Use default
collisionTags[tagIndex].SetName(std::to_string(tagIndex + 1)); collisionTags[tagIndex].SetName(std::to_string(tagIndex + 1));
collisionTags[tagIndex].SetMask(SHUtilities::ConvertEnum(SHCollisionTag::Layer::ALL));
continue; continue;
} }
collisionTags[tagIndex].SetName(tagName); collisionTags[tagIndex].SetName(tagName);
// Next element is the mask value
std::string maskString;
ss >> maskString;
uint16_t mask = std::numeric_limits<uint16_t>::max();
if (maskString.empty())
{
SHLOG_ERROR
(
"Collision tag file line {} does not match the required format of 'index<space>tag name<space>mask'. Default mask used for index {}"
, linesRead + 1
, tagIndex
)
}
else
{
mask = static_cast<uint16_t>(std::stoi(maskString));
}
collisionTags[tagIndex].SetMask(mask);
ss.clear(); ss.clear();
} }
@ -215,8 +241,9 @@ namespace SHADE
return; return;
} }
// Index Name Mask
for (int i = 0; i < SHCollisionTag::NUM_LAYERS; ++i) for (int i = 0; i < SHCollisionTag::NUM_LAYERS; ++i)
collisionTagNamesFile << i << " " << collisionTags[i].GetName() << std::endl; collisionTagNamesFile << i << " " << collisionTags[i].GetName() << " " << collisionTags[i].GetMask() << std::endl;
collisionTagNamesFile.close(); collisionTagNamesFile.close();
} }

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@ -0,0 +1,60 @@
/****************************************************************************************
* \file SHCollisionKey.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for Collision Information for Collision & Triggers.
*
* \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 "SHCollisionKey.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
enum class SHCollisionState
{
ENTER
, STAY
, EXIT
, TOTAL
, INVALID = -1
};
/**
* @brief
* Encapsulates the event for an intersection between two collision shapes that do not
* have physical resolution.
*/
struct SH_API SHTriggerEvent
{
public:
SHCollisionKey info;
SHCollisionState state = SHCollisionState::INVALID;
};
/**
* @brief
* Encapsulates the event for an intersection between two collision shapes that do
* have physical resolution.
*/
struct SH_API SHCollisionEvent
{
public:
static constexpr int MAX_NUM_CONTACTS = 4;
SHCollisionKey info;
SHCollisionState state = SHCollisionState::INVALID;
SHVec3 normal;
SHVec3 contactPoints[MAX_NUM_CONTACTS];
};
} // namespace SHADE

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@ -0,0 +1,166 @@
/****************************************************************************************
* \file SHCollisionInfo.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for Collision Info.
*
* \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 "SHCollisionKey.h"
// Project Headers
#include "Physics/Collision/SHCollider.h"
#include "Physics/Interface/SHColliderComponent.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHCollisionKey::SHCollisionKey() noexcept
{
ids[ENTITY_A] = MAX_EID;
ids[ENTITY_B] = MAX_EID;
ids[SHAPE_INDEX_A] = std::numeric_limits<uint32_t>::max();
ids[SHAPE_INDEX_B] = std::numeric_limits<uint32_t>::max();
}
SHCollisionKey::SHCollisionKey(const SHCollisionKey& rhs) noexcept
{
value[0] = rhs.value[0];
value[1] = rhs.value[1];
}
SHCollisionKey::SHCollisionKey(SHCollisionKey&& rhs) noexcept
{
value[0] = rhs.value[0];
value[1] = rhs.value[1];
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHCollisionKey& SHCollisionKey::operator=(const SHCollisionKey& rhs) noexcept
{
if (this == &rhs)
return *this;
value[0] = rhs.value[0];
value[1] = rhs.value[1];
return *this;
}
SHCollisionKey& SHCollisionKey::operator=(SHCollisionKey&& rhs) noexcept
{
value[0] = rhs.value[0];
value[1] = rhs.value[1];
return *this;
}
bool SHCollisionKey::operator==(const SHCollisionKey& rhs) const
{
// When checking for equal, check both ways.
// Exact Match (A, idxA, B, idxB)
const bool EXACT_MATCH = value[0] == rhs.value[0] && value[1] == rhs.value[1];
// Flipped Match: (B, idxB, A, idxA)
const bool FLIPPED_MATCH = value[0] == rhs.value[1] && value[1] == rhs.value[0];
return EXACT_MATCH || FLIPPED_MATCH;
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
EntityID SHCollisionKey::GetEntityA() const noexcept
{
return ids[ENTITY_A];
}
EntityID SHCollisionKey::GetEntityB() const noexcept
{
return ids[ENTITY_B];
}
uint32_t SHCollisionKey::GetShapeIndexA() const noexcept
{
return ids[SHAPE_INDEX_A];
}
uint32_t SHCollisionKey::GetShapeIndexB() const noexcept
{
return ids[SHAPE_INDEX_B];
}
const SHRigidBodyComponent* SHCollisionKey::GetRigidBodyA() const noexcept
{
return SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ids[ENTITY_A]);
}
const SHRigidBodyComponent* SHCollisionKey::GetRigidBodyB() const noexcept
{
return SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ids[ENTITY_B]);
}
const SHCollisionShape* SHCollisionKey::GetCollisionShapeA() const noexcept
{
const auto* COLLIDER_COMPONENT = SHComponentManager::GetComponent<SHColliderComponent>(ids[ENTITY_A]);
return COLLIDER_COMPONENT->GetCollider()->GetCollisionShape(ids[SHAPE_INDEX_A]);
}
const SHCollisionShape* SHCollisionKey::GetCollisionShapeB() const noexcept
{
const auto* COLLIDER_COMPONENT = SHComponentManager::GetComponent<SHColliderComponent>(ids[ENTITY_B]);
return COLLIDER_COMPONENT->GetCollider()->GetCollisionShape(ids[SHAPE_INDEX_B]);
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollisionKey::SetEntityA(EntityID entityID) noexcept
{
ids[ENTITY_A] = entityID;
}
void SHCollisionKey::SetEntityB(EntityID entityID) noexcept
{
ids[ENTITY_B] = entityID;
}
void SHCollisionKey::SetCollisionShapeA(uint32_t shapeIndexA) noexcept
{
ids[SHAPE_INDEX_A] = shapeIndexA;
}
void SHCollisionKey::SetCollisionShapeB(uint32_t shapeIndexB) noexcept
{
ids[SHAPE_INDEX_B] = shapeIndexB;
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
std::size_t SHCollisionKeyHash::operator()(const SHCollisionKey& id) const
{
static constexpr int NUM_IDS = ARRAYSIZE(id.ids);
// Hashable is not a word. Sue me.
auto hashablePtr = reinterpret_cast<std::basic_string_view<char32_t>::const_pointer>(id.ids);
return std::hash<std::u32string_view>{}(std::u32string_view(hashablePtr, NUM_IDS));
}
} // namespace SHADE

View File

@ -1,7 +1,7 @@
/**************************************************************************************** /****************************************************************************************
* \file SHPhysicsObject.h * \file SHCollisionID.h
* \author Diren D Bharwani, diren.dbharwani, 390002520 * \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Physics Object. * \brief Interface for Collision Information for Collision & Triggers.
* *
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or * \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent * disclosure of this file or its contents without the prior written consent
@ -10,102 +10,108 @@
#pragma once #pragma once
#include <reactphysics3d/reactphysics3d.h>
// Project Headers // Project Headers
#include "Math/Transform/SHTransformComponent.h"
#include "Physics/Interface/SHRigidBodyComponent.h"
#include "Physics/Interface/SHColliderComponent.h" #include "Physics/Interface/SHColliderComponent.h"
#include "Physics/Interface/SHRigidBodyComponent.h"
namespace SHADE namespace SHADE
{ {
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
struct SHCollisionKeyHash;
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Type Definitions */ /* Type Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
class SH_API SHPhysicsObject /**
* @brief
* Encapsulates the information when two collision shapes intersect.
*/
class SH_API SHCollisionKey
{ {
private: private:
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Friends */ /* Friends */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
friend class SHPhysicsSystem; friend struct SHCollisionKeyHash;
friend class SHPhysicsObjectManager;
public: public:
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */ /* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
SHPhysicsObject (EntityID eid, rp3d::PhysicsCommon* physicsFactory, rp3d::PhysicsWorld* physicsWorld) noexcept; SHCollisionKey () noexcept;
SHPhysicsObject (const SHPhysicsObject& rhs) noexcept = default; SHCollisionKey (const SHCollisionKey& rhs) noexcept;
SHPhysicsObject (SHPhysicsObject&& rhs) noexcept = default; SHCollisionKey (SHCollisionKey&& rhs) noexcept;
virtual ~SHPhysicsObject () noexcept;
~SHCollisionKey () noexcept = default;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Operator Overloads */ /* Operator Overloads */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
SHPhysicsObject& operator=(const SHPhysicsObject& rhs) noexcept = default; SHCollisionKey& operator= (const SHCollisionKey& rhs) noexcept;
SHPhysicsObject& operator=(SHPhysicsObject&& rhs) noexcept = default; SHCollisionKey& operator= (SHCollisionKey&& rhs) noexcept;
bool operator==(const SHCollisionKey& rhs) const;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Getter Functions */ /* Getter Functions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
[[nodiscard]] SHVec3 GetPosition () const noexcept; [[nodiscard]] EntityID GetEntityA () const noexcept;
[[nodiscard]] SHQuaternion GetOrientation () const noexcept; [[nodiscard]] EntityID GetEntityB () const noexcept;
[[nodiscard]] SHVec3 GetRotation () const noexcept; [[nodiscard]] uint32_t GetShapeIndexA () const noexcept;
[[nodiscard]] uint32_t GetShapeIndexB () const noexcept;
[[nodiscard]] rp3d::CollisionBody* GetCollisionBody () const noexcept; [[nodiscard]] const SHRigidBodyComponent* GetRigidBodyA () const noexcept;
[[nodiscard]] rp3d::RigidBody* GetRigidBody () const noexcept; [[nodiscard]] const SHRigidBodyComponent* GetRigidBodyB () const noexcept;
[[nodiscard]] const SHCollisionShape* GetCollisionShapeA () const noexcept;
[[nodiscard]] const SHCollisionShape* GetCollisionShapeB () const noexcept;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Setter Functions */ /* Setter Functions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
void SetStaticBody () const noexcept; void SetEntityA (EntityID entityID) noexcept;
void SetEntityB (EntityID entityID) noexcept;
/*---------------------------------------------------------------------------------*/ void SetCollisionShapeA (uint32_t shapeIndexA) noexcept;
/* Function Members */ void SetCollisionShapeB (uint32_t shapeIndexB) noexcept;
/*---------------------------------------------------------------------------------*/
int AddCollisionShape (int index);
void RemoveCollisionShape (int index);
void RemoveAllCollisionShapes () const noexcept;
void SyncRigidBody (SHRigidBodyComponent& component) const noexcept;
void SyncColliders (SHColliderComponent& component) const noexcept;
private: private:
static constexpr uint32_t ENTITY_A = 0;
static constexpr uint32_t SHAPE_INDEX_A = 1;
static constexpr uint32_t ENTITY_B = 2;
static constexpr uint32_t SHAPE_INDEX_B = 3;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Data Members */ /* Data Members */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
EntityID entityID; union
bool collidersActive; // Only used to sync with SHADE components {
uint64_t value[2]; // EntityValue, ShapeIndexValue
rp3d::PhysicsCommon* factory; uint32_t ids [4]; // EntityA, EntityB, ShapeIndexA, ShapeIndexB
rp3d::PhysicsWorld* world;
rp3d::RigidBody* rp3dBody;
rp3d::Transform prevTransform; // Cached transform for interpolation
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
void syncColliderProperties (const SHCollisionShape& collisionShape, rp3d::Collider* rp3dCollider) const noexcept;
// Box Shapes
void addBoxShape (const SHCollisionShape& boxShape) const noexcept;
void syncBoxShape (int index, const SHCollisionShape& boxShape) const noexcept;
// Sphere Shapes
void addSphereShape (const SHCollisionShape& sphereShape) const noexcept;
void syncSphereShape (int index, const SHCollisionShape& sphereShape) const noexcept;
}; };
};
/**
* @brief
* Encapsulates a functor to hash a CollisionKey
*/
struct SHCollisionKeyHash
{
public:
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
std::size_t operator()(const SHCollisionKey& id) const;
};
} // namespace SHADE } // namespace SHADE

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@ -0,0 +1,72 @@
/****************************************************************************************
* \file SHManifold.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Collision Manifold
*
* \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
// Primary Header
#include "Physics/Dynamics/SHRigidBody.h"
#include "Physics/Collision/Shapes/SHCollisionShape.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/**
* @brief
* Encapsulates a value that represents the touching features of a contact.
*/
union SHContactFeatures
{
public:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
struct
{
uint8_t inI; // Incoming Incident Edge
uint8_t outI; // Outgoing Incident Edge
uint8_t inR; // Incoming Reference Edge
uint8_t outR; // Outgoing Reference Edge
};
uint32_t key = std::numeric_limits<uint32_t>::max();
};
/**
* @brief
* Encapsulates a physical collision contact.
*/
struct SH_API SHContact
{
public:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
static constexpr int NUM_TANGENTS = 2;
float penetration = 0.0f;
float bias = 0.0f; // Restitution + Baumguarte factor
float normalImpulse = 0.0f; // Accumulated normal impulse
float normalMass = 0.0f; // Effective mass along the normal
float tangentImpulse[NUM_TANGENTS] = { 0.0f }; // Accumulated tangent impulses
float tangentMass[NUM_TANGENTS] = { 0.0f }; // Effective masses along the tangents
SHVec3 position;
SHVec3 rA; // Vector from COM of A to the contact
SHVec3 rB; // Vector from COM of B to the contact
SHContactFeatures featurePair;
};
}
#pragma once

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@ -0,0 +1,73 @@
/****************************************************************************************
* \file SHManifold.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Collision Manifold
*
* \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
// Primary Header
#include "Physics/Dynamics/SHRigidBody.h"
#include "Physics/Collision/Narrowphase/SHSATInfo.h"
#include "Physics/Collision/Shapes/SHCollisionShape.h"
#include "SHContact.h"
#include "SHCollisionEvents.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
struct SH_API SHManifold
{
public:
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHManifold (SHCollisionShape* a, SHCollisionShape* b) noexcept;
SHManifold (const SHManifold& rhs) noexcept;
SHManifold (SHManifold&& rhs) noexcept;
~SHManifold () noexcept = default;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHManifold& operator=(const SHManifold& rhs) noexcept;
SHManifold& operator=(SHManifold&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
// We only need 4 contact points to build a stable manifold.
static constexpr int MAX_NUM_CONTACTS = 4;
SHCollisionShape* shapeA;
SHCollisionShape* shapeB;
SHRigidBody* bodyA = nullptr;
SHRigidBody* bodyB = nullptr;
uint32_t numContacts = 0;
SHCollisionState state = SHCollisionState::INVALID;
SHSATInfo cachedSATInfo;
SHVec3 normal;
SHVec3 tangents[SHContact::NUM_TANGENTS];
SHContact contacts[MAX_NUM_CONTACTS];
};
} // namespace SHADE
#include "SHManifold.hpp"

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@ -0,0 +1,110 @@
/****************************************************************************************
* \file SHManifold.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Collision Manifold
*
* \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
// Primary Header
#include "SHManifold.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
inline SHManifold::SHManifold(SHCollisionShape* a, SHCollisionShape* b) noexcept
: shapeA { a }
, shapeB { b }
{
bodyA = shapeA->collider->rigidBody;
bodyB = shapeB->collider->rigidBody;
}
inline SHManifold::SHManifold(const SHManifold& rhs) noexcept
: shapeA { rhs.shapeA }
, shapeB { rhs.shapeB }
, bodyA { rhs.bodyA }
, bodyB { rhs.bodyB }
, numContacts { rhs.numContacts }
, state { rhs.state }
, cachedSATInfo { rhs.cachedSATInfo }
, normal { rhs.normal }
{
static constexpr size_t SIZE_OF_CONTACTS = sizeof(SHContact) * static_cast<size_t>(MAX_NUM_CONTACTS);
memcpy_s(contacts, SIZE_OF_CONTACTS, rhs.contacts, SIZE_OF_CONTACTS);
for (int i = 0; i < SHContact::NUM_TANGENTS; ++i)
tangents[i] = rhs.tangents[i];
}
inline SHManifold::SHManifold(SHManifold&& rhs) noexcept
: shapeA { rhs.shapeA }
, shapeB { rhs.shapeB }
, bodyA { rhs.bodyA }
, bodyB { rhs.bodyB }
, numContacts { rhs.numContacts }
, state { rhs.state }
, cachedSATInfo { rhs.cachedSATInfo }
, normal { rhs.normal }
{
static constexpr size_t SIZE_OF_CONTACTS = sizeof(SHContact) * static_cast<size_t>(MAX_NUM_CONTACTS);
memcpy_s(contacts, SIZE_OF_CONTACTS, rhs.contacts, SIZE_OF_CONTACTS);
for (int i = 0; i < SHContact::NUM_TANGENTS; ++i)
tangents[i] = rhs.tangents[i];
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
inline SHManifold& SHManifold::operator=(const SHManifold& rhs) noexcept
{
if (this == &rhs)
return *this;
shapeA = rhs.shapeA;
shapeB = rhs.shapeB;
bodyA = rhs.bodyA;
bodyB = rhs.bodyB;
numContacts = rhs.numContacts;
state = rhs.state;
cachedSATInfo = rhs.cachedSATInfo;
normal = rhs.normal;
static constexpr size_t SIZE_OF_CONTACTS = sizeof(SHContact) * static_cast<size_t>(MAX_NUM_CONTACTS);
memcpy_s(contacts, SIZE_OF_CONTACTS, rhs.contacts, SIZE_OF_CONTACTS);
for (int i = 0; i < SHContact::NUM_TANGENTS; ++i)
tangents[i] = rhs.tangents[i];
return *this;
}
inline SHManifold& SHManifold::operator=(SHManifold&& rhs) noexcept
{
shapeA = rhs.shapeA;
shapeB = rhs.shapeB;
bodyA = rhs.bodyA;
bodyB = rhs.bodyB;
numContacts = rhs.numContacts;
state = rhs.state;
cachedSATInfo = rhs.cachedSATInfo;
normal = rhs.normal;
static constexpr size_t SIZE_OF_CONTACTS = sizeof(SHContact) * static_cast<size_t>(MAX_NUM_CONTACTS);
memcpy_s(contacts, SIZE_OF_CONTACTS, rhs.contacts, SIZE_OF_CONTACTS);
for (int i = 0; i < SHContact::NUM_TANGENTS; ++i)
tangents[i] = rhs.tangents[i];
return *this;
}
} // namespace SHADE

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@ -1,7 +1,7 @@
/**************************************************************************************** /****************************************************************************************
* \file SHShape.cpp * \file SHCapsuleVsCapsule.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520 * \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a shape. * \brief Implementation for the Detecting Collisions between two capsules
* *
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or * \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent * disclosure of this file or its contents without the prior written consent
@ -11,25 +11,25 @@
#include <SHpch.h> #include <SHpch.h>
// Primary Header // Primary Header
#include "SHShape.h" #include "SHCollision.h"
// Project Headers
#include "Math/SHMathHelpers.h"
namespace SHADE namespace SHADE
{ {
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */ /* Public Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
SHShape::SHShape() bool SHCollision::CapsuleVsCapsule(const SHCollisionShape& A, const SHCollisionShape& B) noexcept
: type { Type::NONE }
{}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
SHShape::Type SHShape::GetType() const noexcept
{ {
return type; return false;
}
bool SHCollision::CapsuleVsCapsule(SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
return false;
} }
} // namespace SHADE } // namespace SHADE

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@ -0,0 +1,49 @@
/****************************************************************************************
* \file SHCapsuleVsConvex.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for the Detecting Collisions between a capsule and a convex
* polyhedron.
*
* \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 "SHCollision.h"
// Project Headers
#include "Math/SHMathHelpers.h"
#include "Physics/Collision/Shapes/SHConvexPolyhedron.h"
// TODO
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Public Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHCollision::CapsuleVsConvex(const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
return false;
}
bool SHCollision::ConvexVsCapsule(const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
return CapsuleVsConvex(B, A);
}
bool SHCollision::CapsuleVsConvex(SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
return false;
}
bool SHCollision::ConvexVsCapsule(SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
return CapsuleVsConvex(manifold, B, A);
}
} // namespace SHADE

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@ -0,0 +1,222 @@
/****************************************************************************************
* \file SHCollision.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for the Detecting Collisions between two shapes
*
* \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 "Math/Geometry/SHPlane.h"
#include "Physics/Collision/Contacts/SHManifold.h"
#include "Physics/Collision/Contacts/SHCollisionKey.h"
#include "Physics/Collision/Shapes/SHHalfEdgeStructure.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/**
* @brief
* Encapsulates static methods for testing for collision between two shapes.
*/
class SH_API SHCollision
{
public:
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
/* Spheres VS X */
[[nodiscard]] static bool SphereVsSphere (const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
[[nodiscard]] static bool SphereVsSphere (SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
[[nodiscard]] static bool SphereVsCapsule (const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
[[nodiscard]] static bool SphereVsCapsule (SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
[[nodiscard]] static bool SphereVsConvex (const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
[[nodiscard]] static bool SphereVsConvex (SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
/* Capsule VS X */
[[nodiscard]] static bool CapsuleVsSphere (const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
[[nodiscard]] static bool CapsuleVsSphere (SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
[[nodiscard]] static bool CapsuleVsCapsule (const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
[[nodiscard]] static bool CapsuleVsCapsule (SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
[[nodiscard]] static bool CapsuleVsConvex (const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
[[nodiscard]] static bool CapsuleVsConvex (SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
/* Polygon VS X */
[[nodiscard]] static bool ConvexVsSphere (const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
[[nodiscard]] static bool ConvexVsSphere (SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
[[nodiscard]] static bool ConvexVsCapsule (const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
[[nodiscard]] static bool ConvexVsCapsule (SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
[[nodiscard]] static bool ConvexVsConvex (const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
[[nodiscard]] static bool ConvexVsConvex (SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
private:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
struct FaceQuery
{
bool colliding = false; // Allows for early out
int32_t closestFace = -1;
float bestDistance = std::numeric_limits<float>::lowest();
};
struct EdgeQuery
{
int32_t halfEdgeA = -1;
int32_t halfEdgeB = -1;
int32_t axis = -1;
float bestDistance = std::numeric_limits<float>::lowest();
};
struct ClipVertex
{
SHVec3 position;
SHContactFeatures featurePair;
};
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
// Sphere VS Convex
static FaceQuery findClosestFace
(
const SHSphere& sphere
, const SHConvexPolyhedron& polyhedron
) noexcept;
static int32_t findClosestPoint
(
const SHSphere& sphere
, const SHConvexPolyhedron& polyhedron
, int32_t faceIndex
) noexcept;
static int32_t findVoronoiRegion
(
const SHSphere& sphere
, const SHVec3& faceVertex
, const SHVec3& faceNormal
, const SHVec3& tangent1
, const SHVec3& tangent2
) noexcept;
// Capsule VS Convex
// TODO: Capsule VS Convex uses the same gauss map optimisation as convex vs convex
// Convex VS Convex
/*
* ! References
* https://ia801303.us.archive.org/30/items/GDC2013Gregorius/GDC2013-Gregorius.pdf
* https://github.com/RandyGaul/qu3e/blob/master/src/collision/q3Collide.cpp
*/
static FaceQuery queryFaceDirections
(
const SHConvexPolyhedron& A
, const SHConvexPolyhedron& B
) noexcept;
static EdgeQuery queryEdgeDirections
(
const SHConvexPolyhedron& A
, const SHConvexPolyhedron& B
) noexcept;
static bool buildMinkowskiFace
(
const SHConvexPolyhedron& A
, const SHConvexPolyhedron& B
, int32_t edgeA
, int32_t edgeB
) noexcept;
static bool isMinkowskiFace
(
const SHVec3& a
, const SHVec3& b
, const SHVec3& c
, const SHVec3& d
) noexcept;
static float distanceBetweenEdges
(
const SHConvexPolyhedron& A
, const SHConvexPolyhedron& B
, int32_t edgeA
, int32_t edgeB
) noexcept;
static SHVec3 findClosestPointBetweenEdges
(
const SHConvexPolyhedron& A
, const SHConvexPolyhedron& B
, int32_t edgeA
, int32_t edgeB
) noexcept;
static int32_t findIncidentFace
(
const SHConvexPolyhedron& poly
, const SHVec3& normal
) noexcept;
static bool findFaceContacts
(
SHManifold& manifold
, const SHConvexPolyhedron& incPoly
, int32_t incFace
, const SHConvexPolyhedron& refPoly
, int32_t refFace
, bool flip
) noexcept;
static std::vector<ClipVertex> clipPolygonWithPlane
(
const std::vector<ClipVertex>& in
, int32_t numIn
, const SHPlane& plane
, int32_t planeIdx
) noexcept;
static std::vector<int32_t> reduceContacts
(
const std::vector<SHContact>& in
, const SHVec3& faceNormal
) noexcept;
// Cached Convex VS Convex
static bool cachedConvexVSConvex
(
SHManifold& manifold
, const SHSATInfo& cachedInfo
, const SHConvexPolyhedron& A
, const SHConvexPolyhedron& B
) noexcept;
};
} // namespace SHADE

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@ -0,0 +1,65 @@
/****************************************************************************************
* \file SHCollisionDispatch.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for the static Collision Dispatcher
*
* \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 "SHCollisionDispatch.h"
// Project Header
#include "SHCollision.h"
#include "Tools/Utilities/SHUtilities.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Static Data Member Definitions */
/*-----------------------------------------------------------------------------------*/
const SHCollisionDispatcher::ManifoldCollide SHCollisionDispatcher::manifoldCollide[NUM_SHAPES][NUM_SHAPES]
{
// <SHAPE> vs Sphere / Box / Capsule
{ SHCollision::SphereVsSphere, SHCollision::SphereVsConvex, SHCollision::SphereVsCapsule } // Sphere
, { SHCollision::ConvexVsSphere, SHCollision::ConvexVsConvex, SHCollision::ConvexVsCapsule } // Box
, { SHCollision::CapsuleVsSphere, SHCollision::CapsuleVsConvex, SHCollision::CapsuleVsCapsule } // Capsule
};
const SHCollisionDispatcher::TriggerCollide SHCollisionDispatcher::triggerCollide[NUM_SHAPES][NUM_SHAPES]
{
// <SHAPE> vs Sphere / Box / Capsule
{ SHCollision::SphereVsSphere, SHCollision::SphereVsConvex, SHCollision::SphereVsCapsule } // Sphere
, { SHCollision::ConvexVsSphere, SHCollision::ConvexVsConvex, SHCollision::ConvexVsCapsule } // Box
, { SHCollision::CapsuleVsSphere, SHCollision::CapsuleVsConvex, SHCollision::CapsuleVsCapsule } // Capsule
};
/*-----------------------------------------------------------------------------------*/
/* Public Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHCollisionDispatcher::Collide(SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
const int TYPE_A = SHUtilities::ConvertEnum(A.GetType());
const int TYPE_B = SHUtilities::ConvertEnum(B.GetType());
return manifoldCollide[TYPE_A][TYPE_B](manifold, A, B);
}
bool SHCollisionDispatcher::Collide(const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
const int TYPE_A = SHUtilities::ConvertEnum(A.GetType());
const int TYPE_B = SHUtilities::ConvertEnum(B.GetType());
return triggerCollide[TYPE_A][TYPE_B](A, B);
}
} // namespace SHADE

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@ -1,7 +1,7 @@
/**************************************************************************************** /****************************************************************************************
* \file SHPhysicsWorld.h * \file SHCollisionDispatch.h
* \author Diren D Bharwani, diren.dbharwani, 390002520 * \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Physics World. * \brief Interface for the static Collision Dispatcher
* *
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or * \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent * disclosure of this file or its contents without the prior written consent
@ -10,11 +10,9 @@
#pragma once #pragma once
#include <reactphysics3d/reactphysics3d.h>
// Project Headers // Project Headers
#include "Math/SHMath.h" #include "Physics/Collision/Contacts/SHManifold.h"
#include "SH_API.h" #include "Physics/Collision/Contacts/SHCollisionKey.h"
namespace SHADE namespace SHADE
{ {
@ -22,52 +20,36 @@ namespace SHADE
/* Type Definitions */ /* Type Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
struct SH_API SHPhysicsWorldState /**
* @brief
* Encapsulates static methods for running narrow-phase collision detection.
*/
class SH_API SHCollisionDispatcher
{ {
public: public:
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
static bool Collide (SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
static bool Collide (const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
private:
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Type Definitions */ /* Type Definitions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
struct WorldSettings using ManifoldCollide = bool(*)(SHManifold&, const SHCollisionShape& A, const SHCollisionShape& B);
{ using TriggerCollide = bool(*)(const SHCollisionShape& A, const SHCollisionShape& B);
public:
/*-------------------------------------------------------------------------------*/
/* Data Members */
/*-------------------------------------------------------------------------------*/
SHVec3 gravity = SHVec3{ 0.0f, -9.81f, 0.0f };
uint16_t numVelocitySolverIterations = 10;
uint16_t numPositionSolverIterations = 5;
bool sleepingEnabled = true;
};
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Data Members */ /* Data Members */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
rp3d::PhysicsWorld* world; static constexpr int NUM_SHAPES = static_cast<int>(SHCollisionShape::Type::COUNT);
WorldSettings settings;
/*---------------------------------------------------------------------------------*/ static const ManifoldCollide manifoldCollide [NUM_SHAPES][NUM_SHAPES];
/* Constructors & Destructor */ static const TriggerCollide triggerCollide [NUM_SHAPES][NUM_SHAPES];
/*---------------------------------------------------------------------------------*/
SHPhysicsWorldState() noexcept;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
void CreateWorld (rp3d::PhysicsCommon& factory);
void DestroyWorld (rp3d::PhysicsCommon& factory);
/**
* @brief Applies the current settings to the physics world. The world must be created
* before this is called.
*/
void UpdateSettings () const noexcept;
}; };

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/****************************************************************************************
* \file SHConvexVsConvex.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for the Detecting Collisions between two convex polyhedrons.
*
* \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 "SHCollision.h"
// Project Headers
#include "Math/SHMathHelpers.h"
#include "Math/Geometry/SHPlane.h"
#include "Physics/Collision/Shapes/SHConvexPolyhedron.h"
#include "Physics/SHPhysicsConstants.h"
#include "Tools/Utilities/SHUtilities.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Public Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHCollision::ConvexVsConvex(const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
const SHConvexPolyhedron& POLY_A = dynamic_cast<const SHConvexPolyhedron&>(A);
const SHConvexPolyhedron& POLY_B = dynamic_cast<const SHConvexPolyhedron&>(B);
const FaceQuery FACE_QUERY_A = queryFaceDirections(POLY_A, POLY_B);
if (FACE_QUERY_A.bestDistance > 0.0f)
return false;
const FaceQuery FACE_QUERY_B = queryFaceDirections(POLY_B, POLY_A);
if (FACE_QUERY_B.bestDistance > 0.0f)
return false;
const EdgeQuery EDGE_QUERY = queryEdgeDirections(POLY_A, POLY_B);
if (EDGE_QUERY.bestDistance > 0.0f)
return false;
return true;
}
bool SHCollision::ConvexVsConvex(SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
static constexpr float ABSOLUTE_TOLERANCE = 0.01f; // 0.0005
static constexpr float RELATIVE_TOLERANCE = 0.95f; // 1.0002
const SHConvexPolyhedron& POLY_A = dynamic_cast<const SHConvexPolyhedron&>(A);
const SHConvexPolyhedron& POLY_B = dynamic_cast<const SHConvexPolyhedron&>(B);
if (manifold.cachedSATInfo.type != SHSATInfo::Type::INVALID)
return cachedConvexVSConvex(manifold, manifold.cachedSATInfo, POLY_A, POLY_B);
SHSATInfo cachedInfo;
const FaceQuery FACE_QUERY_A = queryFaceDirections(POLY_A, POLY_B);
if (FACE_QUERY_A.bestDistance > 0.0f)
{
// cache the info
cachedInfo.type = SHSATInfo::Type::FACE;
cachedInfo.info.refPoly = SHSATInfo::ShapeID::A;
cachedInfo.info.refFace = FACE_QUERY_A.closestFace;
manifold.cachedSATInfo = cachedInfo;
return false;
}
const FaceQuery FACE_QUERY_B = queryFaceDirections(POLY_B, POLY_A);
if (FACE_QUERY_B.bestDistance > 0.0f)
{
// cache the info
cachedInfo.type = SHSATInfo::Type::FACE;
cachedInfo.info.refPoly = SHSATInfo::ShapeID::B;
cachedInfo.info.refFace = FACE_QUERY_B.closestFace;
manifold.cachedSATInfo = cachedInfo;
return false;
}
const EdgeQuery EDGE_QUERY = queryEdgeDirections(POLY_A, POLY_B);
if (EDGE_QUERY.bestDistance > 0.0f)
{
// cache the info
cachedInfo.type = SHSATInfo::Type::EDGE;
cachedInfo.info.edgeA = EDGE_QUERY.halfEdgeA;
cachedInfo.info.edgeB = EDGE_QUERY.halfEdgeB;
manifold.cachedSATInfo = cachedInfo;
return false;
}
// Apply weight to improve frame coherence of normal directions.
// We want a normal in the direction from A -> B, so we flip the normal if needed.
bool flipNormal = false;
const SHConvexPolyhedron* referencePoly = nullptr;
const SHConvexPolyhedron* incidentPoly = nullptr;
FaceQuery minFaceQuery;
if (FACE_QUERY_A.bestDistance + ABSOLUTE_TOLERANCE > FACE_QUERY_B.bestDistance * RELATIVE_TOLERANCE)
{
minFaceQuery = FACE_QUERY_A;
referencePoly = &POLY_A;
incidentPoly = &POLY_B;
flipNormal = false;
cachedInfo.type = SHSATInfo::Type::FACE;
cachedInfo.info.refPoly = SHSATInfo::ShapeID::A;
cachedInfo.info.refFace = minFaceQuery.closestFace;
}
else
{
minFaceQuery = FACE_QUERY_B;
referencePoly = &POLY_B;
incidentPoly = &POLY_A;
flipNormal = true;
cachedInfo.type = SHSATInfo::Type::FACE;
cachedInfo.info.refPoly = SHSATInfo::ShapeID::B;
cachedInfo.info.refFace = minFaceQuery.closestFace;
}
// If an edge pair contains the closest distance,vwe ignore any face queries and find the closest points on
// each edge and use that as the contact point.
if (EDGE_QUERY.bestDistance * RELATIVE_TOLERANCE > minFaceQuery.bestDistance + ABSOLUTE_TOLERANCE)
{
const SHHalfEdgeStructure::HalfEdge& HALF_EDGE_A = POLY_A.GetHalfEdge(EDGE_QUERY.halfEdgeA);
const SHHalfEdgeStructure::HalfEdge& HALF_EDGE_B = POLY_B.GetHalfEdge(EDGE_QUERY.halfEdgeB);
const SHVec3 HEAD_A = POLY_A.GetVertex(HALF_EDGE_A.headVertexIndex);
const SHVec3 TAIL_A = POLY_A.GetVertex(HALF_EDGE_A.tailVertexIndex);
const SHVec3 HEAD_B = POLY_B.GetVertex(HALF_EDGE_B.headVertexIndex);
const SHVec3 TAIL_B = POLY_B.GetVertex(HALF_EDGE_B.tailVertexIndex);
const SHVec3 VA = SHVec3::Normalise(HEAD_A - TAIL_A);
const SHVec3 VB = SHVec3::Normalise(HEAD_B - TAIL_B);
manifold.normal = SHVec3::Cross(VB, VA);
// Flip normal if need to ( A -> B)
if (SHVec3::Dot(manifold.normal, HEAD_A - A.GetWorldCentroid()) < 0.0f)
manifold.normal = -manifold.normal;
// In this scenario, we only have one contact
uint32_t numContacts = 0;
SHContact contact;
contact.featurePair.key = EDGE_QUERY.axis;
contact.position = findClosestPointBetweenEdges(POLY_A, POLY_B, EDGE_QUERY.halfEdgeA, EDGE_QUERY.halfEdgeB);
contact.penetration = -EDGE_QUERY.bestDistance;
manifold.contacts[numContacts++] = contact;
manifold.numContacts = numContacts;
// Cache the info
cachedInfo.type = SHSATInfo::Type::EDGE;
cachedInfo.info.edgeA = EDGE_QUERY.halfEdgeA;
cachedInfo.info.edgeB = EDGE_QUERY.halfEdgeB;
manifold.cachedSATInfo = cachedInfo;
return true;
}
const SHVec3 REFERENCE_NORMAL = referencePoly->GetNormal(minFaceQuery.closestFace);
const int32_t INCIDENT_FACE_IDX = findIncidentFace(*incidentPoly, REFERENCE_NORMAL);
manifold.cachedSATInfo = cachedInfo;
return findFaceContacts(manifold, *incidentPoly, INCIDENT_FACE_IDX, *referencePoly, minFaceQuery.closestFace, flipNormal);
}
/*-----------------------------------------------------------------------------------*/
/* Private Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
SHCollision::FaceQuery SHCollision::queryFaceDirections(const SHConvexPolyhedron& A, const SHConvexPolyhedron& B) noexcept
{
FaceQuery faceQuery;
const int32_t NUM_FACES = A.GetFaceCount();
for (const int32_t i : std::views::iota(0, NUM_FACES))
{
const SHHalfEdgeStructure::Face& FACE_A = A.GetFace(i);
const SHVec3 NORMAL_A = A.GetNormal(i);
// Smallest penetration is point closest to face normal
const SHVec3 SUPPORT_POINT = B.FindSupportPoint(-NORMAL_A);
const SHVec3 VERTEX_A = A.GetVertex(FACE_A.vertexIndices[0].index);
const SHPlane FACE_PLANE { VERTEX_A, NORMAL_A };
const float DISTANCE = FACE_PLANE.SignedDistance(SUPPORT_POINT);
if (DISTANCE > faceQuery.bestDistance)
{
faceQuery.bestDistance = DISTANCE;
faceQuery.closestFace = i;
}
}
return faceQuery;
}
SHCollision::EdgeQuery SHCollision::queryEdgeDirections(const SHConvexPolyhedron& A, const SHConvexPolyhedron& B) noexcept
{
EdgeQuery edgeQuery;
const int32_t EDGE_COUNT_A = A.GetHalfEdgeCount();
const int32_t EDGE_COUNT_B = B.GetHalfEdgeCount();
int32_t axis = -1;
for (int32_t i = 0; i < EDGE_COUNT_A; i += 2)
{
for (int32_t j = 0; j < EDGE_COUNT_B; j += 2)
{
const bool IS_MINKOWSKI_FACE = buildMinkowskiFace(A, B, i, j);
if (!IS_MINKOWSKI_FACE)
continue;
++axis;
const float SEPARATION = distanceBetweenEdges(A, B, i, j);
if (SEPARATION > edgeQuery.bestDistance)
{
edgeQuery.bestDistance = SEPARATION;
edgeQuery.halfEdgeA = i;
edgeQuery.halfEdgeB = j;
edgeQuery.axis = axis;
}
}
}
return edgeQuery;
}
bool SHCollision::buildMinkowskiFace(const SHConvexPolyhedron& A, const SHConvexPolyhedron& B, int32_t edgeA, int32_t edgeB) noexcept
{
// Get Half Edge from both polygons
const SHHalfEdgeStructure::HalfEdge& HALF_EDGE_A = A.GetHalfEdge(edgeA);
const SHHalfEdgeStructure::HalfEdge& TWIN_EDGE_A = A.GetHalfEdge(HALF_EDGE_A.twinEdgeIndex);
const SHHalfEdgeStructure::HalfEdge& HALF_EDGE_B = B.GetHalfEdge(edgeB);
const SHHalfEdgeStructure::HalfEdge& TWIN_EDGE_B = B.GetHalfEdge(HALF_EDGE_B.twinEdgeIndex);
// Get normals from face and twin edge face
const SHVec3 NA = A.GetNormal(HALF_EDGE_A.faceIndex);
const SHVec3 NB = A.GetNormal(TWIN_EDGE_A.faceIndex);
const SHVec3 NC = B.GetNormal(HALF_EDGE_B.faceIndex);
const SHVec3 ND = B.GetNormal(TWIN_EDGE_B.faceIndex);
return isMinkowskiFace(NA, NB, -NC, -ND);
}
bool SHCollision::isMinkowskiFace(const SHVec3& a, const SHVec3& b, const SHVec3& c, const SHVec3& d) noexcept
{
const SHVec3 BXA = SHVec3::Cross(b, a);
const SHVec3 DXC = SHVec3::Cross(d, c);
const float CBA = SHVec3::Dot(c, BXA);
const float DBA = SHVec3::Dot(d, BXA);
const float ADC = SHVec3::Dot(a, DXC);
const float BDC = SHVec3::Dot(b, DXC);
return CBA * DBA < 0.0f && ADC * BDC < 0.0f && CBA * BDC > 0.0f;
}
float SHCollision::distanceBetweenEdges(const SHConvexPolyhedron& A, const SHConvexPolyhedron& B, int32_t edgeA, int32_t edgeB) noexcept
{
const SHHalfEdgeStructure::HalfEdge& HALF_EDGE_A = A.GetHalfEdge(edgeA);
const SHHalfEdgeStructure::HalfEdge& HALF_EDGE_B = B.GetHalfEdge(edgeB);
const SHVec3 HEAD_A = A.GetVertex(HALF_EDGE_A.headVertexIndex);
const SHVec3 TAIL_A = A.GetVertex(HALF_EDGE_A.tailVertexIndex);
const SHVec3 HEAD_B = B.GetVertex(HALF_EDGE_B.headVertexIndex);
const SHVec3 TAIL_B = B.GetVertex(HALF_EDGE_B.tailVertexIndex);
const SHVec3 DIR_A = SHVec3::Normalise(HEAD_A - TAIL_A);
const SHVec3 DIR_B = SHVec3::Normalise(HEAD_B - TAIL_B);
// Check if the edges are parallel (abs dot product is 1)
const float DOT_BETWEEN_EDGES = std::fabs(SHVec3::Dot(DIR_A, DIR_B));
if (SHMath::CompareFloat(DOT_BETWEEN_EDGES, 1.0f))
return std::numeric_limits<float>::lowest();
SHVec3 normal = SHVec3::Cross(DIR_A, DIR_B);
// Flip normal if need to ( A -> B)
if (SHVec3::Dot(normal, HEAD_A - A.GetWorldCentroid()) < 0.0f)
normal = -normal;
return SHVec3::Dot(normal, HEAD_B - HEAD_A);
}
SHVec3 SHCollision::findClosestPointBetweenEdges(const SHConvexPolyhedron& A, const SHConvexPolyhedron& B, int32_t edgeA, int32_t edgeB) noexcept
{
/*
* The two edges can be parameterised in the form p + tv
*
* LA(r) = A + rVA
* LB(s) = B + sVB
*
* The vector between the closest points is the cross product of VA and VB.
* Since the cross product is orthogonal to VA and VB, we can generalise this as:
* (LB(s) - LA(r)) /dot VA = 0
* (LB(s) - LA(r)) /dot VB = 0
*
* Where LB(s) - LA(r) is the same vector as VB X VA.
*
*/
const SHHalfEdgeStructure::HalfEdge& HALF_EDGE_A = A.GetHalfEdge(edgeA);
const SHHalfEdgeStructure::HalfEdge& HALF_EDGE_B = B.GetHalfEdge(edgeB);
const SHVec3 HEAD_A = A.GetVertex(HALF_EDGE_A.headVertexIndex);
const SHVec3 TAIL_A = A.GetVertex(HALF_EDGE_A.tailVertexIndex);
const SHVec3 HEAD_B = B.GetVertex(HALF_EDGE_B.headVertexIndex);
const SHVec3 TAIL_B = B.GetVertex(HALF_EDGE_B.tailVertexIndex);
const SHVec3 VA = SHVec3::Normalise(HEAD_A - TAIL_A);
const SHVec3 VB = SHVec3::Normalise(HEAD_B - TAIL_B);
/*
* Find a1, a2, b1, b2, c1, c2 to solve the simultaneous equation
*
* C' = TAIL_B - TAIL_A
*
* a = VB /dot U
* b = -VA /dot U
* c = C' /dot U
*
* U is either VA or VB
*
* TODO: Check if segments degenerate into a point
*/
const SHVec3 C = TAIL_B - TAIL_A;
const float VB_DOT_VA = SHVec3::Dot(VB, VA); // a1
const float VB_DOT_VB = SHVec3::Dot(VB, VB); // a2
const float AV_DOT_VA = SHVec3::Dot(-VA, VA); // b1
const float AV_DOT_VB = SHVec3::Dot(-VA, VB); // b2
const float C_DOT_VA = SHVec3::Dot(C, VA); // c1
const float C_DOT_VB = SHVec3::Dot(C, VB); // c2
/*
* We only need to solve for R
* R = (c1a2 / a1 - c2) / ( b2 - a2b1/a1 )
*/
const float A2_OVER_A1 = VB_DOT_VA == 0.0f ? 0.0f : VB_DOT_VB / VB_DOT_VA;
const float NUMERATOR = C_DOT_VA * A2_OVER_A1 - C_DOT_VB;
const float DENOMINATOR = AV_DOT_VB - AV_DOT_VA * A2_OVER_A1;
// We clamp it because the factor cannot be beyond [0,1] as it would be beyond the segment if it was so.
const float R = DENOMINATOR == 0.0f ? NUMERATOR : NUMERATOR / DENOMINATOR;
// Just take a point from A since it's A -> B
return TAIL_A + R * VA;
}
int32_t SHCollision::findIncidentFace(const SHConvexPolyhedron& poly, const SHVec3& normal) noexcept
{
// Get the most anti-parallel face to the normal
int32_t bestFace = 0;
float bestProjection = std::numeric_limits<float>::max();
const int32_t NUM_FACES = poly.GetFaceCount();
for (const int32_t i : std::views::iota(0, NUM_FACES))
{
const SHVec3 INC_NORMAL = poly.GetNormal(i);
const float PROJECTION = SHVec3::Dot(INC_NORMAL, normal);
if (PROJECTION < bestProjection)
{
bestProjection = PROJECTION;
bestFace = i;
}
}
return bestFace;
}
bool SHCollision::findFaceContacts(SHManifold& manifold, const SHConvexPolyhedron& incPoly, int32_t incFace, const SHConvexPolyhedron& refPoly, int32_t refFace, bool flip) noexcept
{
const SHHalfEdgeStructure::Face& INCIDENT_FACE = incPoly.GetFace(incFace);
const SHHalfEdgeStructure::Face& REFERENCE_FACE = refPoly.GetFace(refFace);
const int32_t NUM_INCIDENT_VERTICES = static_cast<int32_t>(INCIDENT_FACE.vertexIndices.size());
const int32_t NUM_REFERENCE_VERTICES = static_cast<int32_t>(REFERENCE_FACE.vertexIndices.size());
// Build incoming vertices to clip
std::vector<ClipVertex> clipIn;
clipIn.resize(NUM_INCIDENT_VERTICES * 2, ClipVertex{});
int32_t numClipIn = 0;
for (int32_t i = 0; i < NUM_INCIDENT_VERTICES; ++i)
{
const int32_t prevI = i - 1 < 0 ? NUM_INCIDENT_VERTICES - 1 : i - 1;
const int32_t V_INDEX = INCIDENT_FACE.vertexIndices[i].index;
// The incoming id is the previous edge
// The outgoing id is the current edge (where this vertex is the tail of)
ClipVertex v;
v.position = incPoly.GetVertex(V_INDEX);
v.featurePair.inI = INCIDENT_FACE.vertexIndices[prevI].edgeIndex;
v.featurePair.outI = INCIDENT_FACE.vertexIndices[i].edgeIndex;
v.featurePair.inR = 0;
v.featurePair.outR = 0;
clipIn[numClipIn++] = v;
}
// Clip the vertices against the reference face side planes.
// Number of side planes == number of edges == number of vertices
const SHVec3 REF_NORMAL = refPoly.GetNormal(refFace);
for (int32_t i = 0; i < NUM_REFERENCE_VERTICES; ++i)
{
// Side plane can be built with the vertex on the edge and the plane's normal
// Plane normal = faceNormal X tangent (v2 - v1)
const int32_t V1_INDEX = REFERENCE_FACE.vertexIndices[i].index;
const int32_t V2_INDEX = REFERENCE_FACE.vertexIndices[(i + 1) % NUM_REFERENCE_VERTICES].index;
const SHVec3 V1 = refPoly.GetVertex(V1_INDEX);
const SHVec3 V2 = refPoly.GetVertex(V2_INDEX);
const SHVec3 TANGENT = SHVec3::Normalise(V2 - V1);
const SHPlane CLIP_PLANE { V1, SHVec3::Cross(REF_NORMAL, TANGENT) };
std::vector<ClipVertex> clipOut = clipPolygonWithPlane(clipIn, numClipIn, CLIP_PLANE, REFERENCE_FACE.vertexIndices[i].edgeIndex);
if (clipOut.empty())
return false;
// Replace the clip container's contents with the clipped points for the next clipping pass
const int32_t NUM_CLIPPED = static_cast<int32_t>(clipOut.size());
for (int32_t clippedIndex = 0; clippedIndex < NUM_CLIPPED; ++clippedIndex)
{
clipIn[clippedIndex].position = clipOut[clippedIndex].position;
clipIn[clippedIndex].featurePair.key = clipOut[clippedIndex].featurePair.key;
}
numClipIn = NUM_CLIPPED;
}
// From the final set of clipped points, only keep the points that are below the reference plane.
const SHPlane REFERENCE_PLANE{ refPoly.GetVertex(REFERENCE_FACE.vertexIndices.front().index), REF_NORMAL };
uint32_t numContacts = 0;
std::vector<SHContact> contacts;
for (int32_t i = 0; i < numClipIn; ++i)
{
const SHVec3 POS = clipIn[i].position;
const float DIST = REFERENCE_PLANE.SignedDistance(POS);
if (DIST <= 0.0f)
{
SHContact contact;
contact.position = POS;
contact.penetration = -DIST;
if (flip)
{
contact.featurePair.inI = clipIn[i].featurePair.inR;
contact.featurePair.inR = clipIn[i].featurePair.inI;
contact.featurePair.outI = clipIn[i].featurePair.outR;
contact.featurePair.outR = clipIn[i].featurePair.outI;
}
else
{
contact.featurePair.key = clipIn[i].featurePair.key;
}
contacts.emplace_back(contact);
++numContacts;
}
}
// Reduce contact manifold if more than 4 points
if (numContacts > 4)
{
const auto INDICES_TO_KEEP = reduceContacts(contacts, REF_NORMAL);
std::vector<SHContact> reducedContacts;
const int32_t NUM_REDUCED = static_cast<int32_t>(INDICES_TO_KEEP.size());
for (int32_t i = 0; i < NUM_REDUCED; ++i)
reducedContacts.emplace_back(contacts[INDICES_TO_KEEP[i]]);
contacts.clear();
// Copy contacts to main container
for (auto& contact : reducedContacts)
contacts.emplace_back(contact);
}
// Remove potential duplicate contact points
// No way about this being an n^2 loop
static constexpr float THRESHOLD = SHPHYSICS_SAME_CONTACT_DISTANCE * SHPHYSICS_SAME_CONTACT_DISTANCE;
for (auto i = contacts.begin(); i != contacts.end(); ++i)
{
for (auto j = i + 1; j != contacts.end();)
{
const float D2 = SHVec3::DistanceSquared(i->position, j->position);
if (D2 < THRESHOLD)
j = contacts.erase(j);
else
++j;
}
}
// Copy final contacts into the manifold
numContacts = static_cast<int32_t>(contacts.size());
for (int32_t i = 0; i < numContacts; ++i)
manifold.contacts[i] = contacts[i];
manifold.numContacts = numContacts;
manifold.normal = REF_NORMAL;
if (flip)
manifold.normal = -manifold.normal;
return true;
}
std::vector<SHCollision::ClipVertex> SHCollision::clipPolygonWithPlane(const std::vector<ClipVertex>& in, int32_t numIn, const SHPlane& plane, int32_t planeIdx) noexcept
{
std::vector<ClipVertex> out;
int32_t v1Index = numIn - 1;
int32_t v2Index = 0;
float v1Distance = plane.SignedDistance(in[v1Index].position);
float v2Distance = 0.0f;
for (int32_t i = 0; i < numIn; ++i)
{
v2Index = i;
const SHVec3 v1Pos = in[v1Index].position;
const SHVec3 v2Pos = in[v2Index].position;
v2Distance = plane.SignedDistance(v2Pos);
// v1 in front, v2 behind
// keep the intersection point
if (v1Distance >= 0.0f && v2Distance < 0.0f)
{
ClipVertex intersection;
// In case the edge is parallel, the intersection is just the start point
const bool IS_PARALLEL = SHMath::CompareFloat(SHVec3::Dot(v2Pos - v1Pos, plane.GetNormal()), 0.0f);
const float ALPHA = IS_PARALLEL ? 0.0f : v1Distance / SHVec3::Distance(v1Pos, v2Pos);
intersection.position = SHVec3::ClampedLerp(v1Pos, v2Pos, ALPHA);
intersection.featurePair.inI = in[v1Index].featurePair.outI;
intersection.featurePair.outI = 0;
intersection.featurePair.inR = 0;
intersection.featurePair.outR = planeIdx;
out.emplace_back(intersection);
}
// v1 behind, v2 in front
// keep intersection point & v2
if(v1Distance < 0.0f && v2Distance >= 0.0f)
{
ClipVertex intersection;
// In case the edge is parallel, the intersection is just the start point
const bool IS_PARALLEL = SHMath::CompareFloat(SHVec3::Dot(v2Pos - v1Pos, plane.GetNormal()), 0.0f);
const float ALPHA = IS_PARALLEL ? 0.0f : -v1Distance / SHVec3::Distance(v1Pos, v2Pos);
intersection.position = SHVec3::ClampedLerp(v1Pos, v2Pos, ALPHA);
intersection.featurePair.inI = 0;
intersection.featurePair.outI = in[v2Index].featurePair.inI;
intersection.featurePair.inR = planeIdx;
intersection.featurePair.outR = 0;
out.emplace_back(intersection);
out.emplace_back(in[v2Index]);
}
// both in front, keep v2
if (v1Distance >= 0.0f && v2Distance >= 0.0f)
{
out.emplace_back(in[v2Index]);
}
// v2 is the next v1
v1Index = v2Index;
v1Distance = v2Distance;
}
return out;
}
std::vector<int32_t> SHCollision::reduceContacts(const std::vector<SHContact>& in, const SHVec3& faceNormal) noexcept
{
std::vector<int32_t> indicesToKeep;
// Use a map to temporarily store and track the contacts we want
std::unordered_map<int, const SHContact*> contactMap;
const int32_t NUM_CONTACTS = static_cast<int32_t>(in.size());
for (int32_t i = 0; i < NUM_CONTACTS; ++i)
contactMap.emplace(i, &in[i]);
// Find the furthest point in a given direction
int32_t indexToKeep = -1;
float bestDistance = std::numeric_limits<float>::lowest();
for (const auto& [index, contact] : contactMap)
{
const float DIST = SHVec3::Dot(contact->position, SHVec3::One);
if (DIST > bestDistance)
{
bestDistance = DIST;
indexToKeep = index;
}
}
indicesToKeep.emplace_back(indexToKeep);
contactMap.erase(indexToKeep);
indexToKeep = -1;
bestDistance = std::numeric_limits<float>::lowest();
// Find point furthest away from the first index
const SHVec3& FIRST_POS = in[indicesToKeep.back()].position;
for (const auto& [index, contact] : contactMap)
{
const float DIST_SQUARED = SHVec3::DistanceSquared(FIRST_POS, contact->position);
if (DIST_SQUARED > bestDistance)
{
bestDistance = DIST_SQUARED;
indexToKeep = index;
}
}
indicesToKeep.emplace_back(indexToKeep);
contactMap.erase(indexToKeep);
indexToKeep = -1;
// We compute the triangle with the largest area.
// The area can be positive or negative depending on the winding order.
float maxArea = std::numeric_limits<float>::lowest();
float minArea = std::numeric_limits<float>::max();
int32_t maxAreaIndex = -1;
int32_t minAreaIndex = -1;
const SHVec3& SECOND_POS = in[indicesToKeep.back()].position;
for (const auto& [index, contact] : contactMap)
{
const SHVec3& POS = contact->position;
const SHVec3 TO_P1 = FIRST_POS - POS;
const SHVec3 TO_P2 = SECOND_POS - POS;
const float AREA = SHVec3::Dot(SHVec3::Cross(TO_P1, TO_P2), faceNormal) * 0.5f;
if (AREA > maxArea)
{
maxArea = AREA;
maxAreaIndex = index;
}
if (AREA < minArea)
{
minArea = AREA;
minAreaIndex = index;
}
}
// Compare which triangle creates the largest area
bool isAreaPositive = false;
if (maxArea > (-minArea))
{
isAreaPositive = true;
indexToKeep = maxAreaIndex;
}
else
{
isAreaPositive = false;
indexToKeep = minAreaIndex;
}
indicesToKeep.emplace_back(indexToKeep);
contactMap.erase(indexToKeep);
indexToKeep = -1;
// For the last point, we want the point which forms the largest area that is winded opposite to the first triangle
// The areas should be inverted: If area was -ve, we want a +ve. Otherwise, vice versa.
float bestArea = 0.0f;
const SHVec3& THIRD_POS = in[indicesToKeep.back()].position;
const SHVec3 ABC[3] = { FIRST_POS, SECOND_POS, THIRD_POS };
for (const auto& [index, contact] : contactMap)
{
const SHVec3& Q = contact->position;
for (int i = 0; i < 3; ++i)
{
const int P1 = i;
const int P2 = (i + 1) % 3;
const SHVec3 TO_P1 = ABC[P1] - Q;
const SHVec3 TO_P2 = ABC[P2] - Q;
const float AREA = SHVec3::Dot(SHVec3::Cross(TO_P1, TO_P2), faceNormal) * 0.5f;
if (isAreaPositive && AREA < bestArea)
{
bestArea = AREA;
indexToKeep = index;
}
if (!isAreaPositive && AREA > bestArea)
{
bestArea = AREA;
indexToKeep = index;
}
}
}
indicesToKeep.emplace_back(indexToKeep);
return indicesToKeep;
}
bool SHCollision::cachedConvexVSConvex(SHManifold& manifold, const SHSATInfo& cachedInfo, const SHConvexPolyhedron& A, const SHConvexPolyhedron& B) noexcept
{
if (cachedInfo.type == SHSATInfo::Type::FACE)
{
SHASSERT(cachedInfo.info.refPoly != SHSATInfo::ShapeID::INVALID, "Attempted to perform cached SAT with an invalid cached collision!")
// Assume the reference poly was A
const SHConvexPolyhedron* incPoly = &B;
const SHConvexPolyhedron* refPoly = &A;
bool flip = false;
// Swap if it was B
if (cachedInfo.info.refPoly == SHSATInfo::ShapeID::B)
{
refPoly = &B;
incPoly = &A;
flip = true;
}
const SHHalfEdgeStructure::Face& REF_FACE = refPoly->GetFace(cachedInfo.info.refFace);
const SHVec3 REF_NORMAL = refPoly->GetNormal(cachedInfo.info.refFace);
const SHVec3 SUPPORT_POINT = incPoly->FindSupportPoint(-REF_NORMAL);
const SHPlane REF_FACE_PLANE { refPoly->GetVertex(REF_FACE.vertexIndices[0].index), REF_NORMAL };
const float DISTANCE = REF_FACE_PLANE.SignedDistance(SUPPORT_POINT);
if (DISTANCE > 0.0f)
return false;
// Find the incident face
const int32_t INCIDENT_FACE_INDEX = findIncidentFace(*incPoly, REF_NORMAL);
return findFaceContacts(manifold, *incPoly, INCIDENT_FACE_INDEX, *refPoly, cachedInfo.info.refFace, flip);
}
if (cachedInfo.type == SHSATInfo::Type::EDGE)
{
const float DISTANCE = distanceBetweenEdges(A, B, cachedInfo.info.edgeA, cachedInfo.info.edgeB);
if (DISTANCE > 0.0f)
return false;
const SHHalfEdgeStructure::HalfEdge& HALF_EDGE_A = A.GetHalfEdge(cachedInfo.info.edgeA);
const SHHalfEdgeStructure::HalfEdge& HALF_EDGE_B = B.GetHalfEdge(cachedInfo.info.edgeB);
const SHVec3 HEAD_A = A.GetVertex(HALF_EDGE_A.headVertexIndex);
const SHVec3 TAIL_A = A.GetVertex(HALF_EDGE_A.tailVertexIndex);
const SHVec3 HEAD_B = B.GetVertex(HALF_EDGE_B.headVertexIndex);
const SHVec3 TAIL_B = B.GetVertex(HALF_EDGE_B.tailVertexIndex);
const SHVec3 VA = SHVec3::Normalise(HEAD_A - TAIL_A);
const SHVec3 VB = SHVec3::Normalise(HEAD_B - TAIL_B);
manifold.normal = SHVec3::Cross(VB, VA);
// Flip normal if need to ( A -> B)
if (SHVec3::Dot(manifold.normal, HEAD_A - A.GetWorldCentroid()) < 0.0f)
manifold.normal = -manifold.normal;
// In this scenario, we only have one contact
uint32_t numContacts = 0;
SHContact contact;
// Take feature pair key from previous manifold
contact.featurePair.key = manifold.contacts[0].featurePair.key;
contact.position = findClosestPointBetweenEdges(A, B, cachedInfo.info.edgeA, cachedInfo.info.edgeB);
contact.penetration = -DISTANCE;
manifold.contacts[numContacts++] = contact;
manifold.numContacts = numContacts;
return true;
}
// Should never reach this.
return false;
}
} // namespace SHADE

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/****************************************************************************************
* \file SHSATInfo.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for storing information of collision detection between two
* convex shapes using SAT.
*
* \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 <numeric> // int32_t
namespace SHADE
{
/**
* @brief
* Primarily used to cached collision information between two convex polyhedrons for
* temporal coherence.
*/
struct SHSATInfo
{
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
enum class ShapeID : int32_t
{
A = 0
, B = 1
, INVALID = -1
};
enum class Type
{
EDGE
, FACE
, INVALID = -1
};
union ContactInfo
{
struct // FaceContact
{
ShapeID refPoly;
int32_t refFace;
};
struct // Edge Contact
{
int32_t edgeA;
int32_t edgeB;
};
};
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
Type type;
ContactInfo info;
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHSATInfo () noexcept;
SHSATInfo (const SHSATInfo& rhs) noexcept;
SHSATInfo (SHSATInfo&& rhs) noexcept;
~SHSATInfo () noexcept = default;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHSATInfo& operator= (const SHSATInfo& rhs) noexcept;
SHSATInfo& operator= (SHSATInfo&& rhs) noexcept;
};
} // namespace SHADE
#include "SHSATInfo.hpp"

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/****************************************************************************************
* \file SHSATInfo.hpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation of inlined methods for cached SAT Info.
*
* \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
// Primary Header
#include "SHSATInfo.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*-----------------------------------------------------------------------------------*/
inline SHSATInfo::SHSATInfo() noexcept
: type { Type::INVALID }
, info {}
{
info.refPoly = ShapeID::INVALID;
info.refFace = -1;
}
inline SHSATInfo::SHSATInfo(const SHSATInfo& rhs) noexcept
: type { rhs.type }
, info {}
{
info.refPoly = rhs.info.refPoly;
info.refFace = rhs.info.refFace;
}
inline SHSATInfo::SHSATInfo(SHSATInfo&& rhs) noexcept
: type { rhs.type }
, info {}
{
info.refPoly = rhs.info.refPoly;
info.refFace = rhs.info.refFace;
}
/*---------------------------------------------------------------------------------- */
/* Operator Overloads */
/*---------------------------------------------------------------------------------- */
inline SHSATInfo& SHSATInfo::operator=(const SHSATInfo& rhs) noexcept
{
if (this == &rhs)
return *this;
type = rhs.type;
info.refPoly = rhs.info.refPoly;
info.refFace = rhs.info.refFace;
return *this;
}
inline SHSATInfo& SHSATInfo::operator=(SHSATInfo&& rhs) noexcept
{
type = rhs.type;
info.refPoly = rhs.info.refPoly;
info.refFace = rhs.info.refFace;
return *this;
}
}

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/****************************************************************************************
* \file SHSphereVsCapsule.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for the Detecting Collisions between a sphere and a capsule.
*
* \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 "SHCollision.h"
// Project Headers
#include "Math/SHMathHelpers.h"
#include "Physics/Collision/Shapes/SHSphere.h"
// TODO
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Public Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHCollision::SphereVsCapsule(const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
return false;
}
bool SHCollision::CapsuleVsSphere(const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
return SphereVsCapsule(B, A);
}
bool SHCollision::SphereVsCapsule(SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
return false;
}
bool SHCollision::CapsuleVsSphere(SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
return SphereVsCapsule(manifold, B, A);
}
} // namespace SHADE

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/****************************************************************************************
* \file SHSphereVsConvex.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for the Detecting Collisions between a sphere and a convex
* polyhedron.
*
* \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 "SHCollision.h"
// Project Headers
#include "Math/Geometry/SHPlane.h"
#include "Math/SHMathHelpers.h"
#include "Physics/Collision/Shapes/SHSphere.h"
#include "Physics/Collision/Shapes/SHConvexPolyhedron.h"
#include "Physics/SHPhysicsConstants.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Public Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHCollision::SphereVsConvex(const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
const SHSphere& SPHERE = dynamic_cast<const SHSphere&>(A);
const SHConvexPolyhedron& POLYHEDRON = dynamic_cast<const SHConvexPolyhedron&>(B);
const SHVec3 CENTER = SPHERE.Center;
const float RADIUS = SPHERE.GetWorldRadius();
// Find closest face
const FaceQuery FACE_QUERY = findClosestFace(SPHERE, POLYHEDRON);
if (!FACE_QUERY.colliding)
return false;
// If center of sphere is inside the polyhedron (below the face)
if (FACE_QUERY.bestDistance < SHMath::EPSILON)
return true;
// Find closest face of polygon to circle
const int32_t CLOSEST_POINT = findClosestPoint(SPHERE, POLYHEDRON, FACE_QUERY.closestFace);
const auto& FACE = POLYHEDRON.GetFace(FACE_QUERY.closestFace);
const SHVec3& FACE_NORMAL = POLYHEDRON.GetNormal(FACE_QUERY.closestFace);
const int32_t NUM_VERTICES = static_cast<int32_t>(FACE.vertexIndices.size());
// Get points and build tangents
const int32_t P2_INDEX = (CLOSEST_POINT + 1) % NUM_VERTICES;
const int32_t P3_INDEX = CLOSEST_POINT == 0 ? NUM_VERTICES - 1 : CLOSEST_POINT - 1;
const SHVec3 P1 = POLYHEDRON.GetVertex(FACE.vertexIndices[CLOSEST_POINT].index);
const SHVec3 P2 = POLYHEDRON.GetVertex(FACE.vertexIndices[P2_INDEX].index);
const SHVec3 P3 = POLYHEDRON.GetVertex(FACE.vertexIndices[P3_INDEX].index);
const SHVec3 TANGENT_1 = SHVec3::Normalise(P2 - P1);
const SHVec3 TANGENT_2 = SHVec3::Normalise(P3 - P1);
// Get the voronoi region it belongs in
const int32_t REGION = findVoronoiRegion(SPHERE, P1, FACE_NORMAL, TANGENT_1, TANGENT_2);
return REGION > 0;
}
bool SHCollision::ConvexVsSphere(const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
return SphereVsConvex(B, A);
}
bool SHCollision::SphereVsConvex(SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
// Convert to underlying types
// For the convex, we only need the convex polyhedron shape since the get vertex is pure virtual.
const SHSphere& SPHERE = dynamic_cast<const SHSphere&>(A);
const SHConvexPolyhedron& POLYHEDRON = dynamic_cast<const SHConvexPolyhedron&>(B);
const SHVec3 CENTER = SPHERE.Center;
const float RADIUS = SPHERE.GetWorldRadius();
const FaceQuery FACE_QUERY = findClosestFace(SPHERE, POLYHEDRON);
if (!FACE_QUERY.colliding)
return false;
uint32_t numContacts = 0;
const float PENETRATION = RADIUS - FACE_QUERY.bestDistance;
SHContact contact;
contact.featurePair.key = 0;
// Check if center is inside polyhedron (below the face)
if (FACE_QUERY.bestDistance < SHMath::EPSILON)
{
manifold.normal = -POLYHEDRON.GetNormal(FACE_QUERY.closestFace);
contact.penetration = PENETRATION;
contact.position = CENTER;
manifold.contacts[numContacts++] = contact;
manifold.numContacts = numContacts;
return true;
}
// Find closest face of polygon to circle
const int32_t CLOSEST_POINT = findClosestPoint(SPHERE, POLYHEDRON, FACE_QUERY.closestFace);
const auto& FACE = POLYHEDRON.GetFace(FACE_QUERY.closestFace);
const SHVec3& FACE_NORMAL = POLYHEDRON.GetNormal(FACE_QUERY.closestFace);
const int32_t NUM_VERTICES = static_cast<int32_t>(FACE.vertexIndices.size());
// Get points and build tangents
const int32_t P2_INDEX = (CLOSEST_POINT + 1) % NUM_VERTICES;
const int32_t P3_INDEX = CLOSEST_POINT == 0 ? NUM_VERTICES - 1 : CLOSEST_POINT - 1;
const SHVec3 P1 = POLYHEDRON.GetVertex(FACE.vertexIndices[CLOSEST_POINT].index);
const SHVec3 P2 = POLYHEDRON.GetVertex(FACE.vertexIndices[P2_INDEX].index);
const SHVec3 P3 = POLYHEDRON.GetVertex(FACE.vertexIndices[P3_INDEX].index);
const SHVec3 TANGENT_1 = SHVec3::Normalise(P2 - P1);
const SHVec3 TANGENT_2 = SHVec3::Normalise(P3 - P1);
// Get the voronoi region it belongs in
const int32_t REGION = findVoronoiRegion(SPHERE, P1, FACE_NORMAL, TANGENT_1, TANGENT_2);
if (REGION == 0)
return false;
// Create contact information based on region
const SHVec3 P1_TO_CENTER = CENTER - P1;
switch (REGION)
{
case 1: // Region A
case 2: // Region B
{
// Find closest point
const SHVec3& TANGENT = REGION == 1 ? TANGENT_1 : TANGENT_2;
const SHVec3 CP = P1 + TANGENT * SHVec3::Dot(P1_TO_CENTER, TANGENT);
const SHVec3 CP_TO_CENTER = CENTER - CP;
manifold.normal = -SHVec3::Normalise(CP_TO_CENTER);
contact.penetration = RADIUS - SHVec3::Dot(CP_TO_CENTER, -manifold.normal);
contact.position = CP;
break;
}
case 3: // Region C
{
manifold.normal = -SHVec3::Normalise(P1_TO_CENTER);
contact.penetration = RADIUS - P1_TO_CENTER.Length();
contact.position = P1;
break;
}
case 4: // Region D
{
manifold.normal = -FACE_NORMAL;
contact.penetration = PENETRATION;
contact.position = CENTER - FACE_NORMAL * RADIUS;
break;
}
default: return false; // Should never happen
}
manifold.contacts[numContacts++] = contact;
manifold.numContacts = numContacts;
return true;
}
bool SHCollision::ConvexVsSphere(SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
if (SphereVsConvex(manifold, B, A))
{
manifold.normal = -manifold.normal;
return true;
};
return false;
}
/*-----------------------------------------------------------------------------------*/
/* Private Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
SHCollision::FaceQuery SHCollision::findClosestFace
(
const SHSphere& sphere
, const SHConvexPolyhedron& polyhedron
) noexcept
{
FaceQuery faceQuery;
const SHVec3 CENTER = sphere.Center;
const float RADIUS = sphere.GetWorldRadius();
/*
* Test against each face.
*
* 1. For each face, build a plane in point-normal form.
* 2. Find the signed distance from plane to center of sphere.
* 3. Save best distance and face.
*/
for (int32_t i = 0; i < polyhedron.GetFaceCount(); ++i)
{
const SHHalfEdgeStructure::Face& FACE = polyhedron.GetFace(i);
// Build plane equation
// Use first vertex to build the plane
const SHPlane FACE_PLANE { polyhedron.GetVertex(FACE.vertexIndices[0].index), polyhedron.GetNormal(i) };
// Find signed distance of center to plane
const float SIGNED_DIST = FACE_PLANE.SignedDistance(CENTER);
// Early out:
// If face is facing away from center, signed dist is negative.
// Therefore signed distance is only positive when sphere is in front of the face.
if (SIGNED_DIST > RADIUS)
return faceQuery;
if (SIGNED_DIST > faceQuery.bestDistance)
{
faceQuery.bestDistance = SIGNED_DIST;
faceQuery.closestFace = i;
}
}
faceQuery.colliding = true;
return faceQuery;
}
int32_t SHCollision::findClosestPoint
(
const SHSphere& sphere
, const SHConvexPolyhedron& polyhedron
, int32_t faceIndex
) noexcept
{
// Find closest point on face
int32_t closestPointIndex = -1;
const SHVec3 CENTER = sphere.Center;
const SHHalfEdgeStructure::Face& FACE = polyhedron.GetFace(faceIndex);
const int32_t NUM_VERITICES = static_cast<int32_t>(FACE.vertexIndices.size());
float smallestDist = std::numeric_limits<float>::max();
for (int32_t i = 0; i < NUM_VERITICES; ++i)
{
const SHVec3 POINT = polyhedron.GetVertex(FACE.vertexIndices[i].index);
const float DIST = SHVec3::DistanceSquared(CENTER, POINT);
if (DIST < smallestDist)
{
smallestDist = DIST;
closestPointIndex = i;
}
}
return closestPointIndex;
}
int32_t SHCollision::findVoronoiRegion
(
const SHSphere& sphere
, const SHVec3& faceVertex
, const SHVec3& faceNormal
, const SHVec3& tangent1
, const SHVec3& tangent2
) noexcept
{
static constexpr int NUM_TANGENTS = 2;
// Check against voronoi regions of the face to determine the type of the intersection test
// We have 3 voronoi regions to check: 1 -> 2, 1 -> 3 and 1 -> center
// If none of these are true, the sphere is above the face but not separating
/*
* | 2
* _ _ _ _ _ _ | _ _ _
* / /
* | / regionD | / regionA
* |/ _ _ _ _ _|/ _ _ _
* 3/ regionB /1
* / / regionC
*
*/
const SHVec3 CENTER = sphere.Center;
const float RADIUS = sphere.GetWorldRadius();
const SHVec3 TANGENTS [NUM_TANGENTS] { tangent1, tangent2 };
const SHVec3 ADJACENT_NORMALS [NUM_TANGENTS] { SHVec3::Cross(tangent1, faceNormal), SHVec3::Cross(faceNormal, tangent2) };
const SHVec3 FACE_TO_CENTER = CENTER - faceVertex;
// To be inside either region A or B, 2 conditions must be satisfied
// 1. Same side as tangent
// 2. Same side as adjacent normal
// Check Region A & B
for (int i = 0; i < NUM_TANGENTS; ++i)
{
float projection = SHVec3::Dot(FACE_TO_CENTER, TANGENTS[i]);
if (projection >= 0.0f)
{
// Find closest point
const SHVec3 CLOSEST_POINT = faceVertex + projection * TANGENTS[i];
projection = SHVec3::Dot(FACE_TO_CENTER, ADJACENT_NORMALS[i]);
if (projection >= 0.0f)
{
if (projection > RADIUS)
return 0;
// Region 1 or 2 ( A or B)
return i + 1;
}
}
}
// Check Region C
// Face to vertex is in the opposite direction of any tangent.
const float PROJECTION = SHVec3::Dot(FACE_TO_CENTER, tangent1);
if (PROJECTION < 0)
{
const float DISTANCE_SQUARED = SHVec3::DistanceSquared(faceVertex, CENTER);
if (DISTANCE_SQUARED > RADIUS * RADIUS)
return 0;
return 3;
}
// Belongs in region D by default
return 4;
}
} // namespace SHADE

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/****************************************************************************************
* \file SHSphereVsSphere.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for the Detecting Collisions between two spheres
*
* \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 "SHCollision.h"
// Project Headers
#include "Math/SHMathHelpers.h"
#include "Physics/Collision/Shapes/SHSphere.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Public Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHCollision::SphereVsSphere(const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
const SHSphere& SPHERE_A = dynamic_cast<const SHSphere&>(A);
const SHSphere& SPHERE_B = dynamic_cast<const SHSphere&>(B);
const SHVec3 CENTER_A = SPHERE_A.Center;
const float RADIUS_A = SPHERE_A.Radius;
const SHVec3 CENTER_B = SPHERE_B.Center;
const float RADIUS_B = SPHERE_B.Radius;
const SHVec3 A_TO_B = CENTER_B - CENTER_A;
const float DISTANCE_BETWEEN_CENTERS_SQUARED = A_TO_B.LengthSquared();
const float COMBINED_RADIUS = RADIUS_B + RADIUS_A;
const float COMBINED_RADIUS_SQUARED = COMBINED_RADIUS * COMBINED_RADIUS;
if (DISTANCE_BETWEEN_CENTERS_SQUARED > COMBINED_RADIUS_SQUARED)
return false;
}
bool SHCollision::SphereVsSphere(SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept
{
// Convert to underlying types
const SHSphere& SPHERE_A = dynamic_cast<const SHSphere&>(A);
const SHSphere& SPHERE_B = dynamic_cast<const SHSphere&>(B);
const SHVec3 CENTER_A = SPHERE_A.Center;
const float RADIUS_A = SPHERE_A.Radius;
const SHVec3 CENTER_B = SPHERE_B.Center;
const float RADIUS_B = SPHERE_B.Radius;
const SHVec3 A_TO_B = CENTER_B - CENTER_A;
const float DISTANCE_BETWEEN_CENTERS_SQUARED = A_TO_B.LengthSquared();
const float COMBINED_RADIUS = RADIUS_B + RADIUS_A;
const float COMBINED_RADIUS_SQUARED = COMBINED_RADIUS * COMBINED_RADIUS;
if (DISTANCE_BETWEEN_CENTERS_SQUARED > COMBINED_RADIUS_SQUARED)
return false;
// Only populate the manifold if there is a collision
uint32_t numContacts = 0;
SHContact contact;
contact.featurePair.key = 0;
if (SHMath::CompareFloat(DISTANCE_BETWEEN_CENTERS_SQUARED, 0.0f))
{
manifold.normal = SHVec3::UnitY;
contact.position = CENTER_A;
contact.penetration = RADIUS_B;
manifold.contacts[numContacts++] = contact;
}
else
{
manifold.normal = SHVec3::Normalise(A_TO_B);
contact.position = CENTER_B - manifold.normal * RADIUS_B;
contact.penetration = COMBINED_RADIUS - A_TO_B.Length();
manifold.contacts[numContacts++] = contact;
}
manifold.numContacts = numContacts;
return true;
}
} // namespace SHADE

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/****************************************************************************************
* \file SHCollider.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Base Collider Class.
*
* \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 "SHCollider.h"
// Project Headers
#include "Broadphase/SHDynamicAABBTree.h"
#include "Events/SHEvent.h"
#include "Math/SHMathHelpers.h"
#include "Physics/SHPhysicsEvents.h"
#include "Physics/Dynamics/SHRigidBody.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHCollider::SHCollider(EntityID eid, const SHTransform& worldTransform) noexcept
: entityID { eid }
, flags { 0 }
, rigidBody { nullptr }
, shapeLibrary { nullptr }
, broadphase { nullptr }
, transform { worldTransform }
{
flags |= ACTIVE_FLAG;
flags |= MOVED_FLAG;
}
SHCollider::SHCollider(const SHCollider& rhs) noexcept
: entityID { rhs.entityID }
, flags { rhs.flags }
, rigidBody { rhs.rigidBody }
, shapeLibrary { rhs.shapeLibrary }
, broadphase { rhs.broadphase }
, transform { rhs.transform }
{}
SHCollider::SHCollider(SHCollider&& rhs) noexcept
: entityID { rhs.entityID }
, flags { rhs.flags }
, rigidBody { rhs.rigidBody }
, shapeLibrary { rhs.shapeLibrary }
, broadphase { rhs.broadphase }
, transform { rhs.transform }
{}
SHCollider::~SHCollider() noexcept
{
if (!shapeLibrary)
{
SHLOGV_ERROR("Shape factory is unlinked with Composite Collider {}. Unable to add destroy collider!", entityID)
return;
}
for (auto* shape : shapes)
shapeLibrary->DestroyShape(shape);
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHCollider& SHCollider::operator=(const SHCollider& rhs) noexcept
{
if (this == &rhs)
return *this;
if (!shapeLibrary)
{
SHLOGV_ERROR("Shape factory is unlinked with Collider {}. Unable to add copy shapes!", entityID)
return *this;
}
entityID = rhs.entityID;
flags = rhs.flags;
rigidBody = rhs.rigidBody;
shapeLibrary = rhs.shapeLibrary;
broadphase = rhs.broadphase;
transform = rhs.transform;
copyShapes(rhs);
return *this;
}
SHCollider& SHCollider::operator=(SHCollider&& rhs) noexcept
{
if (!shapeLibrary)
{
SHLOGV_ERROR("Shape factory is unlinked with Collider {}. Unable to add copy shapes!", entityID)
return *this;
}
entityID = rhs.entityID;
flags = rhs.flags;
rigidBody = rhs.rigidBody;
shapeLibrary = rhs.shapeLibrary;
broadphase = rhs.broadphase;
transform = rhs.transform;
copyShapes(rhs);
return *this;
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
EntityID SHCollider::GetEntityID() const noexcept
{
return entityID;
}
SHCollider::Type SHCollider::GetType() const noexcept
{
if (flags & COMPOSITE_FLAG)
return Type::COMPOSITE;
if (flags & HULL_FLAG)
return Type::HULL;
return Type::INVALID;
}
bool SHCollider::IsActive() const noexcept
{
return flags & ACTIVE_FLAG;
}
bool SHCollider::GetDebugDrawState() const noexcept
{
return flags & DRAW_FLAG;
}
const SHTransform& SHCollider::GetTransform() const noexcept
{
return transform;
}
const SHVec3& SHCollider::GetPosition() const noexcept
{
return transform.position;
}
const SHQuaternion& SHCollider::GetOrientation() const noexcept
{
return transform.orientation;
}
const SHVec3& SHCollider::GetScale() const noexcept
{
return transform.scale;
}
const SHCollider::CollisionShapes& SHCollider::GetCollisionShapes() const noexcept
{
return shapes;
}
SHCollisionShape* SHCollider::GetCollisionShape(int index) const
{
const int NUM_SHAPES = static_cast<int>(shapes.size());
if (index < 0 || index >= NUM_SHAPES)
throw std::invalid_argument("Out-of-range index!");
return shapes[index];
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollider::SetType(Type type) noexcept
{
if (type == Type::COMPOSITE)
flags |= COMPOSITE_FLAG;
if (type == Type::HULL)
flags |= HULL_FLAG;
}
void SHCollider::SetIsActive(bool state) noexcept
{
const bool PREV_STATE = flags & ACTIVE_FLAG;
state ? flags |= ACTIVE_FLAG : flags &= ~(ACTIVE_FLAG);
if (!broadphase)
return;
for (auto* shape : shapes)
{
if (PREV_STATE) // Previously inactive
broadphase->Insert(shape->id, shape->ComputeAABB());
else // Previously active
broadphase->Remove(shape->id);
}
}
void SHCollider::SetDebugDrawState(bool state) noexcept
{
state ? flags |= DRAW_FLAG : flags &= ~(DRAW_FLAG);
#ifdef SHEDITOR
// Broadcast event for the Debug Draw system to catch
const SHColliderOnDebugDrawEvent EVENT_DATA
{
.entityID = entityID
, .debugDrawState = state
};
SHEventManager::BroadcastEvent<SHColliderOnDebugDrawEvent>(EVENT_DATA, SH_PHYSICS_COLLIDER_DRAW_EVENT);
#endif
}
void SHCollider::SetRigidBody(SHRigidBody* rb) noexcept
{
rigidBody = rb;
}
void SHCollider::SetTransform(const SHTransform& newTransform) noexcept
{
flags |= MOVED_FLAG;
transform = newTransform;
}
void SHCollider::SetPosition(const SHVec3& newPosition) noexcept
{
flags |= MOVED_FLAG;
transform.position = newPosition;
}
void SHCollider::SetOrientation(const SHQuaternion& newOrientation) noexcept
{
flags |= MOVED_FLAG;
transform.orientation = newOrientation;
}
void SHCollider::SetScale(const SHVec3& newScale) noexcept
{
flags |= MOVED_FLAG;
transform.scale = newScale;
}
void SHCollider::SetLibrary(SHCollisionShapeLibrary* factory) noexcept
{
shapeLibrary = factory;
}
/*-----------------------------------------------------------------------------------*/
/* Public Member Function Definitions */
/*-----------------------------------------------------------------------------------*/
const SHMatrix& SHCollider::ComputeTRS() noexcept
{
return transform.ComputeTRS();
}
void SHCollider::RemoveCollisionShape(int index)
{
if (!shapeLibrary)
{
SHLOGV_ERROR("Shape factory is unlinked with Collider {}. Unable to add remove shape!", entityID)
return;
}
const int NUM_SHAPES = static_cast<int>(shapes.size());
if (index < 0 || index >= NUM_SHAPES)
throw std::invalid_argument("Out-of-range index!");
auto shape = shapes.begin();
for (int i = 0; i < NUM_SHAPES; ++i, ++shape)
{
if (i == index)
break;
}
const SHPhysicsColliderRemovedEvent EVENT_DATA
{
.entityID = entityID
, .colliderType = (*shape)->GetType()
, .colliderIndex = index
};
// Remove from broadphase
if (broadphase)
broadphase->Remove((*shape)->id);
shapeLibrary->DestroyShape(*shape);
*shape = nullptr;
// Remove the shape from the container to prevent accessing a nullptr
shape = shapes.erase(shape);
// Broadcast Event for removing a shape
SHEventManager::BroadcastEvent<SHPhysicsColliderRemovedEvent>(EVENT_DATA, SH_PHYSICS_COLLIDER_REMOVED_EVENT);
if (rigidBody)
rigidBody->ComputeMassData();
SHLOG_INFO_D("Removing Collision Shape {} from Entity {}", index, entityID)
}
void SHCollider::Update() noexcept
{
for (auto* shape : shapes)
shape->Update();
}
/*-----------------------------------------------------------------------------------*/
/* Private Member Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollider::copyShapes(const SHCollider& rhsCollider)
{
for (const auto* shape : rhsCollider.shapes)
{
switch (shape->GetType())
{
case SHCollisionShape::Type::BOX:
{
const SHBox* RHS_BOX = dynamic_cast<const SHBox*>(shape);
const SHBoxCreateInfo BOX_CREATE_INFO
{
.Center = RHS_BOX->Center
, .Extents = RHS_BOX->Extents
, .RelativeExtents = RHS_BOX->relativeExtents
, .Orientation = RHS_BOX->Orientation
, .Scale = RHS_BOX->scale
};
const uint32_t NEW_INDEX = static_cast<uint32_t>(shapes.size());
const SHCollisionShapeID NEW_SHAPE_ID{ entityID, NEW_INDEX };
SHBox* box = shapeLibrary->CreateBox(NEW_SHAPE_ID, BOX_CREATE_INFO);
*box = *RHS_BOX;
shapes.emplace_back(box);
break;
}
case SHCollisionShape::Type::SPHERE:
{
const SHSphere* RHS_SPHERE = dynamic_cast<const SHSphere*>(shape);
const SHSphereCreateInfo SPHERE_CREATE_INFO
{
.Center = RHS_SPHERE->Center
, .Radius = RHS_SPHERE->Radius
, .RelativeRadius = RHS_SPHERE->relativeRadius
, .Scale = RHS_SPHERE->scale
};
const uint32_t NEW_INDEX = static_cast<uint32_t>(shapes.size());
const SHCollisionShapeID NEW_SHAPE_ID{ entityID, NEW_INDEX };
SHSphere* sphere = shapeLibrary->CreateSphere(NEW_SHAPE_ID, SPHERE_CREATE_INFO);
*sphere = *RHS_SPHERE;
shapes.emplace_back(sphere);
break;
}
case SHCollisionShape::Type::CAPSULE:
{
break;
}
default: break;
}
}
}
} // namespace SHADE

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/****************************************************************************************
* \file SHCollider.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Base Collider Class.
*
* \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 "ECS_Base/Entity/SHEntity.h"
#include "Math/Transform/SHTransform.h"
#include "Physics/Collision/Shapes/SHCollisionShapeLibrary.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
class SHRigidBody;
class SHAABBTree;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/**
* @brief
* Base class for a collider.
* There are only two collider types supported by SHADE Engine: Composite & Hull
*/
class SH_API SHCollider
{
private:
/*---------------------------------------------------------------------------------*/
/* Friends */
/*---------------------------------------------------------------------------------*/
friend class SHCollisionSpace;
friend struct SHManifold;
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
enum class Type
{
COMPOSITE
, HULL
, TOTAL
, INVALID = -1
};
using CollisionShapes = std::vector<SHCollisionShape*>;
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Constructor for a collider.
* @param eid
* The entity this collider belongs to.
* @param worldTransform
* The world transform for the collider. Defaults to the identity transform.
* This is particularly important for composite colliders for offsets & relative sizes.
* @return
*/
SHCollider (EntityID eid, const SHTransform& worldTransform = SHTransform::Identity) noexcept;
SHCollider (const SHCollider& rhs) noexcept;
SHCollider (SHCollider&& rhs) noexcept;
virtual ~SHCollider () noexcept;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHCollider& operator=(const SHCollider& rhs) noexcept;
SHCollider& operator=(SHCollider&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] EntityID GetEntityID () const noexcept;
[[nodiscard]] Type GetType () const noexcept;
[[nodiscard]] bool IsActive () const noexcept;
[[nodiscard]] bool GetDebugDrawState () const noexcept;
[[nodiscard]] const SHTransform& GetTransform () const noexcept;
[[nodiscard]] const SHVec3& GetPosition () const noexcept;
[[nodiscard]] const SHQuaternion& GetOrientation () const noexcept;
[[nodiscard]] const SHVec3& GetScale () const noexcept;
[[nodiscard]] const CollisionShapes& GetCollisionShapes () const noexcept;
[[nodiscard]] SHCollisionShape* GetCollisionShape (int index) const;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetType (Type type) noexcept;
void SetIsActive (bool state) noexcept;
void SetDebugDrawState (bool state) noexcept;
void SetRigidBody (SHRigidBody* rb) noexcept;
void SetTransform (const SHTransform& newTransform) noexcept;
void SetPosition (const SHVec3& newPosition) noexcept;
void SetOrientation (const SHQuaternion& newOrientation) noexcept;
void SetScale (const SHVec3& newScale) noexcept;
void SetLibrary (SHCollisionShapeLibrary* factory) noexcept;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Computes the TRS for the collider's transform
* @return
* The computed TRS.
*/
const SHMatrix& ComputeTRS() noexcept;
/**
* @brief
* Removes a shape from the container. Removal reduces the size of the container.
* If removing all, perform removal from back to front.
* @param index
* The index of the shape to remove.
* @throws
* Invalid argument for out-of-range indices.
*/
void RemoveCollisionShape (int index);
/**
* @brief
* Recomputes the transforms for all shapes in this composite collider.
*/
void Update () noexcept;
protected:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
static constexpr uint8_t COMPOSITE_FLAG = 1U << static_cast<uint8_t>(Type::COMPOSITE);
static constexpr uint8_t HULL_FLAG = 1U << static_cast<uint8_t>(Type::HULL);
static constexpr uint8_t ACTIVE_FLAG = 1U << 2;
static constexpr uint8_t DRAW_FLAG = 1U << 3;
static constexpr uint8_t MOVED_FLAG = 1U << 4;
EntityID entityID;
uint8_t flags; // 0 0 0 hasMoved debugDraw active hull composite
SHRigidBody* rigidBody;
SHCollisionShapeLibrary* shapeLibrary;
SHAABBTree* broadphase;
SHTransform transform;
CollisionShapes shapes;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
void copyShapes (const SHCollider& rhsCollider);
};
} // namespace SHADE

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@ -1,93 +0,0 @@
/****************************************************************************************
* \file SHCollisionInfo.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for Collision Info.
*
* \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 "SHCollisionInfo.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHCollisionInfo::SHCollisionInfo() 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();
}
SHCollisionInfo::SHCollisionInfo(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 SHCollisionInfo::operator==(const SHCollisionInfo& rhs) const noexcept
{
return value[0] == rhs.value[0] && value[1] == rhs.value[1];
}
bool SHCollisionInfo::operator!=(const SHCollisionInfo& rhs) const noexcept
{
return value[0] != rhs.value[0] || value[1] != rhs.value[1];
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
EntityID SHCollisionInfo::GetEntityA() const noexcept
{
return ids[ENTITY_A];
}
EntityID SHCollisionInfo::GetEntityB() const noexcept
{
return ids[ENTITY_B];
}
const SHRigidBodyComponent* SHCollisionInfo::GetRigidBodyA() const noexcept
{
return SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ids[ENTITY_A]);
}
const SHRigidBodyComponent* SHCollisionInfo::GetRigidBodyB() const noexcept
{
return SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ids[ENTITY_B]);
}
const SHCollisionShape* SHCollisionInfo::GetColliderA() const noexcept
{
return &SHComponentManager::GetComponent<SHColliderComponent>(ids[ENTITY_A])->GetCollisionShape(ids[COLLIDER_A]);
}
const SHCollisionShape* SHCollisionInfo::GetColliderB() const noexcept
{
return &SHComponentManager::GetComponent<SHColliderComponent>(ids[ENTITY_B])->GetCollisionShape(ids[COLLIDER_B]);
}
SHCollisionInfo::State SHCollisionInfo::GetCollisionState() const noexcept
{
return collisionState;
}
} // namespace SHADE

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@ -1,254 +0,0 @@
/****************************************************************************************
* \file SHCollisionListener.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Collision Listener.
*
* \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 "SHCollisionListener.h"
// Project Headers
#include "ECS_Base/Managers/SHEntityManager.h"
#include "Physics/PhysicsObject/SHPhysicsObject.h"
#include "Physics/System/SHPhysicsSystem.h"
#include "Scene/SHSceneManager.h"
/*-------------------------------------------------------------------------------------*/
/* Local Helper Functions */
/*-------------------------------------------------------------------------------------*/
uint32_t matchColliders(const SHADE::SHPhysicsObject&physicsObject, const rp3d::Entity colliderID)
{
for (uint32_t i = 0; i < physicsObject.GetCollisionBody()->getNbColliders(); ++i)
{
const auto* collider = physicsObject.GetCollisionBody()->getCollider(i);
if (collider->getEntity() == colliderID)
return i;
}
return std::numeric_limits<uint32_t>::max();
}
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHCollisionListener::SHCollisionListener() noexcept
: system { nullptr }
{}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
const std::vector<SHCollisionInfo>& SHCollisionListener::GetCollisionInfoContainer() const noexcept
{
return collisionInfoContainer;
}
const std::vector<SHCollisionInfo>& SHCollisionListener::GetTriggerInfoContainer() const noexcept
{
return triggerInfoContainer;
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollisionListener::BindToSystem(SHPhysicsSystem* physicsSystem) noexcept
{
system = physicsSystem;
}
void SHCollisionListener::BindToWorld(rp3d::PhysicsWorld* world) noexcept
{
if (!world)
return;
world->setEventListener(this);
}
void SHCollisionListener::CleanContainers() noexcept
{
static const auto CLEAR = [](std::vector<SHCollisionInfo>& container)
{
for (auto eventIter = container.begin(); eventIter != container.end();)
{
const SHCollisionInfo& C_INFO = *eventIter;
const bool INVALID_ENTITY = !SHEntityManager::IsValidEID(C_INFO.GetEntityA()) || !SHEntityManager::IsValidEID(C_INFO.GetEntityB());
if (INVALID_ENTITY)
{
eventIter = container.erase(eventIter);
continue;
}
else
{
const bool CLEAR_EVENT = C_INFO.GetCollisionState() == SHCollisionInfo::State::EXIT || C_INFO.GetCollisionState() == SHCollisionInfo::State::INVALID;
const bool INACTIVE_OBJECT = !SHSceneManager::CheckNodeAndComponentsActive<SHColliderComponent>(C_INFO.GetEntityA())
|| !SHSceneManager::CheckNodeAndComponentsActive<SHColliderComponent>(C_INFO.GetEntityB());
if (CLEAR_EVENT || INACTIVE_OBJECT)
{
eventIter = container.erase(eventIter);
continue;
}
}
++eventIter;
}
};
CLEAR(collisionInfoContainer);
CLEAR(triggerInfoContainer);
}
void SHCollisionListener::ClearContainers() noexcept
{
collisionInfoContainer.clear();
triggerInfoContainer.clear();
}
void SHCollisionListener::onContact(const rp3d::CollisionCallback::CallbackData& callbackData)
{
for (uint32_t i = 0; i < callbackData.getNbContactPairs(); ++i)
{
const auto CONTACT_PAIR = callbackData.getContactPair(i);
const SHCollisionInfo NEW_INFO = generateCollisionInfo(CONTACT_PAIR);
updateInfoContainers(NEW_INFO, collisionInfoContainer);
}
}
void SHCollisionListener::onTrigger(const rp3d::OverlapCallback::CallbackData& callbackData)
{
for (uint32_t i = 0; i < callbackData.getNbOverlappingPairs(); ++i)
{
const auto OVERLAP_PAIR = callbackData.getOverlappingPair(i);
const SHCollisionInfo NEW_INFO = generateTriggerInfo(OVERLAP_PAIR);
updateInfoContainers(NEW_INFO, triggerInfoContainer);
}
}
/*-----------------------------------------------------------------------------------*/
/* Private Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollisionListener::updateInfoContainers(const SHCollisionInfo& collisionEvent, std::vector<SHCollisionInfo>& container) noexcept
{
const auto IT = std::ranges::find_if(container.begin(), container.end(), [&](const SHCollisionInfo& info)
{
const bool ENTITY_MATCH = (info.ids[0] == collisionEvent.ids[0] && info.ids[1] == collisionEvent.ids[1])
|| (info.ids[0] == collisionEvent.ids[1] && info.ids[1] == collisionEvent.ids[0]);
const bool COLLIDERS_MATCH = (info.ids[2] == collisionEvent.ids[2] && info.ids[3] == collisionEvent.ids[3])
|| (info.ids[2] == collisionEvent.ids[3] && info.ids[3] == collisionEvent.ids[2]);
return ENTITY_MATCH && COLLIDERS_MATCH;
});
if (IT == container.end())
container.emplace_back(collisionEvent);
else
IT->collisionState = collisionEvent.collisionState;
}
SHCollisionInfo SHCollisionListener::generateCollisionInfo(const rp3d::CollisionCallback::ContactPair& cp) const noexcept
{
SHCollisionInfo cInfo;
// Update collision state
cInfo.collisionState = static_cast<SHCollisionInfo::State>(cp.getEventType());
// 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] : system->GetPhysicsObjects())
{
// Match body 1
if (matched[SHCollisionInfo::ENTITY_A] == false && physicsObject.GetCollisionBody()->getEntity() == body1)
{
cInfo.ids[SHCollisionInfo::ENTITY_A] = entityID;
cInfo.ids[SHCollisionInfo::COLLIDER_A] = matchColliders(physicsObject, collider1);
matched[SHCollisionInfo::ENTITY_A] = true;
}
// Match body 2
if (matched[SHCollisionInfo::ENTITY_B] == false && physicsObject.GetCollisionBody()->getEntity() == body2)
{
cInfo.ids[SHCollisionInfo::ENTITY_B] = entityID;
cInfo.ids[SHCollisionInfo::COLLIDER_B] = matchColliders(physicsObject, collider2);
matched[SHCollisionInfo::ENTITY_B] = true;
}
if (matched[SHCollisionInfo::ENTITY_A] == true && matched[SHCollisionInfo::ENTITY_B] == true)
return cInfo;
}
return cInfo;
}
SHCollisionInfo SHCollisionListener::generateTriggerInfo(const rp3d::OverlapCallback::OverlapPair& cp) const noexcept
{
SHCollisionInfo cInfo;
// Update collision state
cInfo.collisionState = static_cast<SHCollisionInfo::State>(cp.getEventType());
// 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] : system->GetPhysicsObjects())
{
// Match body 1
if (matched[SHCollisionInfo::ENTITY_A] == false && physicsObject.GetCollisionBody()->getEntity() == body1)
{
cInfo.ids[SHCollisionInfo::ENTITY_A] = entityID;
cInfo.ids[SHCollisionInfo::COLLIDER_A] = matchColliders(physicsObject, collider1);
matched[SHCollisionInfo::ENTITY_A] = true;
}
// Match body 2
if (matched[SHCollisionInfo::ENTITY_B] == false && physicsObject.GetCollisionBody()->getEntity() == body2)
{
cInfo.ids[SHCollisionInfo::ENTITY_B] = entityID;
cInfo.ids[SHCollisionInfo::COLLIDER_B] = matchColliders(physicsObject, collider2);
matched[SHCollisionInfo::ENTITY_B] = true;
}
if (matched[SHCollisionInfo::ENTITY_A] == true && matched[SHCollisionInfo::ENTITY_B] == true)
return cInfo;
}
return cInfo;
}
} // namespace SHADE

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/****************************************************************************************
* \file SHCollisionSpace.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Collision Space that handles collision detetction.
*
* \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 "SHCollisionSpace.h"
#include "Narrowphase/SHCollisionDispatch.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Getter Functions Definitions */
/*-----------------------------------------------------------------------------------*/
const SHAABBTree::AABBs& SHCollisionSpace::GetBroadphaseAABBs() const noexcept
{
return broadphase.GetAABBs();
}
/*-----------------------------------------------------------------------------------*/
/* Setter Functions Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollisionSpace::SetContactManager(SHContactManager* _contactManager) noexcept
{
contactManager = _contactManager;
}
/*-----------------------------------------------------------------------------------*/
/* Public Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollisionSpace::AddCollider(SHCollider* collider) noexcept
{
const bool INSERTED = colliders.emplace(collider->entityID, collider).second;
if (!INSERTED)
{
SHLOG_WARNING_D("Attempting to add duplicate collider {} to the Physics World!", collider->entityID)
return;
}
collider->broadphase = &broadphase;
// Add all existing shapes to the broadphase
for (const auto* shape : collider->shapes)
broadphase.Insert(shape->id, shape->ComputeAABB());
}
void SHCollisionSpace::RemoveCollider(SHCollider* collider) noexcept
{
colliders.erase(collider->entityID);
const uint32_t NUM_SHAPES = static_cast<uint32_t>(collider->shapes.size());
if (NUM_SHAPES == 0)
return;
for (uint32_t i = 0; i < NUM_SHAPES; ++i)
broadphase.Remove(collider->shapes[i]->id);
if (contactManager)
{
contactManager->RemoveInvalidatedTrigger(collider->entityID);
contactManager->RemoveInvalidatedManifold(collider->entityID);
}
/*
* TODO:
* Get collider's rigid body
* Run through the rigid body's contact graph and wake all of its non-static bodies that are asleep
*/
}
void SHCollisionSpace::UpdateBroadphase() noexcept
{
// Update any colliders that have moved
for (auto& collider : colliders | std::views::values)
{
const bool IS_ACTIVE = collider->IsActive();
const bool HAS_MOVED = collider->flags & SHCollider::MOVED_FLAG;
if (!IS_ACTIVE || !HAS_MOVED)
continue;
// Clear hasMoved flag here
collider->flags &= ~SHCollider::MOVED_FLAG;
// Update moved shapes in broadphase
for (auto* shape : collider->shapes)
broadphase.Update(shape->id, shape->ComputeAABB());
}
}
void SHCollisionSpace::DetectCollisions() noexcept
{
// TODO: Profile broad-phase and narrow-phase
/*
* Broad-phase
*/
// Broadphase Queries: Kinematic Triggers, Awake Dynamic Bodies & Dynamic Triggers
for (auto& collider : colliders | std::views::values)
{
// Colliders without bodies are considered to be static bodies
// This is specific to this engine because of Unity's stupid convention.
const bool IS_IMPLICIT_STATIC = !collider->rigidBody;
const bool IS_ACTIVE = collider->IsActive();
// Skip inactive colliders
if (!IS_ACTIVE || IS_IMPLICIT_STATIC)
continue;
const bool IS_EXPLICIT_STATIC = collider->rigidBody->GetType() == SHRigidBody::Type::STATIC;
if (IS_EXPLICIT_STATIC)
continue;
// All remaining are kinematic or dynamic
// Iterate through shapes: if kinematic / dynamic trigger, else if dynamic & awake
// Results are loaded into the narrowphase batch
broadphaseQuery(collider->rigidBody->GetType(), collider);
}
/*
* Narrow-phase
*/
// If no potential collisions, we can skip the entire narrow phase. No further updates necessary.
// All contact / trigger states persist in this step.
if (narrowphaseBatch.empty())
return;
// All narrowphase IDs are unique, there should be no duplicate collision checks.
// This applies both ways: A -> B and B -> A.
for (auto& [key, narrowphasePair] : narrowphaseBatch)
{
// Filter through tags before attempting narrow-phase
const uint16_t TAG_A = narrowphasePair.A->GetCollisionTag().GetMask();
const uint16_t TAG_B = narrowphasePair.B->GetCollisionTag().GetMask();
const bool MATCH_TAG = TAG_A & TAG_B;
if (!MATCH_TAG)
continue;
const bool IS_A_TRIGGER = narrowphasePair.A->IsTrigger();
const bool IS_B_TRIGGER = narrowphasePair.B->IsTrigger();
if (IS_A_TRIGGER || IS_B_TRIGGER)
collideTriggers(key, narrowphasePair);
else
collideManifolds(key, narrowphasePair);
}
// Clear every frame
narrowphaseBatch.clear();
// Test all collisions
if (contactManager)
contactManager->Update();
}
const SHCollisionSpace::RaycastResults& SHCollisionSpace::Raycast(const RaycastInfo& info) noexcept
{
static RaycastResults results;
results.clear();
const bool FILTER_COLLIDER = info.colliderEntityID.has_value();
// Cast ray into the broadphase scene
const auto& POTENTIAL_HITS = broadphase.Query(info.ray, info.distance);
if (POTENTIAL_HITS.empty())
return results;
// Iterate through all potential hits
const int NUM_HITS = static_cast<int>(POTENTIAL_HITS.size());
for (const int i : std::ranges::views::iota(0, NUM_HITS))
{
const auto HIT_ID = POTENTIAL_HITS[i];
const EntityID EID = HIT_ID.GetEntityID();
if (FILTER_COLLIDER && EID == info.colliderEntityID.value())
continue;
// Get shape
const uint32_t IDX = HIT_ID.GetShapeIndex();
const auto* SHAPE = colliders.find(EID)->second->GetCollisionShape(IDX);
// Filter the layers
const bool LAYER_MATCH = SHAPE->GetCollisionTag().GetMask() & info.layers;
if (!LAYER_MATCH)
continue;
// We cast to the underlying shape. THis is done because a convex hull will not have an inherited raycast method.
// Kinda awkward oversight...oops
SHRaycastResult baseResult;
switch (SHAPE->GetType())
{
case SHCollisionShape::Type::SPHERE:
{
baseResult = dynamic_cast<const SHSphere*>(SHAPE)->Raycast(info.ray);
break;
}
case SHCollisionShape::Type::BOX:
{
baseResult = dynamic_cast<const SHBox*>(SHAPE)->Raycast(info.ray);
break;
}
case SHCollisionShape::Type::CAPSULE:
{
// TODO
break;
}
default: continue; // Redundant case
}
if (!baseResult || baseResult.distance > info.distance)
continue;
// Copy to a physics raycast result
SHPhysicsRaycastResult result;
memcpy_s(&result, sizeof(SHRaycastResult), &baseResult, sizeof(SHRaycastResult));
result.entityHit = EID;
result.shapeIndex = IDX;
results.emplace_back(result);
}
return results;
}
/*-----------------------------------------------------------------------------------*/
/* Private Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollisionSpace::broadphaseQuery(SHRigidBody::Type rigidBodyType, SHCollider* collider) noexcept
{
for (auto* shape : collider->shapes)
{
// For kinematic shapes, we only query triggers against everything else
if (rigidBodyType == SHRigidBody::Type::KINEMATIC && !shape->IsTrigger())
continue;
auto& potentialCollisions = broadphase.Query(shape->id, shape->ComputeAABB());
// Build narrow-phase pairs
auto* shapeA = shape;
const EntityID ID_A = shape->id.GetEntityID();
const uint32_t INDEX_A = shape->id.GetShapeIndex();
for (auto& id : potentialCollisions)
{
// Get corresponding shape
const EntityID ID_B = id.GetEntityID();
const uint32_t INDEX_B = id.GetShapeIndex();
auto* shapeB = colliders[ID_B]->GetCollisionShape(INDEX_B);
// Build collision ID
SHCollisionKey collisionKey;
collisionKey.SetEntityA(ID_A);
collisionKey.SetEntityB(ID_B);
collisionKey.SetCollisionShapeA(INDEX_A);
collisionKey.SetCollisionShapeB(INDEX_B);
// Check if it already exists. If it doesn't, put into batch.
// The overloaded equality operator ensures no duplicate collision tests are performed.
auto narrowphasePair = narrowphaseBatch.find(collisionKey);
if (narrowphasePair == narrowphaseBatch.end())
narrowphaseBatch.emplace(collisionKey, NarrowphasePair{ shapeA, shapeB });
}
}
}
void SHCollisionSpace::collideTriggers(const SHCollisionKey& key, NarrowphasePair& narrowphasePair) const noexcept
{
auto* A = narrowphasePair.A;
auto* B = narrowphasePair.B;
// Send to contact manager
if (contactManager)
contactManager->AddTrigger(key, A, B);
}
void SHCollisionSpace::collideManifolds(const SHCollisionKey& key, NarrowphasePair& narrowphasePair) const noexcept
{
auto* A = narrowphasePair.A;
auto* B = narrowphasePair.B;
// Send to contact manager
if (contactManager)
contactManager->AddManifold(key, A, B);
}
} // namespace SHADE

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@ -0,0 +1,196 @@
/****************************************************************************************
* \file SHCollisionSpace.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Collision Space that handles collision detetction.
* This is to separate the logic between dynamics and collision detection,
* but the collision space does send information to the contact manager
* for dynamic resolution and collision state reporting.
*
* \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 <optional>
// Project Headers
#include "Broadphase/SHDynamicAABBTree.h"
#include "Physics/Dynamics/SHContactManager.h"
#include "SHCollider.h"
#include "SHPhysicsRaycastResult.h"
#include "CollisionTags/SHCollisionTags.h"
#include "CollisionTags/SHCollisionTags.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/**
* @brief
* Allows collision detection to be performed with the use of colliders & collision shapes.
* The space will generate manifold data for resolution when needed.
*/
class SH_API SHCollisionSpace
{
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Contains information to cast a ray into the collision space.
* The collider entityID and shape index is optional.
*/
struct RaycastInfo
{
private:
/*-------------------------------------------------------------------------------*/
/* Friends */
/*-------------------------------------------------------------------------------*/
friend class SHCollisionSpace;
public:
/*-------------------------------------------------------------------------------*/
/* Data Members */
/*-------------------------------------------------------------------------------*/
bool continuous = false;
uint16_t layers = static_cast<uint16_t>(SHCollisionTag::Layer::ALL);
float distance = std::numeric_limits<float>::infinity();
SHRay ray;
/*-------------------------------------------------------------------------------*/
/* Setter Functions */
/*-------------------------------------------------------------------------------*/
/**
* @brief
* Sets the collider ID for the raycast. Setting this specifies that the ray
* should ignore this collider.
* @param eid
* The entity ID of the collider.
*/
void SetColliderID(EntityID eid) noexcept { colliderEntityID = eid; }
private:
/*-------------------------------------------------------------------------------*/
/* Data Members */
/*-------------------------------------------------------------------------------*/
std::optional<EntityID> colliderEntityID;
};
using RaycastResults = std::vector<SHPhysicsRaycastResult>;
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHCollisionSpace () noexcept = default;
~SHCollisionSpace () noexcept = default;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
const SHAABBTree::AABBs& GetBroadphaseAABBs () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetContactManager(SHContactManager* contactManager) noexcept;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Adds a collider to the collision space for it to be tested for collision with
* other colliders.
* @param collider
* A collider to add. Duplicates will be ignored.
*/
void AddCollider (SHCollider* collider) noexcept;
/**
* @brief
* Removes a collider from the collision space. This will prevent any collisions
* being detected between it and other colliders unless manually tested.
* @param collider
* A collider to remove. If a reference to it doesn't exist, it will be ignored.
*/
void RemoveCollider (SHCollider* collider) noexcept;
/**
* @brief
* Invoke this method to update the broadphase of colliders that have been moved since
* the last frame.
*/
void UpdateBroadphase () noexcept;
/**
* @brief
* Detects collisions between all colliders. Results are sent to the attached contact
* manager for resolution.
*/
void DetectCollisions () noexcept;
/**
* @brief
* Casts a ray into the collision space.
* @param info
* Contains the information for the raycast.
* @return
* A container of the objects hit by the ray. If nothing was hit, the container
* will be empty.
*/
[[nodiscard]] const RaycastResults& Raycast(const RaycastInfo& info) noexcept;
private:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
struct NarrowphasePair
{
SHCollisionShape* A = nullptr;
SHCollisionShape* B = nullptr;
};
using Colliders = std::unordered_map<EntityID, SHCollider*>;
using NarrowphaseBatch = std::unordered_map<SHCollisionKey, NarrowphasePair, SHCollisionKeyHash>;
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
SHContactManager* contactManager = nullptr;
Colliders colliders;
NarrowphaseBatch narrowphaseBatch;
SHAABBTree broadphase;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
// Broadphase helpers
void broadphaseQuery (SHRigidBody::Type rigidBodyType, SHCollider* collider) noexcept;
// Narrowphase helpers
void collideTriggers (const SHCollisionKey& key, NarrowphasePair& narrowphasePair) const noexcept;
void collideManifolds (const SHCollisionKey& key, NarrowphasePair& narrowphasePair) const noexcept;
};
} // namespace SHADE

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@ -0,0 +1,176 @@
/****************************************************************************************
* \file SHCompositeCollider.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Composite Collider Class.
*
* \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 "SHCompositeCollider.h"
// Project Headers
#include "Broadphase/SHDynamicAABBTree.h"
#include "Math/SHMathHelpers.h"
#include "Physics/SHPhysicsEvents.h"
#include "Physics/Dynamics/SHRigidBody.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHCompositeCollider::SHCompositeCollider(EntityID eid, const SHTransform& worldTransform) noexcept
: SHCollider( eid, worldTransform )
{
flags |= COMPOSITE_FLAG;
}
SHCompositeCollider::SHCompositeCollider(const SHCompositeCollider& rhs) noexcept
: SHCollider( rhs )
{}
SHCompositeCollider::SHCompositeCollider(SHCompositeCollider&& rhs) noexcept
: SHCollider( rhs )
{}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHCompositeCollider& SHCompositeCollider::operator=(const SHCompositeCollider& rhs) noexcept
{
if (this == &rhs)
return *this;
SHCollider::operator=(rhs);
return *this;
}
SHCompositeCollider& SHCompositeCollider::operator=(SHCompositeCollider&& rhs) noexcept
{
SHCollider::operator=(rhs);
return *this;
}
/*-----------------------------------------------------------------------------------*/
/* Public Member Function Definitions */
/*-----------------------------------------------------------------------------------*/
int SHCompositeCollider::AddSphereCollisionShape(float relativeRadius, const SHVec3& posOffset, const SHVec3& rotOffset)
{
if (!shapeLibrary)
{
SHLOGV_ERROR("Shape factory is unlinked with Collider {}. Unable to add new shape!", entityID)
return -1;
}
// Compute world radius
const float SPHERE_SCALE = std::fabs(SHMath::Max({ transform.scale.x, transform.scale.y, transform.scale.z }));
// Compute center
const SHQuaternion FINAL_ROT = transform.orientation * SHQuaternion::FromEuler(rotOffset);
const SHMatrix TRS = SHMatrix::Rotate(FINAL_ROT) * SHMatrix::Translate(transform.position);
// Create Sphere
const SHSphereCreateInfo SPHERE_CREATE_INFO
{
.Center = SHVec3::Transform(posOffset, TRS)
, .Radius = relativeRadius * SPHERE_SCALE * 0.5f
, .RelativeRadius = relativeRadius
, .Scale = SPHERE_SCALE
};
const uint32_t NEW_INDEX = static_cast<uint32_t>(shapes.size());
const SHCollisionShapeID NEW_SHAPE_ID{ entityID, NEW_INDEX };
SHSphere* sphere = shapeLibrary->CreateSphere(NEW_SHAPE_ID, SPHERE_CREATE_INFO);
// Set offsets
sphere->collider = this;
sphere->SetPositionOffset(posOffset);
sphere->SetRotationOffset(rotOffset);
shapes.emplace_back(sphere);
if (broadphase)
broadphase->Insert(NEW_SHAPE_ID, sphere->ComputeAABB());
// Broadcast Event for adding a shape
const SHPhysicsColliderAddedEvent EVENT_DATA
{
.entityID = entityID
, .colliderType = SHCollisionShape::Type::SPHERE
, .colliderIndex = static_cast<int>(NEW_INDEX)
};
SHEventManager::BroadcastEvent<SHPhysicsColliderAddedEvent>(EVENT_DATA, SH_PHYSICS_COLLIDER_ADDED_EVENT);
if (rigidBody)
rigidBody->ComputeMassData();
return static_cast<int>(NEW_INDEX);
}
int SHCompositeCollider::AddBoxCollisionShape(const SHVec3& relativeExtents, const SHVec3& posOffset, const SHVec3& rotOffset)
{
if (!shapeLibrary)
{
SHLOGV_ERROR("Shape factory is unlinked with Collider {}. Unable to add new shape!", entityID)
return -1;
}
// Compute center
const SHQuaternion FINAL_ROT = transform.orientation * SHQuaternion::FromEuler(rotOffset);
const SHMatrix TRS = SHMatrix::Rotate(FINAL_ROT) * SHMatrix::Translate(transform.position);
// Create Sphere
const SHBoxCreateInfo BOX_CREATE_INFO
{
.Center = SHVec3::Transform(posOffset, TRS)
, .Extents = relativeExtents * SHVec3::Abs(transform.scale) * 0.5f
, .RelativeExtents = relativeExtents
, .Orientation = FINAL_ROT
, .Scale = SHVec3::Abs(transform.scale)
};
const uint32_t NEW_INDEX = static_cast<uint32_t>(shapes.size());
const SHCollisionShapeID NEW_SHAPE_ID{ entityID, NEW_INDEX };
SHBox* box = shapeLibrary->CreateBox(NEW_SHAPE_ID, BOX_CREATE_INFO);
// Set offsets
box->collider = this;
box->SetPositionOffset(posOffset);
box->SetRotationOffset(rotOffset);
shapes.emplace_back(box);
if (broadphase)
broadphase->Insert(NEW_SHAPE_ID, box->ComputeAABB());
// Broadcast Event for adding a shape
const SHPhysicsColliderAddedEvent EVENT_DATA
{
.entityID = entityID
, .colliderType = SHCollisionShape::Type::BOX
, .colliderIndex = static_cast<int>(NEW_INDEX)
};
SHEventManager::BroadcastEvent<SHPhysicsColliderAddedEvent>(EVENT_DATA, SH_PHYSICS_COLLIDER_ADDED_EVENT);
if (rigidBody)
rigidBody->ComputeMassData();
return static_cast<int>(NEW_INDEX);
}
} // namespace SHADE

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/****************************************************************************************
* \file SHCompositeCollider.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Composite Collider Class.
*
* \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 "SHCollider.h"
namespace SHADE
{
/**
* @brief
* Encapsulates the behaviour of a collider with composited shapes. <br/>
* Contains no data members but methods to add multiple shapes.
*/
class SH_API SHCompositeCollider : public SHCollider
{
public:
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHCompositeCollider(EntityID eid, const SHTransform& worldTransform = SHTransform::Identity) noexcept;
SHCompositeCollider(const SHCompositeCollider& rhs) noexcept;
SHCompositeCollider(SHCompositeCollider&& rhs) noexcept;
~SHCompositeCollider () noexcept override = default;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHCompositeCollider& operator=(const SHCompositeCollider& rhs) noexcept;
SHCompositeCollider& operator=(SHCompositeCollider&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Adds a sphere collision shape.
* @param relativeRadius
* The relative radius is constructed with respect to the world scale. <br/>
* Radius = max(scale.x, scale.y, scale.z) * 0.5 * relativeRadius
* @param posOffset
* The position offset of the sphere from the center of the collider. Defaults to a Zero Vector.
* @param rotOffset
* The rotation offset of the sphere from the rotation of the collider. Defaults to a Zero Vector.
* @return
* The index of the newly added shape.
*/
int AddSphereCollisionShape (float relativeRadius, const SHVec3& posOffset = SHVec3::Zero, const SHVec3& rotOffset = SHVec3::Zero);
/**
* @brief
* Adds a box collision shape.
* @param relativeExtents
* The relative extents are constructed with respect to the world scale. <br/>
* Extents = scale * 0.5 * relativeExtents
* @param posOffset
* The position offset of the box from the center of the collider. Defaults to a Zero Vector.
* @param rotOffset
* The rotation offset of the box from the rotation of the collider. Defaults to a Zero Vector.
* @return
* The index of the newly added shape.
*/
int AddBoxCollisionShape (const SHVec3& relativeExtents, const SHVec3& posOffset = SHVec3::Zero, const SHVec3& rotOffset = SHVec3::Zero);
// TODO: Add Capsule
};
} // namespace SHADE

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@ -19,6 +19,10 @@ namespace SHADE
/* Type Definitions */ /* Type Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/**
* @brief
* Encapsulates the data of a physics material for physics simulations.
*/
class SH_API SHPhysicsMaterial class SH_API SHPhysicsMaterial
{ {
public: public:

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@ -1,350 +0,0 @@
/****************************************************************************************
* \file SHPhysicsRaycaster.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Physics Raycaster.
*
* \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 "SHPhysicsRaycaster.h"
/*
* TODO(DIREN):
* Once the physics engine has been rebuilt, this whole implementation should change
* and just call PhysicsWorld.Raycast etc.
*
* SHRaycastResult can be converted to a bool when necessary.
*/
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHPhysicsRaycaster::SHPhysicsRaycaster() noexcept
: world { nullptr }
{}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
const SHPhysicsRaycaster::RaycastPairs& SHPhysicsRaycaster::GetRaycasts() const noexcept
{
return raycasts;
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHPhysicsRaycaster::SetObjectManager(SHPhysicsObjectManager* physicsObjectManager) noexcept
{
objectManager = physicsObjectManager;
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void SHPhysicsRaycaster::BindToWorld(rp3d::PhysicsWorld* physicsWorld) noexcept
{
world = physicsWorld;
}
void SHPhysicsRaycaster::ClearFrame() noexcept
{
raycasts.clear();
}
SHPhysicsRaycastResult SHPhysicsRaycaster::Raycast(const SHRay& ray, float distance, const SHCollisionTag& collisionTag) noexcept
{
// Reset temp
temp = SHPhysicsRaycastResult{};
temp.distance = distance;
if (!world)
{
SHLOG_ERROR("Physics world missing for raycasting!")
return temp;
}
// If distance in infinity, cast to the default max distance of 2 km.
if (distance == std::numeric_limits<float>::infinity())
{
world->raycast(ray, this, collisionTag);
}
else
{
const SHVec3 END_POINT = ray.position + ray.direction * distance;
const rp3d::Ray RP3D_RAY{ ray.position, END_POINT };
world->raycast(RP3D_RAY, this, collisionTag);
}
// If a hit was found, populate temp info for return.
if (temp.hit)
{
temp.distance = SHVec3::Distance(ray.position, temp.position);
temp.angle = SHVec3::Angle(ray.position, temp.position);
}
raycasts.emplace_back(ray, temp);
return temp;
}
SHPhysicsRaycastResult SHPhysicsRaycaster::Linecast(const SHVec3& start, const SHVec3& end, const SHCollisionTag& collisionTag) noexcept
{
temp = SHPhysicsRaycastResult{};
temp.distance = SHVec3::Distance(start, end);
if (!world)
{
SHLOG_ERROR("Physics world missing for raycasting!")
return temp;
}
const rp3d::Ray RP3D_RAY{ start, end };
world->raycast(RP3D_RAY, this, collisionTag);
if (temp.hit)
{
temp.distance = SHVec3::Distance(start, temp.position);
temp.angle = SHVec3::Angle(start, temp.position);
}
raycasts.emplace_back(RP3D_RAY, temp);
return temp;
}
SHPhysicsRaycastResult SHPhysicsRaycaster::ColliderRaycast(EntityID eid, const SHRay& ray, float distance) noexcept
{
SHPhysicsRaycastResult result;
result.distance = distance;
// Get a valid physics object with at least 1 collider.
const auto* PHYSICS_OBJECT = validateColliderRaycast(eid);
if (!PHYSICS_OBJECT)
return result;
auto* rp3dBody = PHYSICS_OBJECT->GetCollisionBody();
// Data to populate
rp3d::RaycastInfo rp3dRaycastInfo;
bool hit = false;
if (distance == std::numeric_limits<float>::infinity())
{
hit = rp3dBody->raycast(ray, rp3dRaycastInfo);
}
else
{
const SHVec3 END_POINT = ray.position + ray.direction * distance;
const rp3d::Ray RP3D_RAY{ ray.position, END_POINT };
hit = rp3dBody->raycast(RP3D_RAY, rp3dRaycastInfo);
}
if (hit)
{
result.hit = true;
result.position = rp3dRaycastInfo.worldPoint;
result.normal = rp3dRaycastInfo.worldPoint;
result.distance = SHVec3::Distance(ray.position, result.position);
result.angle = SHVec3::Angle(ray.position, result.position);
result.entityHit = eid;
result.shapeIndex = findColliderIndex(rp3dBody, rp3dRaycastInfo.collider->getEntity());
}
raycasts.emplace_back(ray, result);
return result;
}
SHPhysicsRaycastResult SHPhysicsRaycaster::ColliderRaycast(EntityID eid, int shapeIndex, const SHRay& ray, float distance) noexcept
{
SHPhysicsRaycastResult result;
result.distance = distance;
// Get a valid physics object with at least 1 collider.
const auto* PHYSICS_OBJECT = validateColliderRaycast(eid);
if (!PHYSICS_OBJECT)
return result;
// Boundary check for shape index
if (shapeIndex < 0 || shapeIndex >= static_cast<int>(PHYSICS_OBJECT->GetCollisionBody()->getNbColliders()))
{
SHLOGV_WARNING("Invalid collision shape index passed in")
return result;
}
auto* rp3dCollider = PHYSICS_OBJECT->GetCollisionBody()->getCollider(shapeIndex);
rp3d::RaycastInfo rp3dRaycastInfo;
bool hit = false;
if (distance == std::numeric_limits<float>::infinity())
{
hit = rp3dCollider->raycast(ray, rp3dRaycastInfo);
}
else
{
const SHVec3 END_POINT = ray.position + ray.direction * distance;
const rp3d::Ray RP3D_RAY{ ray.position, END_POINT };
hit = rp3dCollider->raycast(RP3D_RAY, rp3dRaycastInfo);
}
if (hit)
{
result.hit = true;
result.position = rp3dRaycastInfo.worldPoint;
result.normal = rp3dRaycastInfo.worldPoint;
result.distance = SHVec3::Distance(ray.position, result.position);
result.angle = SHVec3::Angle(ray.position, result.position);
result.entityHit = eid;
result.shapeIndex = shapeIndex;
}
raycasts.emplace_back(ray, result);
return result;
}
SHPhysicsRaycastResult SHPhysicsRaycaster::ColliderLinecast(EntityID eid, const SHVec3& start, const SHVec3& end) noexcept
{
SHPhysicsRaycastResult result;
result.distance = SHVec3::Distance(start, end);
const auto* PHYSICS_OBJECT = validateColliderRaycast(eid);
if (!PHYSICS_OBJECT)
return result;
auto* rp3dBody = PHYSICS_OBJECT->GetCollisionBody();
rp3d::RaycastInfo rp3dRaycastInfo;
const rp3d::Ray RP3D_RAY{ start, end };
if (rp3dBody->raycast(RP3D_RAY, rp3dRaycastInfo))
{
result.hit = true;
result.position = rp3dRaycastInfo.worldPoint;
result.normal = rp3dRaycastInfo.worldPoint;
result.distance = SHVec3::Distance(start, result.position);
result.angle = SHVec3::Angle(end, result.position);
result.entityHit = eid;
result.shapeIndex = findColliderIndex(rp3dBody, rp3dRaycastInfo.collider->getEntity());
}
raycasts.emplace_back(RP3D_RAY, result);
return result;
}
SHPhysicsRaycastResult SHPhysicsRaycaster::ColliderLinecast(EntityID eid, int shapeIndex, const SHVec3& start, const SHVec3& end) noexcept
{
SHPhysicsRaycastResult result;
result.distance = SHVec3::Distance(start, end);
const auto* PHYSICS_OBJECT = validateColliderRaycast(eid);
if (!PHYSICS_OBJECT)
return result;
if (shapeIndex < 0 || shapeIndex >= static_cast<int>(PHYSICS_OBJECT->GetCollisionBody()->getNbColliders()))
{
SHLOGV_WARNING("Invalid collision shape index passed in")
return result;
}
auto* rp3dCollider = PHYSICS_OBJECT->GetCollisionBody()->getCollider(shapeIndex);
rp3d::RaycastInfo rp3dRaycastInfo;
const rp3d::Ray RP3D_RAY{ start, end };
if (rp3dCollider->raycast(RP3D_RAY, rp3dRaycastInfo))
{
result.hit = true;
result.position = rp3dRaycastInfo.worldPoint;
result.normal = rp3dRaycastInfo.worldPoint;
result.distance = SHVec3::Distance(start, result.position);
result.angle = SHVec3::Angle(end, result.position);
result.entityHit = eid;
result.shapeIndex = shapeIndex;
}
raycasts.emplace_back(RP3D_RAY, result);
return result;
}
rp3d::decimal SHPhysicsRaycaster::notifyRaycastHit(const rp3d::RaycastInfo& raycastInfo)
{
temp.hit = true;
temp.position = raycastInfo.worldPoint;
temp.normal = raycastInfo.worldNormal;
if (!objectManager)
{
SHLOGV_ERROR("No physics object manager linked with raycaster to match bodies")
return 0.0f;
}
// Compare body IDs to find the matching physics object
const auto HIT_BODY_EID = raycastInfo.body->getEntity();
for (const auto& [entityID, physicsObject] : objectManager->GetPhysicsObjects())
{
const auto RP3D_BODY = physicsObject.GetCollisionBody();
// Match rp3d bodies
if (RP3D_BODY->getEntity() != HIT_BODY_EID)
continue;
temp.entityHit = entityID;
// Find collider index
if (const int INDEX = findColliderIndex(RP3D_BODY, raycastInfo.collider->getEntity()); INDEX > -1)
{
temp.shapeIndex = INDEX;
break;
}
}
return 0.0f;
}
/*-----------------------------------------------------------------------------------*/
/* Private Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
SHPhysicsObject* SHPhysicsRaycaster::validateColliderRaycast(EntityID eid) noexcept
{
if (!objectManager)
{
SHLOGV_ERROR("No physics object manager linked with raycaster to match bodies")
return nullptr;
}
auto* physicsObject = objectManager->GetPhysicsObject(eid);
if (!physicsObject || physicsObject->GetCollisionBody()->getNbColliders() == 0)
{
SHLOGV_WARNING("Cannot cast ray at an entity without colliders!")
return nullptr;
}
return physicsObject;
}
int SHPhysicsRaycaster::findColliderIndex(const rp3d::CollisionBody* rp3dBody, rp3d::Entity rp3dColliderEID) noexcept
{
const int NUM_COLLISION_SHAPES = static_cast<int>(rp3dBody->getNbColliders());
for (int i = 0; i < NUM_COLLISION_SHAPES; ++i)
{
const auto COLLIDER_EID = rp3dBody->getCollider(i)->getEntity();
if (COLLIDER_EID == rp3dColliderEID)
return i;
}
return -1;
}
} // namespace SHADE

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@ -1,134 +0,0 @@
/****************************************************************************************
* \file SHPhysicsRaycaster.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Physics Raycaster.
*
* \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 <vector>
#include <reactphysics3d/reactphysics3d.h>
// Project Headers
#include "Math/SHRay.h"
#include "Physics/PhysicsObject/SHPhysicsObjectManager.h"
#include "Physics/SHPhysicsWorld.h"
#include "SH_API.h"
#include "SHCollisionTags.h"
#include "SHPhysicsRaycastResult.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
class SH_API SHPhysicsRaycaster : public reactphysics3d::RaycastCallback
{
private:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
using RaycastPair = std::pair<SHRay, SHPhysicsRaycastResult>;
using RaycastPairs = std::vector<RaycastPair>;
public:
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHPhysicsRaycaster() noexcept;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] const RaycastPairs& GetRaycasts() const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetObjectManager(SHPhysicsObjectManager* physicsObjectManager) noexcept;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
void BindToWorld (rp3d::PhysicsWorld* physicsWorld) noexcept;
void ClearFrame () noexcept;
// TODO(Diren): Filtering, return all shades ray hits
SHPhysicsRaycastResult Raycast
(
const SHRay& ray
, float distance = std::numeric_limits<float>::infinity()
, const SHCollisionTag& collisionTag = SHCollisionTag{}
) noexcept;
SHPhysicsRaycastResult Linecast
(
const SHVec3& start
, const SHVec3& end
, const SHCollisionTag& collisionTag = SHCollisionTag{}
) noexcept;
SHPhysicsRaycastResult ColliderRaycast
(
EntityID eid
, const SHRay& ray
, float distance = std::numeric_limits<float>::infinity()
) noexcept;
SHPhysicsRaycastResult ColliderRaycast
(
EntityID eid
, int shapeIndex
, const SHRay& ray
, float distance = std::numeric_limits<float>::infinity()
) noexcept;
SHPhysicsRaycastResult ColliderLinecast
(
EntityID eid
, const SHVec3& start
, const SHVec3& end
) noexcept;
SHPhysicsRaycastResult ColliderLinecast
(
EntityID eid
, int shapeIndex
, const SHVec3& start
, const SHVec3& end
) noexcept;
rp3d::decimal notifyRaycastHit(const rp3d::RaycastInfo& raycastInfo) override;
private:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
rp3d::PhysicsWorld* world;
SHPhysicsObjectManager* objectManager; // For
SHPhysicsRaycastResult temp; // Holds the temporary result after casting into the world
RaycastPairs raycasts; // Used for debug drawing
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
SHPhysicsObject* validateColliderRaycast (EntityID eid) noexcept;
static int findColliderIndex (const rp3d::CollisionBody* rp3dBody, rp3d::Entity rp3dColliderEID) noexcept;
};
} // namespace SHADE

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/****************************************************************************************
* \file SHBoxCollisionShape.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Box Collision Shape.
*
* \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 "SHBox.h"
// Project Headers
#include "Math/SHMathHelpers.h"
#include "Math/SHMatrix.h"
#include "Physics/Collision/SHCollider.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHBox::SHBox(SHCollisionShapeID id) noexcept
: SHConvexPolyhedron (id, Type::BOX)
, relativeExtents { SHVec3::One }
, scale { SHVec3::One }
{
Extents = SHVec3::One * 0.5f;
}
SHBox::SHBox(const SHBox& rhs) noexcept
: SHConvexPolyhedron ( rhs )
, relativeExtents { rhs.relativeExtents }
, scale { rhs.scale }
{
Center = rhs.Center;
Extents = rhs.Extents;
Orientation = rhs.Orientation;
}
SHBox::SHBox(SHBox&& rhs) noexcept
: SHConvexPolyhedron ( rhs )
, relativeExtents { rhs.relativeExtents }
, scale { rhs.scale }
{
Center = rhs.Center;
Extents = rhs.Extents;
Orientation = rhs.Orientation;
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHBox& SHBox::operator=(const SHBox& rhs) noexcept
{
if (this == &rhs)
return *this;
// Collision Shape Properties
SHConvexPolyhedron::operator=(rhs);
// Box Properties
Center = rhs.Center;
Extents = rhs.Extents;
Orientation = rhs.Orientation;
// Local Properties
relativeExtents = rhs.relativeExtents;
scale = rhs.scale;
return *this;
}
SHBox& SHBox::operator=(SHBox&& rhs) noexcept
{
// Collision Shape Properties
SHConvexPolyhedron::operator=(rhs);
// Box Properties
Center = rhs.Center;
Extents = rhs.Extents;
Orientation = rhs.Orientation;
// Local Properties
relativeExtents = rhs.relativeExtents;
scale = rhs.scale;
return *this;
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
SHVec3 SHBox::GetWorldExtents() const noexcept
{
return Extents;
}
SHVec3 SHBox::GetRelativeExtents() const noexcept
{
return relativeExtents;
}
SHVec3 SHBox::GetVertex(int index) const
{
if (index < 0 || index >= NUM_VERTICES)
throw std::invalid_argument("Index out-of-range!");
SHVec3 vertices[NUM_VERTICES];
GetCorners(vertices);
return vertices[index];
}
SHVec3 SHBox::GetNormal(int faceIndex) const
{
// Get local normal
const SHVec3& LOCAL_NORMAL = halfEdgeStructure->GetFace(faceIndex).normal;
// Rotate normal into world space
return SHVec3::Rotate(LOCAL_NORMAL, Orientation);
}
SHVec3 SHBox::GetWorldCentroid() const noexcept
{
return Center;
}
SHVec3 SHBox::GetRelativeCentroid() const noexcept
{
if (collider)
return SHVec3{ Center } - collider->GetPosition();
return Center;
}
SHVec3 SHBox::GetLocalCentroid() const noexcept
{
return SHVec3::Zero;
}
SHQuaternion SHBox::GetWorldOrientation() const noexcept
{
return Orientation;
}
SHQuaternion SHBox::GetRelativeOrientation() const noexcept
{
return transform.orientation;
}
float SHBox::GetVolume() const noexcept
{
return 8.0f * (Extents.x * Extents.y * Extents.z);
}
float SHBox::GetSurfaceArea() const noexcept
{
return 8.0f * (Extents.x * Extents.y
+ Extents.x * Extents.z
+ Extents.y * Extents.z);
}
SHMatrix SHBox::GetInertiaTensor(float mass) const noexcept
{
static constexpr float ONE_OVER_TWELVE = (1.0f / 12.0f);
const float WIDTH = 2.0f * Extents.x;
const float HEIGHT = 2.0f * Extents.y;
const float DEPTH = 2.0f * Extents.z;
const float WIDTH_SQUARED = WIDTH * WIDTH;
const float HEIGHT_SQUARED = HEIGHT * HEIGHT;
const float DEPTH_SQUARED = DEPTH * DEPTH;
const float H2_PLUS_D2 = HEIGHT_SQUARED + DEPTH_SQUARED;
const float W2_PLUS_H2 = WIDTH_SQUARED + HEIGHT_SQUARED;
const float W2_PLUS_D2 = WIDTH_SQUARED + DEPTH_SQUARED;
SHMatrix result;
result.m[0][0] = ONE_OVER_TWELVE * mass * H2_PLUS_D2;
result.m[1][1] = ONE_OVER_TWELVE * mass * W2_PLUS_H2;
result.m[2][2] = ONE_OVER_TWELVE * mass * W2_PLUS_D2;
return result;
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHBox::SetWorldExtents(const SHVec3& newWorldExtents) noexcept
{
Extents = newWorldExtents;
// Recompute Relative radius
relativeExtents = 2.0f * Extents / scale;
}
void SHBox::SetRelativeExtents(const SHVec3& newRelativeExtents) noexcept
{
relativeExtents = newRelativeExtents;
// Recompute world radius
Extents = relativeExtents * scale * 0.5f;
}
void SHBox::SetScale(const SHVec3& newScale) noexcept
{
scale = SHVec3::Abs(newScale);
// Recompute world radius
Extents = relativeExtents * scale * 0.5f;
}
/*-----------------------------------------------------------------------------------*/
/* Public Member Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHBox::Update() noexcept
{
const SHTransform& PARENT_TRANSFORM = collider->GetTransform();
SetScale(PARENT_TRANSFORM.scale);
// Recompute center
const SHQuaternion FINAL_ROT = PARENT_TRANSFORM.orientation * transform.orientation;
const SHMatrix TRS = SHMatrix::Rotate(FINAL_ROT) * SHMatrix::Translate(PARENT_TRANSFORM.position);
Orientation = FINAL_ROT;
Center = SHVec3::Transform(transform.position, TRS);
}
bool SHBox::TestPoint(const SHVec3& point) const noexcept
{
return Contains(point);
}
SHRaycastResult SHBox::Raycast(const SHRay& ray) const noexcept
{
SHRaycastResult result;
result.hit = Intersects(ray.position, ray.direction, result.distance);
if (result.hit)
{
result.position = ray.position + ray.direction * result.distance;
result.angle = SHVec3::Angle(ray.position, result.position);
// TODO: Compute Normal: Test which face the position belongs in. The normal is that face's normal.
}
return result;
}
SHMatrix SHBox::GetTRS() const noexcept
{
const SHQuaternion ROTATION = collider ? collider->GetTransform().orientation * transform.orientation : Orientation;
const SHVec3 SCALE = SHVec3{ Extents } *2.0f;
return SHMatrix::Transform(Center, ROTATION, SCALE);
}
SHAABB SHBox::ComputeAABB() const noexcept
{
SHVec3 min{ std::numeric_limits<float>::max() };
SHVec3 max{ std::numeric_limits<float>::lowest() };
SHVec3 vertices[NUM_VERTICES];
GetCorners(vertices);
for (auto& vertex : vertices)
{
min = SHVec3::Min({ vertex, min });
max = SHVec3::Max({ vertex, max });
}
const SHVec3 HALF_EXTENTS = (max - min) * 0.5f;
const SHVec3 CENTROID = min + HALF_EXTENTS;
return SHAABB{ CENTROID, HALF_EXTENTS };
}
SHVec3 SHBox::FindSupportPoint(const SHVec3& direction) const noexcept
{
float bestDistance = std::numeric_limits<float>::lowest();
SHVec3 vertices[NUM_VERTICES];
GetCorners(vertices);
// No reason to put the center really..
SHVec3 bestPoint = Center;
for (auto& vertex : vertices)
{
const float PROJECTION = SHVec3::Dot(vertex, direction);
if (PROJECTION > bestDistance)
{
bestDistance = PROJECTION;
bestPoint = vertex;
}
}
return bestPoint;
}
} // namespace SHADE

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/****************************************************************************************
* \file SHBox.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Box Collision Shape.
*
* \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 <DirectXCollision.h>
// Project Headers
#include "SHConvexPolyhedron.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/**
* @brief
* Encapsulates the information to create a box.
*/
struct SHBoxCreateInfo
{
public:
SHVec3 Center = SHVec3::Zero;
SHVec3 Extents = SHVec3::One * 0.5f;
SHVec3 RelativeExtents = SHVec3::One;
SHQuaternion Orientation = SHQuaternion::Identity;
SHVec3 Scale = SHVec3::One;
};
/**
* @brief
* Encapsulate a Box Shape used for Physics Simulations.
*/
class SH_API SHBox final : public SHConvexPolyhedron
, private DirectX::BoundingOrientedBox
{
private:
/*---------------------------------------------------------------------------------*/
/* Friends */
/*---------------------------------------------------------------------------------*/
friend class SHCollider;
friend class SHCompositeCollider;
friend class SHCollision;
friend class SHCollisionShapeLibrary;
public:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
static constexpr int NUM_VERTICES = 8;
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHBox (SHCollisionShapeID id) noexcept;
SHBox (const SHBox& rhs) noexcept;
SHBox (SHBox&& rhs) noexcept;
~SHBox () override = default;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHBox& operator= (const SHBox& rhs) noexcept;
SHBox& operator= (SHBox&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] SHVec3 GetWorldExtents () const noexcept;
[[nodiscard]] SHVec3 GetRelativeExtents () const noexcept;
// Overriden Methods
[[nodiscard]] SHVec3 GetVertex (int index) const override;
[[nodiscard]] SHVec3 GetNormal (int faceIndex) const override;
[[nodiscard]] SHVec3 GetWorldCentroid () const noexcept override;
[[nodiscard]] SHVec3 GetRelativeCentroid () const noexcept override;
[[nodiscard]] SHVec3 GetLocalCentroid () const noexcept override;
[[nodiscard]] SHQuaternion GetWorldOrientation () const noexcept override;
[[nodiscard]] SHQuaternion GetRelativeOrientation () const noexcept override;
[[nodiscard]] float GetVolume () const noexcept override;
[[nodiscard]] float GetSurfaceArea () const noexcept override;
[[nodiscard]] SHMatrix GetInertiaTensor (float mass) const noexcept override;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetWorldExtents (const SHVec3& newWorldExtents) noexcept;
void SetRelativeExtents (const SHVec3& newRelativeExtents) noexcept;
void SetScale (const SHVec3& newScale) noexcept;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
void Update () noexcept override;
[[nodiscard]] bool TestPoint (const SHVec3& point) const noexcept override;
[[nodiscard]] SHRaycastResult Raycast (const SHRay& ray) const noexcept override;
[[nodiscard]] SHMatrix GetTRS () const noexcept override;
[[nodiscard]] SHAABB ComputeAABB () const noexcept override;
[[nodiscard]] SHVec3 FindSupportPoint (const SHVec3& direction) const noexcept override;
private:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
SHVec3 relativeExtents;
SHVec3 scale;
};
} // namespace SHADE

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/****************************************************************************************
* \file SHCollider.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Collider.
*
* \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 "SHCollisionShape.h"
// Project Headers
#include "Physics/Collision/SHCollider.h"
#include "Physics/Collision/CollisionTags/SHCollisionTagMatrix.h"
#include "Reflection/SHReflectionMetadata.h"
#include "Tools/Utilities/SHUtilities.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHCollisionShape::SHCollisionShape(SHCollisionShapeID id, Type colliderType)
: id { id }
, flags { 0 }
, collider { nullptr }
, collisionTag { SHCollisionTagMatrix::GetTag(0) }
{
flags |= 1U << SHUtilities::ConvertEnum(colliderType);
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
EntityID SHCollisionShape::GetEntityID() const noexcept
{
return id.GetEntityID();
}
uint32_t SHCollisionShape::GetIndex() const noexcept
{
return id.GetShapeIndex();
}
float SHCollisionShape::GetFriction() const noexcept
{
return material.GetFriction();
}
float SHCollisionShape::GetBounciness() const noexcept
{
return material.GetBounciness();
}
float SHCollisionShape::GetDensity() const noexcept
{
return material.GetDensity();
}
const SHPhysicsMaterial& SHCollisionShape::GetMaterial() const noexcept
{
return material;
}
const SHVec3& SHCollisionShape::GetPositionOffset() const noexcept
{
return transform.position;
}
const SHVec3& SHCollisionShape::GetRotationOffset() const noexcept
{
return rotationOffset;
}
SHCollisionShape::Type SHCollisionShape::GetType() const noexcept
{
for (int i = 0; i < SHUtilities::ConvertEnum(Type::COUNT); ++i)
{
const uint8_t FLAG_VALUE = 1U << SHUtilities::ConvertEnum(static_cast<Type>(i));
if (flags & FLAG_VALUE)
return static_cast<Type>(i);
}
return Type::INVALID;
}
bool SHCollisionShape::IsTrigger() const noexcept
{
static constexpr int FLAG_POS = 3;
static constexpr uint8_t FLAG_VALUE = 1U << FLAG_POS;
return flags & FLAG_VALUE;
}
bool SHCollisionShape::IsColliding() const noexcept
{
static constexpr int FLAG_POS = 4;
static constexpr uint8_t FLAG_VALUE = 1U << FLAG_POS;
return flags & FLAG_VALUE;
}
const SHCollisionTag& SHCollisionShape::GetCollisionTag() const noexcept
{
return *collisionTag;
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollisionShape::SetCollisionTag(SHCollisionTag* newCollisionTag) noexcept
{
collisionTag = newCollisionTag;
}
void SHCollisionShape::SetFriction(float friction) noexcept
{
material.SetFriction(friction);
}
void SHCollisionShape::SetBounciness(float bounciness) noexcept
{
material.SetBounciness(bounciness);
}
void SHCollisionShape::SetDensity(float density) noexcept
{
material.SetDensity(density);
}
void SHCollisionShape::SetMaterial(const SHPhysicsMaterial& newMaterial) noexcept
{
material = newMaterial;
}
void SHCollisionShape::SetPositionOffset(const SHVec3& posOffset) noexcept
{
transform.position = posOffset;
Update();
}
void SHCollisionShape::SetRotationOffset(const SHVec3& rotOffset) noexcept
{
rotationOffset = rotOffset;
transform.orientation = SHQuaternion::FromEuler(rotationOffset);
Update();
}
void SHCollisionShape::SetIsTrigger(bool isTrigger) noexcept
{
static constexpr int FLAG_POS = 3;
static constexpr uint8_t FLAG_VALUE = 1U << FLAG_POS;
isTrigger ? flags |= FLAG_VALUE : flags &= ~FLAG_VALUE;
}
} // namespace SHADE
RTTR_REGISTRATION
{
using namespace SHADE;
using namespace rttr;
registration::enumeration<SHCollisionShape::Type>("Collider Type")
(
value("Box", SHCollisionShape::Type::BOX),
value("Sphere", SHCollisionShape::Type::SPHERE)
// TODO(Diren): Add More Shapes
);
registration::class_<SHCollisionShape>("Collider")
.property("IsTrigger" , &SHCollisionShape::IsTrigger , &SHCollisionShape::SetIsTrigger )
.property("Friction" , &SHCollisionShape::GetFriction , &SHCollisionShape::SetFriction )
.property("Bounciness" , &SHCollisionShape::GetBounciness , &SHCollisionShape::SetBounciness )
.property("Density" , &SHCollisionShape::GetDensity , &SHCollisionShape::SetDensity )
.property("Position Offset" , &SHCollisionShape::GetPositionOffset, &SHCollisionShape::SetPositionOffset)
.property("Rotation Offset" , &SHCollisionShape::GetRotationOffset, &SHCollisionShape::SetRotationOffset) (metadata(META::angleInRad, true));
}

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@ -0,0 +1,210 @@
/****************************************************************************************
* \file SHCollisionShape.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Base CollisionShape Class.
*
* \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 <rttr/registration>
// Project Headers
#include "ECS_Base/Entity/SHEntity.h"
#include "Physics/Collision/CollisionTags/SHCollisionTags.h"
#include "Physics/Collision/SHPhysicsMaterial.h"
#include "SHCollisionShapeID.h"
#include "Math/Geometry/SHAABB.h"
#include "Math/Transform/SHTransform.h"
#include "Physics/Collision/SHPhysicsRaycastResult.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
class SHRigidBody;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
class SH_API SHCollisionShape
{
private:
/*---------------------------------------------------------------------------------*/
/* Friends */
/*---------------------------------------------------------------------------------*/
friend class SHCollider;
friend class SHCompositeCollider;
friend class SHColliderComponent;
friend class SHCollisionShapeLibrary;
friend class SHCollisionSpace;
friend struct SHManifold;
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
enum class Type
{
SPHERE
, BOX
, CAPSULE
, CONVEX_HULL
, COUNT
, INVALID = -1
};
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHCollisionShape (SHCollisionShapeID id, Type colliderType = Type::SPHERE);
SHCollisionShape (const SHCollisionShape& rhs) noexcept = default;
SHCollisionShape (SHCollisionShape&& rhs) noexcept = default;
virtual ~SHCollisionShape () noexcept = default;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHCollisionShape& operator=(const SHCollisionShape& rhs) noexcept = default;
SHCollisionShape& operator=(SHCollisionShape&& rhs) noexcept = default;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] EntityID GetEntityID () const noexcept;
[[nodiscard]] uint32_t GetIndex () const noexcept;
// Material Properties
// TODO: Remove individual setters once instanced materials are supported
[[nodiscard]] float GetFriction () const noexcept;
[[nodiscard]] float GetBounciness () const noexcept;
[[nodiscard]] float GetDensity () const noexcept;
[[nodiscard]] const SHPhysicsMaterial& GetMaterial () const noexcept;
// Offsets
[[nodiscard]] const SHVec3& GetPositionOffset () const noexcept;
[[nodiscard]] const SHVec3& GetRotationOffset () const noexcept;
// Flags
[[nodiscard]] Type GetType () const noexcept;
[[nodiscard]] bool IsTrigger () const noexcept;
[[nodiscard]] bool IsColliding () const noexcept;
[[nodiscard]] const SHCollisionTag& GetCollisionTag () const noexcept;
// Virtual methods
[[nodiscard]] virtual SHVec3 GetWorldCentroid () const noexcept = 0;
[[nodiscard]] virtual SHVec3 GetRelativeCentroid () const noexcept = 0;
[[nodiscard]] virtual SHVec3 GetLocalCentroid () const noexcept = 0;
[[nodiscard]] virtual SHQuaternion GetWorldOrientation () const noexcept = 0;
[[nodiscard]] virtual SHQuaternion GetRelativeOrientation () const noexcept = 0;
[[nodiscard]] virtual float GetVolume () const noexcept = 0;
[[nodiscard]] virtual float GetSurfaceArea () const noexcept = 0;
[[nodiscard]] virtual SHMatrix GetInertiaTensor (float mass) const noexcept = 0;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetCollisionTag (SHCollisionTag* newCollisionTag) noexcept;
void SetFriction (float friction) noexcept;
void SetBounciness (float bounciness) noexcept;
void SetDensity (float density) noexcept;
void SetMaterial (const SHPhysicsMaterial& newMaterial) noexcept;
void SetPositionOffset (const SHVec3& posOffset) noexcept;
void SetRotationOffset (const SHVec3& rotOffset) noexcept;
// Flags
// Forces rigidbody to recompute mass if one exists
void SetIsTrigger (bool isTrigger) noexcept;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Computes the transform of the shape.
*/
virtual void Update () noexcept = 0;
/**
* @brief
* Tests if a point is inside this shape.
* @param point
* The point to test against the shape.
* @return
* True if the point is inside the shape. False otherwise.
*/
[[nodiscard]] virtual bool TestPoint (const SHVec3& point) const noexcept = 0;
/**
* @brief
* Casts a ray at this shape.
* @param ray
* The ray to cast at the shape.
* @return
* The result of the ray cast. See the corresponding struct for it's contents.
*/
[[nodiscard]] virtual SHRaycastResult Raycast (const SHRay& ray) const noexcept = 0;
/**
* @brief
* Computes the TRS matrix for rendering the shape.
* @return
* The model-to-world matrix for rendering the shape.
*/
[[nodiscard]] virtual SHMatrix GetTRS () const noexcept = 0;
/**
* @brief
* Computes a tight-fitting AABB around this shape.
* @return
* An AABB.
*/
[[nodiscard]] virtual SHAABB ComputeAABB () const noexcept = 0;
protected:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
SHCollisionShapeID id;
SHCollider* collider; // The collider it belongs to.
SHCollisionTag* collisionTag;
SHPhysicsMaterial material; // TODO: Change to pointer once instancing is supported
SHTransform transform; // Stores the local position and rotation.
// Needed for conversion to euler angles
SHVec3 rotationOffset;
uint8_t flags; // 0 0 0 trigger convexHull capsule sphere box
RTTR_ENABLE()
};
} // namespace SHADE

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@ -1,7 +1,7 @@
/**************************************************************************************** /****************************************************************************************
* \file SHCollisionInfo.h * \file SHCollisionShapeKey.h
* \author Diren D Bharwani, diren.dbharwani, 390002520 * \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for Collision Information for Collision & Triggers. * \brief Interface for a Collison Shape ID Class and it's hashing function
* *
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or * \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent * disclosure of this file or its contents without the prior written consent
@ -11,92 +11,95 @@
#pragma once #pragma once
// Project Headers // Project Headers
#include "Physics/Interface/SHColliderComponent.h" #include "ECS_Base/Entity/SHEntity.h"
#include "Physics/Interface/SHRigidBodyComponent.h"
namespace SHADE namespace SHADE
{ {
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
struct SHCollisionShapeIDHash;
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Type Definitions */ /* Type Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
class SH_API SHCollisionInfo /**
* @brief
* Encapsulates an identifier for a collision shape.
*/
union SHCollisionShapeID
{ {
private: private:
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Friends */ /* Friends */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
friend class SHCollisionListener; friend struct SHCollisionShapeIDHash;
public: public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
enum class State
{
ENTER
, STAY
, EXIT
, TOTAL
, INVALID = -1
};
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */ /* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
SHCollisionInfo () noexcept; SHCollisionShapeID (EntityID eid, uint32_t shapeID) noexcept;
SHCollisionInfo (EntityID entityA, EntityID entityB) noexcept; SHCollisionShapeID (const SHCollisionShapeID& rhs) noexcept;
SHCollisionShapeID (SHCollisionShapeID&& rhs) noexcept;
~SHCollisionShapeID () noexcept = default;
SHCollisionInfo (const SHCollisionInfo& rhs) = default;
SHCollisionInfo (SHCollisionInfo&& rhs) = default;
~SHCollisionInfo () = default;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Operator Overloads */ /* Operator Overloads */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
bool operator== (const SHCollisionInfo& rhs) const noexcept; SHCollisionShapeID& operator=(const SHCollisionShapeID& rhs) noexcept;
bool operator!= (const SHCollisionInfo& rhs) const noexcept; SHCollisionShapeID& operator=(SHCollisionShapeID&& rhs) noexcept;
SHCollisionInfo& operator= (const SHCollisionInfo& rhs) = default; bool operator==(const SHCollisionShapeID& rhs) const;
SHCollisionInfo& operator= (SHCollisionInfo&& rhs) = default;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Getter Functions */ /* Getter Functions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
[[nodiscard]] EntityID GetEntityA () const noexcept; [[nodiscard]] EntityID GetEntityID () const noexcept;
[[nodiscard]] EntityID GetEntityB () const noexcept; [[nodiscard]] uint32_t GetShapeIndex () const noexcept;
[[nodiscard]] const SHRigidBodyComponent* GetRigidBodyA () const noexcept;
[[nodiscard]] const SHRigidBodyComponent* GetRigidBodyB () const noexcept;
[[nodiscard]] const SHCollisionShape* GetColliderA () const noexcept;
[[nodiscard]] const SHCollisionShape* GetColliderB () const noexcept;
[[nodiscard]] State GetCollisionState () const noexcept;
private: private:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
struct IDs
{
public:
EntityID entityID = MAX_EID;
uint32_t shapeIndex = std::numeric_limits<uint32_t>::max();
};
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 */ /* Data Members */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
union uint64_t value;
{ IDs ids;
uint64_t value[2]; // EntityValue, ColliderIndexValue
uint32_t ids [4]; // EntityA, EntityB, ColliderIndexA, ColliderIndexB
}; };
State collisionState; /**
* @brief
* Encapsulates a functor to hash a CollisionShapeID
*/
struct SHCollisionShapeIDHash
{
public:
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
std::size_t operator()(const SHCollisionShapeID& id) const;
}; };
} // namespace SHADE } // namespace SHADE
#include "SHCollisionShapeID.hpp"

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@ -0,0 +1,80 @@
/****************************************************************************************
* \file SHCollisionShapeKey.hpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Inlined Implementations for a Collison Shape ID Class and
* it's hashing function.
*
* \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
// Primary Header
#include "SHCollisionShapeID.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
inline SHCollisionShapeID::SHCollisionShapeID(EntityID eid, uint32_t shapeID) noexcept
: ids { eid, shapeID }
{}
inline SHCollisionShapeID::SHCollisionShapeID(const SHCollisionShapeID& rhs) noexcept
: ids { rhs.ids.entityID, rhs.ids.shapeIndex }
{}
inline SHCollisionShapeID::SHCollisionShapeID(SHCollisionShapeID&& rhs) noexcept
: ids { rhs.ids.entityID, rhs.ids.shapeIndex }
{}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
inline SHCollisionShapeID& SHCollisionShapeID::operator=(const SHCollisionShapeID& rhs) noexcept
{
if (this == &rhs)
return *this;
value = rhs.value;
return *this;
}
inline SHCollisionShapeID& SHCollisionShapeID::operator=(SHCollisionShapeID&& rhs) noexcept
{
value = rhs.value;
return *this;
}
inline bool SHCollisionShapeID::operator==(const SHCollisionShapeID& rhs) const
{
return value == rhs.value;
}
inline std::size_t SHCollisionShapeIDHash::operator()(const SHCollisionShapeID& id) const
{
return std::hash<uint64_t>{}(id.value);
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
inline EntityID SHCollisionShapeID::GetEntityID() const noexcept
{
return ids.entityID;
}
inline uint32_t SHCollisionShapeID::GetShapeIndex() const noexcept
{
return ids.shapeIndex;
}
}

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@ -0,0 +1,174 @@
/****************************************************************************************
* \file SHCollisionShapeLibrary.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Collison Shape Factory Class.
*
* \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 "SHCollisionShapeLibrary.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHCollisionShapeLibrary::SHCollisionShapeLibrary() noexcept
{
createBoxPolyhedron();
}
SHCollisionShapeLibrary::~SHCollisionShapeLibrary() noexcept
{
// Free all shapes in each container
for (auto* sphereCollisionShape : spheres | std::views::values)
DestroyShape(sphereCollisionShape);
// Free all shapes in each container
for (auto* boxCollisionShape : boxes | std::views::values)
DestroyShape(boxCollisionShape);
}
/*-----------------------------------------------------------------------------------*/
/* Public Member Function Definitions */
/*-----------------------------------------------------------------------------------*/
SHSphere* SHCollisionShapeLibrary::CreateSphere(SHCollisionShapeID id, const SHSphereCreateInfo& createInfo)
{
const auto RESULT = spheres.emplace(id, new SHSphere{ id });
if (RESULT.second)
{
SHSphere* sphere = RESULT.first->second;
sphere->Center = createInfo.Center;
sphere->Radius = createInfo.Radius;
sphere->relativeRadius = createInfo.RelativeRadius;
sphere->scale = createInfo.Scale;
return sphere;
}
return spheres.find(id)->second;
}
SHBox* SHCollisionShapeLibrary::CreateBox(SHCollisionShapeID id, const SHBoxCreateInfo& createInfo)
{
const auto RESULT = boxes.emplace(id, new SHBox{ id });
if (RESULT.second)
{
SHBox* box = RESULT.first->second;
box->Center = createInfo.Center;
box->Extents = createInfo.Extents;
box->relativeExtents = createInfo.RelativeExtents;
box->Orientation = createInfo.Orientation;
box->scale = createInfo.Scale;
// Set halfEdge data structure for the box
box->halfEdgeStructure = &boxHalfEdgeStructure;
return box;
}
return boxes.find(id)->second;
}
void SHCollisionShapeLibrary::DestroyShape(SHCollisionShape* shape)
{
switch (shape->GetType())
{
case SHCollisionShape::Type::BOX:
{
break;
}
case SHCollisionShape::Type::SPHERE:
{
SHSphere* sphere = spheres.find(shape->id)->second;
spheres.erase(shape->id);
delete sphere;
sphere = nullptr;
break;
}
case SHCollisionShape::Type::CAPSULE:
{
break;
}
default: break;
}
}
/*-----------------------------------------------------------------------------------*/
/* Private Member Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollisionShapeLibrary::createBoxPolyhedron() noexcept
{
static constexpr int NUM_VERTICES_PER_FACE = 4;
static constexpr int NUM_FACES = 6;
/*
* Vertices (Front/Back Face):
*
* 3/7 ---------- 2/6
* | |
* | |
* | |
* 0/4 ---------- 1/5
*
* Faces:
*
* Front: 0 (0,1,2,3) Normal: -Z
* Right: 1 (1,5,6,2) Normal: X
* Back: 2 (5,4,7,6) Normal: Z
* Left: 3 (4,0,3,7) Normal: -X
* Top: 4 (3,2,6,7) Normal: Y
* Bottom: 5 (4,5,1,0) Normal: -Y
*
*/
// Create face data
const SHVec3 FACE_NORMALS[NUM_FACES]
{
-SHVec3::UnitZ
, SHVec3::UnitX
, SHVec3::UnitZ
, -SHVec3::UnitX
, SHVec3::UnitY
, -SHVec3::UnitY
};
const int32_t FACE_VERTICES[NUM_FACES][NUM_VERTICES_PER_FACE]
{
{ 0, 1, 2, 3 }
, { 5, 6, 2, 1 }
, { 5, 4, 7, 6 }
, { 0, 3, 7, 4 }
, { 2, 6, 7, 3 }
, { 5, 1, 0, 4 }
};
for (int i = 0; i < NUM_FACES; ++i)
{
SHHalfEdgeStructure::Face newFace;
newFace.normal = FACE_NORMALS[i];
for (int j = 0; j < NUM_VERTICES_PER_FACE; ++j)
newFace.vertexIndices.emplace_back(FACE_VERTICES[i][j]);
boxHalfEdgeStructure.AddFace(newFace);
}
boxHalfEdgeStructure.Build();
}
} // namespace SHADE

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@ -1,7 +1,7 @@
/**************************************************************************************** /****************************************************************************************
* \file SHCollisionListener.h * \file SHCollisionShapeLibrary.h
* \author Diren D Bharwani, diren.dbharwani, 390002520 * \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Collision Listener. * \brief Interface for a Collison Shape Library.
* *
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or * \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent * disclosure of this file or its contents without the prior written consent
@ -10,71 +10,99 @@
#pragma once #pragma once
// External Dependencies #include <unordered_map>
#include <reactphysics3d/reactphysics3d.h>
// Project Headers // Project Header
#include "SH_API.h" #include "SHSphere.h"
#include "SHCollisionInfo.h" #include "SHBox.h"
namespace SHADE namespace SHADE
{ {
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
class SHPhysicsSystem;
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Type Definitions */ /* Type Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
class SH_API SHCollisionListener final : public rp3d::EventListener /**
* @brief
* Encapsulates a class for Creating, Storing and Destroying Collision Shapes. <br/>
* All memory for collision shapes are stored in this factory class. <br/>
*/
class SH_API SHCollisionShapeLibrary final
{ {
public: public:
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */ /* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
SHCollisionListener() noexcept; SHCollisionShapeLibrary () noexcept;
~SHCollisionShapeLibrary () noexcept;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] const std::vector<SHCollisionInfo>& GetCollisionInfoContainer () const noexcept;
[[nodiscard]] const std::vector<SHCollisionInfo>& GetTriggerInfoContainer () const noexcept;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Function Members */ /* Function Members */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
void BindToSystem (SHPhysicsSystem* physicsSystem) noexcept; /**
void BindToWorld (rp3d::PhysicsWorld* world) noexcept; * @brief
void CleanContainers () noexcept; * Creates a sphere collision shape.
void ClearContainers () noexcept; * @param id
* The ID of the shape.
* @param createInfo
* The info to create the sphere with.
* @return
* A new sphere collision shape.
*/
SHSphere* CreateSphere (SHCollisionShapeID id, const SHSphereCreateInfo& createInfo);
void onContact (const rp3d::CollisionCallback::CallbackData& callbackData) override; /**
void onTrigger (const rp3d::OverlapCallback::CallbackData& callbackData) override; * @brief
* Creates a box collision shape.
* @param id
* The ID of the shape.
* @param createInfo
* The info to create the box with.
* @return
* A new box collision shape.
*/
SHBox* CreateBox (SHCollisionShapeID id, const SHBoxCreateInfo& createInfo);
/**
* @brief
* Destroys a collision shape.
* * @param eid
* The entity the shape belongs to.
* @param shapeID
* The ID of the shape.
* @param shape
* The shape to destroy.
*/
void DestroyShape (SHCollisionShape* shape);
private: private:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
// We use unordered maps for fast lookup when deleting.
// Since we are not instancing shapes (yet?), I'd rather not iterate through an entire vector to find the shape.
using Spheres = std::unordered_map<SHCollisionShapeID, SHSphere*, SHCollisionShapeIDHash>;
using Boxes = std::unordered_map<SHCollisionShapeID, SHBox*, SHCollisionShapeIDHash>;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Data Members */ /* Data Members */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
SHPhysicsSystem* system; SHHalfEdgeStructure boxHalfEdgeStructure;
std::vector<SHCollisionInfo> collisionInfoContainer;
std::vector<SHCollisionInfo> triggerInfoContainer; Spheres spheres;
Boxes boxes;
// TODO: Add capsules and hulls
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Function Members */ /* Function Members */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
static void updateInfoContainers (const SHCollisionInfo& collisionEvent, std::vector<SHCollisionInfo>& container) noexcept; void createBoxPolyhedron() noexcept;
SHCollisionInfo generateCollisionInfo (const rp3d::CollisionCallback::ContactPair& cp) const noexcept;
SHCollisionInfo generateTriggerInfo (const rp3d::OverlapCallback::OverlapPair& cp) const noexcept;
}; };
} // namespace SHADE } // namespace SHADE

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@ -0,0 +1,96 @@
/****************************************************************************************
* \file SHConvexPolyhedronCollisionShape.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a convex polyhedron collision shape.
*
* \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 "SHConvexPolyhedron.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHConvexPolyhedron::SHConvexPolyhedron(SHCollisionShapeID id,Type polyhedronType) noexcept
: SHCollisionShape (id, polyhedronType)
, halfEdgeStructure { nullptr }
{}
SHConvexPolyhedron::SHConvexPolyhedron(const SHConvexPolyhedron& rhs) noexcept
: SHCollisionShape ( rhs )
, halfEdgeStructure { rhs.halfEdgeStructure }
{}
SHConvexPolyhedron::SHConvexPolyhedron(SHConvexPolyhedron&& rhs) noexcept
: SHCollisionShape ( rhs )
, halfEdgeStructure { rhs.halfEdgeStructure }
{}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHConvexPolyhedron& SHConvexPolyhedron::operator=(const SHConvexPolyhedron& rhs) noexcept
{
if (this == &rhs)
return *this;
SHCollisionShape::operator=(rhs);
// Local Properties
halfEdgeStructure = rhs.halfEdgeStructure;
return *this;
}
SHConvexPolyhedron& SHConvexPolyhedron::operator=(SHConvexPolyhedron&& rhs) noexcept
{
SHCollisionShape::operator=(rhs);
// Local Properties
halfEdgeStructure = rhs.halfEdgeStructure;
return *this;
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
const SHHalfEdgeStructure* SHConvexPolyhedron::GetHalfEdgeStructure() const noexcept
{
return halfEdgeStructure;
}
int32_t SHConvexPolyhedron::GetFaceCount() const noexcept
{
return halfEdgeStructure->GetFaceCount();
}
int32_t SHConvexPolyhedron::GetHalfEdgeCount() const noexcept
{
return halfEdgeStructure->GetHalfEdgeCount();
}
const SHHalfEdgeStructure::Face& SHConvexPolyhedron::GetFace(int index) const
{
// Assume it has already been initialised
return halfEdgeStructure->GetFace(index);
}
const SHHalfEdgeStructure::HalfEdge& SHConvexPolyhedron::GetHalfEdge(int index) const
{
// Assume it has already been initialised
return halfEdgeStructure->GetHalfEdge(index);
}
} // namespace SHADE

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@ -0,0 +1,93 @@
/****************************************************************************************
* \file SHConvexPolyhedronCollisionShape.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a convex polyhedron collision shape.
*
* \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 "SHCollisionShape.h"
#include "SHHalfEdgeStructure.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/**
* @brief
* Encapsulates a convex polyhedron shape used for Physics Simulations..
*/
class SH_API SHConvexPolyhedron : public SHCollisionShape
{
private:
/*---------------------------------------------------------------------------------*/
/* Friends */
/*---------------------------------------------------------------------------------*/
friend class SHCollider;
friend class SHCollision;
friend class SHCollisionShapeLibrary;
public:
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHConvexPolyhedron (SHCollisionShapeID id, Type polyhedronType) noexcept;
SHConvexPolyhedron (const SHConvexPolyhedron& rhs) noexcept;
SHConvexPolyhedron (SHConvexPolyhedron&& rhs) noexcept;
~SHConvexPolyhedron () override = default;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHConvexPolyhedron& operator=(const SHConvexPolyhedron& rhs) noexcept;
SHConvexPolyhedron& operator=(SHConvexPolyhedron&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] const SHHalfEdgeStructure* GetHalfEdgeStructure () const noexcept;
[[nodiscard]] int32_t GetFaceCount () const noexcept;
[[nodiscard]] const SHHalfEdgeStructure::Face& GetFace (int index) const;
[[nodiscard]] int32_t GetHalfEdgeCount () const noexcept;
[[nodiscard]] const SHHalfEdgeStructure::HalfEdge& GetHalfEdge (int index) const;
// Virtual Methods
[[nodiscard]] virtual SHVec3 GetVertex (int index) const = 0;
[[nodiscard]] virtual SHVec3 GetNormal (int faceIndex) const = 0;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Finds the most extreme point on the polygon in a given direction.
* @param direction
* The direction to find the support point in.
* @return
* The most extreme vertex in the given direction.
*/
[[nodiscard]] virtual SHVec3 FindSupportPoint (const SHVec3& direction) const noexcept = 0;
protected:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
SHHalfEdgeStructure* halfEdgeStructure; // Defines the polyhedron by it's half edges.
};
} // namespace SHADE

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@ -0,0 +1,182 @@
/****************************************************************************************
* \file SHHalfEdgeStructure.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a half-edge data structure to represent polyhedra.
*
* \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 "SHHalfEdgeStructure.h"
// Helper Macros
#define BUILD_UINT64_FROM_UINT32S(a, b) (uint64_t)a << 32 | b
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHHalfEdgeStructure::Face::Face(const Face& rhs) noexcept
: normal { rhs.normal }
{
std::ranges::copy(rhs.vertexIndices.begin(), rhs.vertexIndices.end(), std::back_inserter(vertexIndices));
}
SHHalfEdgeStructure::Face::Face(Face&& rhs) noexcept
: normal { rhs.normal }
{
std::ranges::copy(rhs.vertexIndices.begin(), rhs.vertexIndices.end(), std::back_inserter(vertexIndices));
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHHalfEdgeStructure::Face& SHHalfEdgeStructure::Face::operator=(const Face& rhs) noexcept
{
if (this == &rhs)
return *this;
normal = rhs.normal;
vertexIndices.clear();
std::ranges::copy(rhs.vertexIndices.begin(), rhs.vertexIndices.end(), std::back_inserter(vertexIndices));
return *this;
}
SHHalfEdgeStructure::Face& SHHalfEdgeStructure::Face::operator=(Face&& rhs) noexcept
{
normal = rhs.normal;
vertexIndices.clear();
std::ranges::copy(rhs.vertexIndices.begin(), rhs.vertexIndices.end(), std::back_inserter(vertexIndices));
return *this;
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
int32_t SHHalfEdgeStructure::GetFaceCount() const noexcept
{
return static_cast<int32_t>(faces.size());
}
int32_t SHHalfEdgeStructure::GetHalfEdgeCount() const noexcept
{
return static_cast<int32_t>(halfEdges.size());
}
const SHHalfEdgeStructure::Face& SHHalfEdgeStructure::GetFace(int32_t index) const
{
if (index < 0 || index >= static_cast<int32_t>(faces.size()))
throw std::invalid_argument("Index out-of-range!");
return faces[index];
}
const SHHalfEdgeStructure::HalfEdge& SHHalfEdgeStructure::GetHalfEdge(int32_t index) const
{
if (index < 0 || index >= static_cast<int32_t>(halfEdges.size()))
throw std::invalid_argument("Index out-of-range!");
return halfEdges[index];
}
/*-----------------------------------------------------------------------------------*/
/* Public Member Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHHalfEdgeStructure::AddFace(const Face& face)
{
faces.emplace_back(face);
}
void SHHalfEdgeStructure::Build() noexcept
{
// We use the pair of vertex IDs on a half-edge to prevent duplicates
std::unordered_map<uint64_t, HalfEdge> edgeMap;
edgeMap.clear();
if (faces.empty())
{
SHLOGV_CRITICAL("Unable to build convex polyhedron, no faces have been added!")
return;
}
// For each face, build half edges
for (size_t i = 0; i < faces.size(); ++i)
{
Face& face = faces[i];
if (face.vertexIndices.empty())
{
SHLOGV_CRITICAL("Unable to build convex polyhedron, no vertices have been added to face {}!", i)
return;
}
// Iterate through vertices and build half-edges
for (size_t j = 0; j < face.vertexIndices.size(); ++j)
{
const int32_t TAIL = face.vertexIndices[j].index;
const int32_t HEAD = face.vertexIndices[(j + 1) % face.vertexIndices.size()].index;
const uint64_t NEW_EDGE_ID = BUILD_UINT64_FROM_UINT32S(TAIL, HEAD);
const uint64_t TWIN_EDGE_ID = BUILD_UINT64_FROM_UINT32S(HEAD, TAIL);
// Check if the half-edge has already been inserted
auto newEdgeIter = edgeMap.find(NEW_EDGE_ID);
if (newEdgeIter == edgeMap.end())
{
// Reuse the iterator for mapping with the twin
newEdgeIter = edgeMap.emplace(NEW_EDGE_ID, HalfEdge{}).first;
HalfEdge& newHalfEdge = newEdgeIter->second;
newHalfEdge.tailVertexIndex = TAIL;
newHalfEdge.headVertexIndex = HEAD;
newHalfEdge.faceIndex = static_cast<int32_t>(i);
// Set edge index of the newly inserted edge as the size of the map - 1
// Since it is an unordered map, it will just be at the back
newHalfEdge.edgeIndex = static_cast<int32_t>(edgeMap.size()) - 1;
// Map vertex to this edge index
face.vertexIndices[j].edgeIndex = newHalfEdge.edgeIndex;
}
// Find twin edge if one exists
auto twinEdgeIter = edgeMap.find(TWIN_EDGE_ID);
if (twinEdgeIter != edgeMap.end())
{
// Set the twin index of both the edges
HalfEdge& newHalfEdge = newEdgeIter->second;
HalfEdge& twinHalfEdge = twinEdgeIter->second;
newHalfEdge.twinEdgeIndex = twinHalfEdge.edgeIndex;
twinHalfEdge.twinEdgeIndex = newHalfEdge.edgeIndex;
}
}
}
// Copy all half edges into the vector
// At this point, no duplicates should be in the map and all edges should be linked.
for (auto& halfEdge : edgeMap | std::views::values)
halfEdges.emplace_back(halfEdge);
// Sort based on edge indices
std::ranges::sort(halfEdges.begin(), halfEdges.end(), [](const HalfEdge& lhs, const HalfEdge& rhs)
{
return lhs.edgeIndex < rhs.edgeIndex;
});
}
} // namespace SHADE

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@ -0,0 +1,143 @@
/****************************************************************************************
* \file SHHalfEdgeStructure.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a half-edge data structure to represent polyhedra.
*
* \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 <vector>
// Project Headers
#include "Math/Vector/SHVec3.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/**
* @brief
* Encapsulates data for a convex polyhedron's geometry represented as faces & half edges.
*/
class SH_API SHHalfEdgeStructure
{
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Encapsulates the data half edge of a face on a polyhedron.
*/
struct HalfEdge
{
/*-------------------------------------------------------------------------------*/
/* Data Members */
/*-------------------------------------------------------------------------------*/
//Head and tail forms the edge.
//Head <----- Tail
int32_t tailVertexIndex = -1;
// Head is also tail of the next edge.
int32_t headVertexIndex = -1;
int32_t edgeIndex = -1;
// Other half of the edge on a different face.
// Important for extrapolating face normals.
int32_t twinEdgeIndex = -1;
// Adjacent face of this edge.
int32_t faceIndex = -1;
};
struct Vertex
{
public:
/*-------------------------------------------------------------------------------*/
/* Data Members */
/*-------------------------------------------------------------------------------*/
int32_t index = -1;
int32_t edgeIndex = -1; // the half-edge that this vertex is a tail of.
};
/**
* @brief
* Encapsulates the data of a face on a polyhedron.
*/
struct Face
{
public:
/*-------------------------------------------------------------------------------*/
/* Data Members */
/*-------------------------------------------------------------------------------*/
SHVec3 normal;
std::vector<Vertex> vertexIndices; // Must be in CCW order
/*-------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*-------------------------------------------------------------------------------*/
Face () noexcept = default;
Face (const Face& rhs) noexcept;
Face (Face&& rhs) noexcept;
~Face () noexcept = default;
/*-------------------------------------------------------------------------------*/
/* Operator Overloads */
/*-------------------------------------------------------------------------------*/
Face& operator= (const Face& rhs) noexcept;
Face& operator= (Face&& rhs) noexcept;
};
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] int32_t GetFaceCount () const noexcept;
[[nodiscard]] int32_t GetHalfEdgeCount () const noexcept;
[[nodiscard]] const Face& GetFace (int32_t index) const;
[[nodiscard]] const HalfEdge& GetHalfEdge (int32_t index) const;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Adds a face to the polyhedron. The face must be constructed outside the polyhedron.
* @param face
* The face to insert.
*/
void AddFace (const Face& face);
/**
* @brief
* Builds the half-edges of the polyhedron using the faces. <br/>
* Before this method is invoked, there must be some faces.
* @return
*/
void Build() noexcept;
private:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
std::vector<Face> faces;
std::vector<HalfEdge> halfEdges;
};
} // namespace SHADE

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@ -0,0 +1,240 @@
/****************************************************************************************
* \file SHSphereCollisionShape.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Sphere Collision Shape.
*
* \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 "SHSphere.h"
// Project Headers
#include "Math/SHMathHelpers.h"
#include "Math/SHMatrix.h"
#include "Physics/Collision/SHCollider.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHSphere::SHSphere(SHCollisionShapeID id) noexcept
: SHCollisionShape (id, Type::SPHERE)
, relativeRadius { 1.0f }
, scale { 1.0f }
{
Radius = 0.5f;
}
SHSphere::SHSphere(const SHSphere& rhs) noexcept
: SHCollisionShape ( rhs )
, relativeRadius { rhs.relativeRadius }
, scale { rhs.scale }
{
Center = rhs.Center;
Radius = rhs.Radius;
}
SHSphere::SHSphere(SHSphere&& rhs) noexcept
: SHCollisionShape ( rhs )
, relativeRadius { rhs.relativeRadius }
, scale { rhs.scale }
{
Center = rhs.Center;
Radius = rhs.Radius;
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHSphere& SHSphere::operator=(const SHSphere& rhs) noexcept
{
if (this == &rhs)
return *this;
SHCollisionShape::operator=(rhs);
// Sphere Properties
Center = rhs.Center;
Radius = rhs.Radius;
// Local Properties
relativeRadius = rhs.relativeRadius;
scale = rhs.scale;
return *this;
}
SHSphere& SHSphere::operator=(SHSphere&& rhs) noexcept
{
SHCollisionShape::operator=(rhs);
// Sphere Properties
Center = rhs.Center;
Radius = rhs.Radius;
// Local Properties
relativeRadius = rhs.relativeRadius;
scale = rhs.scale;
return *this;
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
float SHSphere::GetWorldRadius() const noexcept
{
return Radius;
}
float SHSphere::GetRelativeRadius() const noexcept
{
return relativeRadius;
}
SHVec3 SHSphere::GetWorldCentroid() const noexcept
{
return Center;
}
SHVec3 SHSphere::GetRelativeCentroid() const noexcept
{
if (collider)
return SHVec3{ Center } - collider->GetPosition();
return Center;
}
SHVec3 SHSphere::GetLocalCentroid() const noexcept
{
return SHVec3::Zero;
}
SHQuaternion SHSphere::GetWorldOrientation() const noexcept
{
if (collider)
return collider->GetOrientation() * transform.orientation;
return transform.orientation;
}
SHQuaternion SHSphere::GetRelativeOrientation() const noexcept
{
return transform.orientation;
}
float SHSphere::GetVolume() const noexcept
{
return (4.0f / 3.0f) * SHMath::PI * (Radius * Radius * Radius);
}
float SHSphere::GetSurfaceArea() const noexcept
{
return 4.0f * SHMath::PI * (Radius * Radius);
}
SHMatrix SHSphere::GetInertiaTensor(float mass) const noexcept
{
static constexpr float TWO_OVER_FIVE = 2.0f / 5.0f;
const float DIAGONAL = TWO_OVER_FIVE * mass * (Radius * Radius);
SHMatrix result;
result.m[0][0] = result.m[1][1] = result.m[2][2] = DIAGONAL;
return result;
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHSphere::SetWorldRadius(float newWorldRadius) noexcept
{
Radius = newWorldRadius;
// Recompute Relative radius
relativeRadius = 2.0f * Radius / scale;
}
void SHSphere::SetRelativeRadius(float newRelativeRadius) noexcept
{
relativeRadius = newRelativeRadius;
// Recompute world radius
Radius = relativeRadius * scale * 0.5f;
}
void SHSphere::SetScale(float maxScale) noexcept
{
scale = std::fabs(maxScale);
// Recompute world radius
Radius = relativeRadius * scale * 0.5f;
}
/*-----------------------------------------------------------------------------------*/
/* Public Member Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHSphere::Update() noexcept
{
const SHTransform& PARENT_TRANSFORM = collider->GetTransform();
const float SPHERE_SCALE = std::fabs(SHMath::Max({ PARENT_TRANSFORM.scale.x, PARENT_TRANSFORM.scale.y, PARENT_TRANSFORM.scale.z }));
SetScale(SPHERE_SCALE);
// Recompute center
const SHQuaternion FINAL_ROT = PARENT_TRANSFORM.orientation * transform.orientation;
const SHMatrix TRS = SHMatrix::Rotate(FINAL_ROT) * SHMatrix::Translate(PARENT_TRANSFORM.position);
Center = SHVec3::Transform(transform.position, TRS);
}
bool SHSphere::TestPoint(const SHVec3& point) const noexcept
{
return Contains(point);
}
SHRaycastResult SHSphere::Raycast(const SHRay& ray) const noexcept
{
SHRaycastResult result;
result.hit = Intersects(ray.position, ray.direction, result.distance);
if (result.hit)
{
result.position = ray.position + ray.direction * result.distance;
result.angle = SHVec3::Angle(ray.position, result.position);
result.normal = SHVec3::Normalise(result.position - Center);
}
return result;
}
SHMatrix SHSphere::GetTRS() const noexcept
{
const SHQuaternion ROTATION = collider ? collider->GetTransform().orientation * transform.orientation : transform.orientation;
const SHVec3 SCALE { Radius };
return SHMatrix::Transform(Center, ROTATION, SCALE);
}
SHAABB SHSphere::ComputeAABB() const noexcept
{
return SHAABB{ Center, SHVec3{ Radius } };
}
} // namespace SHADE

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@ -1,7 +1,7 @@
/**************************************************************************************** /****************************************************************************************
* \file SHBoundingSphere.h * \file SHSphereCollisionShape.h
* \author Diren D Bharwani, diren.dbharwani, 390002520 * \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Bounding Sphere. * \brief Interface for a Sphere Collision Shape.
* *
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or * \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent * disclosure of this file or its contents without the prior written consent
@ -13,8 +13,7 @@
#include <DirectXCollision.h> #include <DirectXCollision.h>
// Project Headers // Project Headers
#include "SHShape.h" #include "SHCollisionShape.h"
#include "SH_API.h"
namespace SHADE namespace SHADE
{ {
@ -22,16 +21,42 @@ namespace SHADE
/* Type Definitions */ /* Type Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
class SH_API SHSphere : public SHShape, /**
private DirectX::BoundingSphere * @brief
* Encapsulates the information to create a sphere.
*/
struct SHSphereCreateInfo
{ {
public:
SHVec3 Center = SHVec3::Zero;
float Radius = 1.0f;
float RelativeRadius = 1.0f;
float Scale = 1.0f;
};
/**
* @brief
* Encapsulate a Sphere Shape used for Physics Simulations.
*/
class SH_API SHSphere final : public SHCollisionShape
, private DirectX::BoundingSphere
{
private:
/*---------------------------------------------------------------------------------*/
/* Friends */
/*---------------------------------------------------------------------------------*/
friend class SHCollider;
friend class SHCompositeCollider;
friend class SHCollision;
friend class SHCollisionShapeLibrary;
public: public:
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */ /* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
SHSphere () noexcept; SHSphere (SHCollisionShapeID id) noexcept;
SHSphere (const SHVec3& center, float radius) noexcept;
SHSphere (const SHSphere& rhs) noexcept; SHSphere (const SHSphere& rhs) noexcept;
SHSphere (SHSphere&& rhs) noexcept; SHSphere (SHSphere&& rhs) noexcept;
@ -48,45 +73,43 @@ namespace SHADE
/* Getter Functions */ /* Getter Functions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
[[nodiscard]] SHVec3 GetCenter () const noexcept;
[[nodiscard]] float GetWorldRadius () const noexcept; [[nodiscard]] float GetWorldRadius () const noexcept;
[[nodiscard]] float GetRelativeRadius () const noexcept; [[nodiscard]] float GetRelativeRadius () const noexcept;
[[nodiscard]] SHVec3 GetWorldCentroid () const noexcept override;
[[nodiscard]] SHVec3 GetRelativeCentroid () const noexcept override;
[[nodiscard]] SHVec3 GetLocalCentroid () const noexcept override;
[[nodiscard]] SHQuaternion GetWorldOrientation () const noexcept override;
[[nodiscard]] SHQuaternion GetRelativeOrientation () const noexcept override;
[[nodiscard]] float GetVolume () const noexcept override;
[[nodiscard]] float GetSurfaceArea () const noexcept override;
[[nodiscard]] SHMatrix GetInertiaTensor (float mass) const noexcept override;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Setter Functions */ /* Setter Functions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
void SetCenter (const SHVec3& center) noexcept;
void SetWorldRadius (float newWorldRadius) noexcept; void SetWorldRadius (float newWorldRadius) noexcept;
void SetRelativeRadius (float newRelativeRadius) noexcept; void SetRelativeRadius (float newRelativeRadius) noexcept;
void SetScale (float maxScale) noexcept;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Function Members */ /* Function Members */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
void Update () noexcept override;
[[nodiscard]] bool TestPoint (const SHVec3& point) const noexcept override; [[nodiscard]] bool TestPoint (const SHVec3& point) const noexcept override;
[[nodiscard]] SHRaycastResult Raycast(const SHRay& ray) const noexcept override; [[nodiscard]] SHRaycastResult Raycast (const SHRay& ray) const noexcept override;
[[nodiscard]] SHMatrix GetTRS () const noexcept override;
[[nodiscard]] bool Contains (const SHSphere& rhs) const noexcept; [[nodiscard]] SHAABB ComputeAABB () const noexcept override;
[[nodiscard]] float Volume () const noexcept;
[[nodiscard]] float SurfaceArea () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Static Function Members */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] static SHSphere Combine (const SHSphere& lhs, const SHSphere& rhs) noexcept;
[[nodiscard]] static bool Intersect (const SHSphere& lhs, const SHSphere& rhs) noexcept;
[[nodiscard]] static SHSphere BuildFromSpheres (const SHSphere* spheres, size_t numSpheres) noexcept;
[[nodiscard]] static SHSphere BuildFromVertices (const SHVec3* vertices, size_t numVertices, size_t stride = 0) noexcept;
private: private:
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Data Members */ /* Data Members */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
float RelativeRadius; float relativeRadius;
float scale;
}; };
} // namespace SHADE } // namespace SHADE

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@ -0,0 +1,56 @@
/****************************************************************************************
* \file SHContactConstraint.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Contact Constraint.
*
* \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 "Physics/Collision/Contacts/SHManifold.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
struct SH_API SHContactConstraint
{
public:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
// Use the entity IDs to map resolved constraints back to the bodies
SHCollisionKey key;
// Material Data
float friction = 0.0f;
float restitution = 0.0f;
// Mass Data
float invMassA = 0.0f;
float invMassB = 0.0f;
SHMatrix invInertiaA;
SHMatrix invInertiaB;
SHVec3 centerOfMassA;
SHVec3 centerOfMassB;
// Collision Data
SHVec3 normal;
SHVec3 tangents[SHContact::NUM_TANGENTS];
SHContact contacts[SHManifold::MAX_NUM_CONTACTS];
uint32_t numContacts = 0;
};
} // namespace SHADE

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@ -0,0 +1,63 @@
/****************************************************************************************
* \file SHVelocityState.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Velocity State for constraint solving.
*
* \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 "Physics/Dynamics/SHRigidBody.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
struct SH_API SHVelocityState
{
public:
SHVec3 LinearVelocity;
SHVec3 AngularVelocity;
SHVec3 LinearLockFactor;
SHVec3 AngularLockFactor;
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHVelocityState (const SHRigidBody* rigidBody) noexcept
: LinearVelocity { SHVec3::Zero }
, AngularVelocity { SHVec3::Zero }
, LinearLockFactor { SHVec3::Zero }
, AngularLockFactor { SHVec3::Zero }
{
if (rigidBody)
{
LinearVelocity = rigidBody->GetLinearVelocity();
AngularVelocity = rigidBody->GetAngularVelocity();
LinearLockFactor = SHVec3
{
rigidBody->GetFreezePositionX() ? 0.0f : 1.0f
, rigidBody->GetFreezePositionY() ? 0.0f : 1.0f
, rigidBody->GetFreezePositionZ() ? 0.0f : 1.0f
};
AngularLockFactor = SHVec3
{
rigidBody->GetFreezeRotationX() ? 0.0f : 1.0f
, rigidBody->GetFreezeRotationY() ? 0.0f : 1.0f
, rigidBody->GetFreezeRotationZ() ? 0.0f : 1.0f
};
}
}
};
} // namespace SHADE

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@ -0,0 +1,297 @@
/****************************************************************************************
* \file SHContactManager.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Contact Manager that stores collision information and
* resolves contact constraints.
*
* \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 "SHContactManager.h"
// Project Headers
#include "Math/SHMathHelpers.h"
#include "Physics/Collision/Narrowphase/SHCollisionDispatch.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Getter Functions Definitions */
/*-----------------------------------------------------------------------------------*/
const SHContactManager::TriggerEvents& SHContactManager::GetTriggerEvents() const noexcept
{
static TriggerEvents triggerEvents;
triggerEvents.clear();
for (auto& [id, trigger] : triggers)
triggerEvents.emplace_back(SHTriggerEvent{ id, trigger.state });
return triggerEvents;
}
const SHContactManager::CollisionEvents& SHContactManager::GetCollisionEvents() const noexcept
{
static CollisionEvents collisionEvents;
collisionEvents.clear();
for (auto& [id, manifold] : manifolds)
{
SHCollisionEvent collisionEvent
{
.info = id
, .state = manifold.state
, .normal = manifold.normal
};
for (uint32_t i = 0; i < manifold.numContacts; ++i)
collisionEvent.contactPoints[i] = manifold.contacts[i].position;
collisionEvents.emplace_back(collisionEvent);
}
return collisionEvents;
}
const SHContactManager::ContactPoints& SHContactManager::GetContactPoints() const noexcept
{
static ContactPoints contactPoints;
contactPoints.clear();
for (auto& manifold : manifolds | std::views::values)
{
// Skip exit state manifolds
if (manifold.state == SHCollisionState::EXIT)
continue;
for (uint32_t i = 0; i < manifold.numContacts; ++i)
{
const ContactInfo INFO
{
.position = manifold.contacts[i].position
, .normal = manifold.normal
};
contactPoints.emplace_back(INFO);
}
}
return contactPoints;
}
/*-----------------------------------------------------------------------------------*/
/* Public Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
void SHContactManager::AddTrigger(const SHCollisionKey& key, SHCollisionShape* A, SHCollisionShape* B) noexcept
{
// If id not found, emplace new trigger.
auto trigger = triggers.find(key);
if (trigger == triggers.end())
triggers.emplace(key, Trigger{ A, B, SHCollisionState::INVALID });
}
void SHContactManager::AddManifold(const SHCollisionKey& key, SHCollisionShape* A, SHCollisionShape* B) noexcept
{
// If id not found, emplace new manifold
auto manifold = manifolds.find(key);
if (manifold == manifolds.end())
manifolds.emplace(key, SHManifold{ A, B });
}
void SHContactManager::RemoveInvalidatedTrigger(EntityID eid) noexcept
{
removeInvalidObject(triggers, eid);
}
void SHContactManager::RemoveInvalidatedTrigger(EntityID eid, uint32_t shapeIndex) noexcept
{
removeInvalidObject(triggers, eid, shapeIndex);
}
void SHContactManager::RemoveInvalidatedManifold(EntityID eid) noexcept
{
removeInvalidObject(manifolds, eid);
}
void SHContactManager::RemoveInvalidatedManifold(EntityID eid, uint32_t shapeIndex) noexcept
{
removeInvalidObject(manifolds, eid, shapeIndex);
}
void SHContactManager::Update() noexcept
{
// Clear expired or invalid collisions. If not, test collision.
for (auto manifoldPair = manifolds.begin(); manifoldPair != manifolds.end();)
{
// Test collision of every manifold.
SHManifold& manifold = manifoldPair->second;
SHManifold oldManifold = manifold;
const bool IS_COLLIDING = SHCollisionDispatcher::Collide(manifold, *manifold.shapeA, *manifold.shapeB);
auto& collisionState = manifold.state;
updateCollisionState(IS_COLLIDING, collisionState);
const bool IS_INVALID = collisionState == SHCollisionState::INVALID;
if (IS_INVALID)
{
manifoldPair = manifolds.erase(manifoldPair);
continue;
}
updateManifold(manifold, oldManifold);
++manifoldPair;
}
// Clear expired or invalid triggers, If not, test collision.
for (auto triggerPair = triggers.begin(); triggerPair != triggers.end();)
{
// Test collision of every trigger.
Trigger& oldTrigger = triggerPair->second;
Trigger newTrigger = oldTrigger;
const bool IS_COLLIDING = SHCollisionDispatcher::Collide(*newTrigger.A, *newTrigger.B);
auto& collisionState = newTrigger.state;
updateCollisionState(IS_COLLIDING, collisionState);
const bool IS_INVALID = collisionState == SHCollisionState::INVALID;
if (IS_INVALID)
triggerPair = triggers.erase(triggerPair);
else
++triggerPair;
}
}
void SHContactManager::SolveCollisions(int numIterations, float dt) noexcept
{
static constexpr int SIZE_CONTACTS = sizeof(SHContact) * SHManifold::MAX_NUM_CONTACTS;
// Build constraints
for (auto& [key, manifold] : manifolds)
contactSolver.AddContact(key, manifold);
// Solve contacts
contactSolver.SolveContacts(numIterations, dt);
// Map impulses back to manifolds
const auto& CONTACT_CONSTRAINTS = contactSolver.GetContantConstraints();
const auto& VELOCITY_STATES = contactSolver.GetVelocities();
for (auto& [key, contactConstraint] : CONTACT_CONSTRAINTS)
{
SHManifold& manifold = manifolds.find(key)->second;
for (uint32_t i = 0; i < contactConstraint.numContacts; ++i)
manifold.contacts[i] = contactConstraint.contacts[i];
// Assign velocities back to the bodies
SHRigidBody* bodyA = manifold.bodyA;
SHRigidBody* bodyB = manifold.bodyB;
const auto& STATE_A = VELOCITY_STATES.find(key.GetEntityA())->second;
const auto& STATE_B = VELOCITY_STATES.find(key.GetEntityB())->second;
if (bodyA)
{
bodyA->SetLinearVelocity(STATE_A.LinearVelocity);
bodyA->SetAngularVelocity(STATE_A.AngularVelocity);
}
if (bodyB)
{
bodyB->SetLinearVelocity(STATE_B.LinearVelocity);
bodyB->SetAngularVelocity(STATE_B.AngularVelocity);
}
}
contactSolver.Reset();
}
/*-----------------------------------------------------------------------------------*/
/* Private Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
void SHContactManager::updateCollisionState(bool isColliding, SHCollisionState& state) noexcept
{
if (isColliding)
{
// New states start at invalid. In the first frame of collision, move to enter.
// If it already in enter, move to stay
state = state == SHCollisionState::INVALID ? SHCollisionState::ENTER : SHCollisionState::STAY;
}
else
{
// If already exited and still not colliding, the collision has expired.
// Invalid states are removed in the next frame
if (state == SHCollisionState::EXIT)
state = SHCollisionState::INVALID;
// If previously colliding, move to exit.
if (state == SHCollisionState::ENTER || state == SHCollisionState::STAY)
state = SHCollisionState::EXIT;
}
}
void SHContactManager::updateManifold(SHManifold& manifold, const SHManifold& oldManifold) noexcept
{
static const float SQRT_ONE_THIRD = std::sqrtf(1.0f / 3.0f);
// Early out since exiting a collision does not require an update beyond updating the state
if (manifold.state == SHCollisionState::EXIT)
return;
const SHVec3& NORMAL = manifold.normal;
SHVec3& tangent0 = manifold.tangents[0];
SHVec3& tangent1 = manifold.tangents[1];
const SHVec3& OLD_TANGENT_0 = oldManifold.tangents[0];
const SHVec3& OLD_TANGENT_1 = oldManifold.tangents[1];
// Compute tangents
if (std::fabs(NORMAL.x) >= SQRT_ONE_THIRD)
tangent0 = SHVec3{ NORMAL.y, -NORMAL.x, 0.0f };
else
tangent0 = SHVec3{ 0.0f, NORMAL.z, -NORMAL.y };
tangent0 = SHVec3::Normalise(tangent0);
tangent1 = SHVec3::Cross(NORMAL, tangent0);
// Accumulate impulses
for (uint32_t i = 0; i < manifold.numContacts; ++i)
{
SHContact& contact = manifold.contacts[i];
// Reset impulses
contact.normalImpulse = 0.0f;
contact.tangentImpulse[0] = contact.tangentImpulse[1] = 0.0f;
for (uint32_t j = 0; j < oldManifold.numContacts; ++j)
{
const SHContact& OLD_CONTACT = oldManifold.contacts[j];
if (OLD_CONTACT.featurePair.key == contact.featurePair.key)
{
// If contact features persists, re-project old solution
contact.normalImpulse = OLD_CONTACT.normalImpulse;
const SHVec3 FRICTION_FORCE = OLD_TANGENT_0 * OLD_CONTACT.tangentImpulse[0] + OLD_TANGENT_1 * OLD_CONTACT.tangentImpulse[1];
contact.tangentImpulse[0] = SHVec3::Dot(FRICTION_FORCE, tangent0);
contact.tangentImpulse[1] = SHVec3::Dot(FRICTION_FORCE, tangent1);
break;
}
}
}
}
} // namespace SHADE

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@ -0,0 +1,140 @@
/****************************************************************************************
* \file SHContactManager.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Contact Manager that stores collision information.
*
* \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 <unordered_map>
// Project Headers
#include "Physics/Collision/Contacts/SHCollisionEvents.h"
#include "Physics/Collision/Contacts/SHCollisionKey.h"
#include "Physics/Collision/Contacts/SHManifold.h"
#include "SHContactSolver.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/**
* @brief
* Encapsulates a class that stores collision information.
*/
class SH_API SHContactManager
{
private:
/*---------------------------------------------------------------------------------*/
/* Friends */
/*---------------------------------------------------------------------------------*/
friend class SHPhysicsWorld;
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
struct ContactInfo
{
SHVec3 position;
SHVec3 normal;
};
using TriggerEvents = std::vector<SHTriggerEvent>;
using CollisionEvents = std::vector<SHCollisionEvent>;
using ContactPoints = std::vector<ContactInfo>;
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHContactManager () noexcept = default;
~SHContactManager () noexcept = default;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
const TriggerEvents& GetTriggerEvents () const noexcept;
const CollisionEvents& GetCollisionEvents () const noexcept;
const ContactPoints& GetContactPoints () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
void AddTrigger (const SHCollisionKey& key, SHCollisionShape* A, SHCollisionShape* B) noexcept;
void AddManifold (const SHCollisionKey& key, SHCollisionShape* A, SHCollisionShape* B) noexcept;
void RemoveInvalidatedTrigger (EntityID eid) noexcept;
void RemoveInvalidatedTrigger (EntityID eid, uint32_t shapeIndex) noexcept;
void RemoveInvalidatedManifold (EntityID eid) noexcept;
void RemoveInvalidatedManifold (EntityID eid, uint32_t shapeIndex) noexcept;
/**
* @brief
* Removes any invalidated contacts and triggers, then performs narrowphase collision
* detection on existing triggers and manifolds.
*/
void Update () noexcept;
/**
* @brief
* Builds contact constraints and solves them. Results are stored in the corresponding
* manifolds abiding by the sequential impulse method.
*/
void SolveCollisions (int numIterations, float dt) noexcept;
private:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
struct Trigger
{
SHCollisionShape* A = nullptr;
SHCollisionShape* B = nullptr;
SHCollisionState state = SHCollisionState::INVALID;
};
using Manifolds = std::unordered_map<SHCollisionKey, SHManifold, SHCollisionKeyHash>;
using Triggers = std::unordered_map<SHCollisionKey, Trigger, SHCollisionKeyHash>;
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
Manifolds manifolds;
Triggers triggers;
SHContactSolver contactSolver;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
static void updateCollisionState (bool isColliding, SHCollisionState& state) noexcept;
static void updateManifold (SHManifold& manifold, const SHManifold& oldManifold) noexcept;
// Removal Helpers
template <typename T>
static void removeInvalidObject (std::unordered_map<SHCollisionKey, T, SHCollisionKeyHash>& container, EntityID eid) noexcept;
template <typename T>
static void removeInvalidObject (std::unordered_map<SHCollisionKey, T, SHCollisionKeyHash>& container, EntityID eid, uint32_t shapeIndex) noexcept;
};
} // namespace SHADE
#include "SHContactManager.hpp"

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@ -0,0 +1,61 @@
/****************************************************************************************
* \file SHContactManager.hpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for templated methods of the Contact Manager.
*
* \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
// Primary Header
#include "SHContactManager.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Private Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
template <typename T>
void SHContactManager::removeInvalidObject(std::unordered_map<SHCollisionKey, T, SHCollisionKeyHash>& container, EntityID eid) noexcept
{
if (container.empty())
return;
for (auto invalidated = container.begin(); invalidated != container.end();)
{
const auto& ID = invalidated->first;
const bool MATCHES_A = ID.GetEntityA() == eid;
const bool MATCHES_B = ID.GetEntityB() == eid;
if (MATCHES_A || MATCHES_B)
invalidated = container.erase(invalidated);
else
++invalidated;
}
}
template <typename T>
void SHContactManager::removeInvalidObject(std::unordered_map<SHCollisionKey, T, SHCollisionKeyHash>& container, EntityID eid, uint32_t shapeIndex) noexcept
{
if (container.empty())
return;
for (auto invalidated = container.begin(); invalidated != container.end();)
{
const auto& ID = invalidated->first;
const bool MATCHES_A = ID.GetEntityA() == eid && ID.GetShapeIndexA() == shapeIndex;
const bool MATCHES_B = ID.GetEntityB() == eid && ID.GetShapeIndexB() == shapeIndex;
if (MATCHES_A || MATCHES_B)
invalidated = container.erase(invalidated);
else
++invalidated;
}
}
} // namespace SHADE

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@ -0,0 +1,332 @@
/****************************************************************************************
* \file SHContactSolver.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Contact Solver.
*
* \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 "SHContactSolver.h"
// Project Headers
#include "Math/SHMathHelpers.h"
#include "Physics/SHPhysicsConstants.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Getter Functions Definitions */
/*-----------------------------------------------------------------------------------*/
const SHContactSolver::VelocityStates& SHContactSolver::GetVelocities() const noexcept
{
return velocityStates;
}
const SHContactSolver::ContactConstraints& SHContactSolver::GetContantConstraints() const noexcept
{
return contactConstraints;
}
/*-----------------------------------------------------------------------------------*/
/* Public Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
void SHContactSolver::AddContact(const SHCollisionKey& key, const SHManifold& manifold) noexcept
{
SHContactConstraint& newConstraint = contactConstraints.emplace(key, SHContactConstraint{}).first->second;
const auto* SHAPE_A = manifold.shapeA;
const auto* SHAPE_B = manifold.shapeB;
const auto* BODY_A = manifold.bodyA;
const auto* BODY_B = manifold.bodyB;
// Add velocities if it doesn't already exist
velocityStates.emplace(key.GetEntityA(), SHVelocityState{ BODY_A });
velocityStates.emplace(key.GetEntityB(), SHVelocityState{ BODY_B });
// Mix friction & restitution
const float FRICTION_A = SHAPE_A->GetFriction();
const float RESTITUTION_A = SHAPE_A->GetBounciness();
const float FRICTION_B = SHAPE_B->GetFriction();
const float RESTITUTION_B = SHAPE_B->GetBounciness();
newConstraint.friction = std::sqrtf(FRICTION_A * FRICTION_B);
newConstraint.restitution = std::max(RESTITUTION_A, RESTITUTION_B);
// Mass data
// Account for implicity-static bodies
if (BODY_A)
{
newConstraint.invMassA = BODY_A->invMass;
newConstraint.centerOfMassA = BODY_A->worldCentroid;
newConstraint.invInertiaA = BODY_A->worldInvInertia;
}
else
{
newConstraint.invMassA = 0.0f;
newConstraint.centerOfMassA = SHVec3::Zero;
// Matrix needs to maintain its homogenous structure
newConstraint.invInertiaA = SHMatrix::Zero;
newConstraint.invInertiaA.m[3][3] = 1.0f;
}
if (BODY_B)
{
newConstraint.invMassB = BODY_B->invMass;
newConstraint.centerOfMassB = BODY_B->worldCentroid;
newConstraint.invInertiaB = BODY_B->worldInvInertia;
}
else
{
newConstraint.invMassB = 0.0f;
newConstraint.centerOfMassB = SHVec3::Zero;
// Matrix needs to maintain its homogenous structure
newConstraint.invInertiaB = SHMatrix::Zero;
newConstraint.invInertiaB.m[3][3] = 1.0f;
}
// Collision data
newConstraint.numContacts = manifold.numContacts;
newConstraint.normal = manifold.normal;
static constexpr size_t TANGENTS_SIZE = sizeof(SHVec3) * SHContact::NUM_TANGENTS;
static constexpr size_t CONTACTS_SIZE = sizeof(SHContact) * SHManifold::MAX_NUM_CONTACTS;
memcpy_s(newConstraint.tangents, TANGENTS_SIZE, manifold.tangents, TANGENTS_SIZE);
memcpy_s(newConstraint.contacts, CONTACTS_SIZE, manifold.contacts, CONTACTS_SIZE);
// Compute rA & rB for contacts
for (uint32_t i = 0; i < newConstraint.numContacts; ++i)
{
newConstraint.contacts[i].rA = newConstraint.contacts[i].position - newConstraint.centerOfMassA;
newConstraint.contacts[i].rB = newConstraint.contacts[i].position - newConstraint.centerOfMassB;
}
}
void SHContactSolver::Reset() noexcept
{
velocityStates.clear();
contactConstraints.clear();
}
void SHContactSolver::SolveContacts(int numIterations, float dt) noexcept
{
preSolve(dt);
for (int i = 0; i < numIterations; ++i)
solve();
}
/*-----------------------------------------------------------------------------------*/
/* Private Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
void SHContactSolver::preSolve(float dt) noexcept
{
const float INV_DT = 1.0f / dt;
for (auto& [key, constraint] : contactConstraints)
{
const float INV_MASS_SUM = constraint.invMassA + constraint.invMassB;
SHVelocityState& velocityStateA = velocityStates.find(key.GetEntityA())->second;
SHVelocityState& velocityStateB = velocityStates.find(key.GetEntityB())->second;
SHVec3 vA = velocityStateA.LinearVelocity;
SHVec3 wA = velocityStateA.AngularVelocity;
SHVec3 vB = velocityStateB.LinearVelocity;
SHVec3 wB = velocityStateB.AngularVelocity;
const SHVec3& LINEAR_LOCK_A = velocityStateA.LinearLockFactor;
const SHVec3& ANGULAR_LOCK_A = velocityStateA.AngularLockFactor;
const SHVec3& LINEAR_LOCK_B = velocityStateB.LinearLockFactor;
const SHVec3& ANGULAR_LOCK_B = velocityStateB.AngularLockFactor;
for (uint32_t i = 0; i < constraint.numContacts; ++i)
{
SHContact& contact = constraint.contacts[i];
// Calculate JM-1JT (Effective mass)
/*
* rXnT * I-1 * rXn:
*
* 1. 3x3 * 3x1 = 3x1
* 2. 1x3 * 3x1 = 1x1
*
* First do I-1 * rXn
* | ix 0 0 || x | | ix * x |
* | 0 iy 0 || y | = | iy * y |
* | 0 0 iz || z | | iz * z |
*
* Then dot product the result with rXnT
* | ix * x |[ u v w ]
* | iy * y | = [ ix * x * w + iy * y * v + iz * z * w ]
* | iz * z |
*
* Simplified:
*
* rXnT /dot (I-1 * rXn)
*/
// Effective mass along Normal
const SHVec3 RA_CROSS_N = SHVec3::Cross(contact.rA, constraint.normal);
const SHVec3 RB_CROSS_N = SHVec3::Cross(contact.rB, constraint.normal);
contact.normalMass = INV_MASS_SUM;
contact.normalMass += SHVec3::Dot(RA_CROSS_N, constraint.invInertiaA * RA_CROSS_N);
contact.normalMass += SHVec3::Dot(RB_CROSS_N, constraint.invInertiaB * RB_CROSS_N);
// Invert the normal mass (we want the actual mass, not the inverse mass)
contact.normalMass = 1.0f / contact.normalMass;
// Effective mass along tangents (same steps as above)
for (int j = 0; j < SHContact::NUM_TANGENTS; ++j)
{
const SHVec3 RA_CROSS_T = SHVec3::Cross(contact.rA, constraint.tangents[j]);
const SHVec3 RB_CROSS_T = SHVec3::Cross(contact.rB, constraint.tangents[j]);
contact.tangentMass[j] = INV_MASS_SUM;
contact.tangentMass[j] += SHVec3::Dot(RA_CROSS_T, constraint.invInertiaA * RA_CROSS_T);
contact.tangentMass[j] += SHVec3::Dot(RB_CROSS_T, constraint.invInertiaB * RB_CROSS_T);
contact.tangentMass[j] = 1.0f / contact.tangentMass[j];
}
// Calculate bias per contact
/*
* error bias = baumgarte factor / dt * penetration
* restituion bias = restitution * (relative velocity /dot normal)
*/
const float ERROR_BIAS = -SHPHYSICS_BAUMGARTE * INV_DT * std::max(0.0f, contact.penetration - SHPHYSICS_LINEAR_SLOP);
// Warm starting
// Compute impulses
SHVec3 impulse = constraint.normal * contact.normalImpulse;
for (int j = 0; j < SHContact::NUM_TANGENTS; ++j)
impulse += constraint.tangents[j] * contact.tangentImpulse[j];
// Apply impulses onto velocities
vA -= impulse * constraint.invMassA * LINEAR_LOCK_A;
wA -= constraint.invInertiaA * SHVec3::Cross(contact.rA, impulse) * ANGULAR_LOCK_A;
vB += impulse * constraint.invMassB * LINEAR_LOCK_B;
wB += constraint.invInertiaB * SHVec3::Cross(contact.rB, impulse) * ANGULAR_LOCK_B;
const SHVec3 RV_A = vA + SHVec3::Cross(wA, contact.rA);
const SHVec3 RV_B = vB + SHVec3::Cross(wB, contact.rB);
const float RV_N = SHVec3::Dot(RV_B - RV_A, constraint.normal);
const float RESTITUTION_BIAS = std::fabs(RV_N) > SHPHYSICS_RESTITUTION_THRESHOLD ? -constraint.restitution * RV_N : 0.0f;
contact.bias = ERROR_BIAS + RESTITUTION_BIAS;
}
velocityStateA.LinearVelocity = vA;
velocityStateA.AngularVelocity = wA;
velocityStateB.LinearVelocity = vB;
velocityStateB.AngularVelocity = wB;
}
}
void SHContactSolver::solve() noexcept
{
for (auto& [key, constraint] : contactConstraints)
{
SHVelocityState& velocityStateA = velocityStates.find(key.GetEntityA())->second;
SHVelocityState& velocityStateB = velocityStates.find(key.GetEntityB())->second;
SHVec3 vA = velocityStateA.LinearVelocity;
SHVec3 wA = velocityStateA.AngularVelocity;
SHVec3 vB = velocityStateB.LinearVelocity;
SHVec3 wB = velocityStateB.AngularVelocity;
const SHVec3& LINEAR_LOCK_A = velocityStateA.LinearLockFactor;
const SHVec3& ANGULAR_LOCK_A = velocityStateA.AngularLockFactor;
const SHVec3& LINEAR_LOCK_B = velocityStateB.LinearLockFactor;
const SHVec3& ANGULAR_LOCK_B = velocityStateB.AngularLockFactor;
for (uint32_t i = 0; i < constraint.numContacts; ++i)
{
SHContact& contact = constraint.contacts[i];
// Compute relative velocity
SHVec3 velocityA = vA + SHVec3::Cross(wA, contact.rA);
SHVec3 velocityB = vB + SHVec3::Cross(wB, contact.rB);
SHVec3 relativeVelocity = velocityB - velocityA;
// Get scalar of relative velocity along the normal
const float VN = SHVec3::Dot(relativeVelocity, constraint.normal);
// Compute true normal impulse
const float OLD_NORMAL_IMPULSE = contact.normalImpulse;
float newNormalImpulse = -(VN + contact.bias) * contact.normalMass;
contact.normalImpulse = std::max(OLD_NORMAL_IMPULSE + newNormalImpulse, 0.0f);
newNormalImpulse = contact.normalImpulse - OLD_NORMAL_IMPULSE;
const SHVec3 NORMAL_IMPULSE = newNormalImpulse * constraint.normal;
// Apply impulses
vA -= NORMAL_IMPULSE * constraint.invMassA * LINEAR_LOCK_A;
wA -= constraint.invInertiaA * SHVec3::Cross(contact.rA, NORMAL_IMPULSE) * ANGULAR_LOCK_A;
vB += NORMAL_IMPULSE * constraint.invMassB * LINEAR_LOCK_B;
wB += constraint.invInertiaB * SHVec3::Cross(contact.rB, NORMAL_IMPULSE) * ANGULAR_LOCK_B;
// Solve normal impulse
// Re-compute relative velocity
velocityA = vA + SHVec3::Cross(wA, contact.rA);
velocityB = vB + SHVec3::Cross(wB, contact.rB);
relativeVelocity = velocityB - velocityA;
// Solve tangent impulse
for (int j = 0; j < SHContact::NUM_TANGENTS; ++j)
{
// Get scalar of relative velocity along tangent
const float VT = SHVec3::Dot(relativeVelocity, constraint.tangents[j]);
// Compute true tangent impulse
const float MAX_TANGENT_IMPULSE = constraint.friction * contact.normalImpulse;
const float OLD_TANGENT_IMPULSE = contact.tangentImpulse[j];
// We cannot exceed the maximum frictional force (coulumb's law)
// Compute true tangent impulse
float newTangentImpulse = -VT * contact.tangentMass[j];
contact.tangentImpulse[j] = std::clamp(OLD_TANGENT_IMPULSE + newTangentImpulse, -MAX_TANGENT_IMPULSE, MAX_TANGENT_IMPULSE);
newTangentImpulse = contact.tangentImpulse[j] - OLD_TANGENT_IMPULSE;
const SHVec3 TANGENT_IMPULSE = newTangentImpulse * constraint.tangents[j];
// Apply impulses
vA -= TANGENT_IMPULSE * constraint.invMassA * LINEAR_LOCK_A;
wA -= constraint.invInertiaA * SHVec3::Cross(contact.rA, TANGENT_IMPULSE) * ANGULAR_LOCK_A;
vB += TANGENT_IMPULSE * constraint.invMassB * LINEAR_LOCK_B;
wB += constraint.invInertiaB * SHVec3::Cross(contact.rB, TANGENT_IMPULSE) * ANGULAR_LOCK_B;
}
}
velocityStateA.LinearVelocity = vA;
velocityStateA.AngularVelocity = wA;
velocityStateB.LinearVelocity = vB;
velocityStateB.AngularVelocity = wB;
}
}
} // namespace SHADE

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@ -1,7 +1,8 @@
/**************************************************************************************** /****************************************************************************************
* \file SHShape.h * \file SHContactSolver.h
* \author Diren D Bharwani, diren.dbharwani, 390002520 * \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a shape. * \brief Interface for a Contact Solver that builds contacct constraints and solves
* them.
* *
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or * \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent * disclosure of this file or its contents without the prior written consent
@ -11,9 +12,8 @@
#pragma once #pragma once
// Project Headers // Project Headers
#include "SH_API.h" #include "Constraints/SHContactConstraint.h"
#include "Math/SHRay.h" #include "Constraints/SHVelocityState.h"
namespace SHADE namespace SHADE
{ {
@ -21,62 +21,73 @@ namespace SHADE
/* Type Definitions */ /* Type Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
class SH_API SHShape /**
* @brief
* Encapsulates an object that builds contact constraints and solves them.
*/
class SH_API SHContactSolver
{ {
public: public:
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Type Definitions */ /* Type Definitions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
enum class Type using VelocityStates = std::unordered_map<EntityID, SHVelocityState>;
{ using ContactConstraints = std::unordered_map<SHCollisionKey, SHContactConstraint, SHCollisionKeyHash>;
BOX
, SPHERE
, CAPSULE
, CONVEX_HULL
, COUNT
, NONE = -1
};
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
bool isIntersecting;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */ /* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
virtual ~SHShape () = default; SHContactSolver () noexcept = default;
~SHContactSolver () noexcept = default;
SHShape (const SHShape&) = default;
SHShape (SHShape&&) = default;
SHShape& operator=(const SHShape&) = default;
SHShape& operator=(SHShape&&) = default;
SHShape();
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Getter Functions */ /* Getter Functions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
[[nodiscard]] Type GetType () const noexcept; [[nodiscard]] const VelocityStates& GetVelocities () const noexcept;
[[nodiscard]] const ContactConstraints& GetContantConstraints () const noexcept;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Function Members */ /* Member Functions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
[[nodiscard]] virtual bool TestPoint (const SHVec3& point) const noexcept = 0; /**
[[nodiscard]] virtual SHRaycastResult Raycast (const SHRay& ray) const noexcept = 0; * @brief
* Build a contact constraint from a new manifold.
* @param manifold
* A manifold to build a contact constraint from.
*/
void AddContact (const SHCollisionKey& key, const SHManifold& manifold) noexcept;
protected: void Reset () noexcept;
/**
* @brief
* Solves all the contact constraints.
* @param numIterations
* The number of times to iterate over constraints when solving them.
* @param dt
* The delta time of the simulation step.
*/
void SolveContacts (int numIterations, float dt) noexcept;
private:
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Data Members */ /* Data Members */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
Type type; VelocityStates velocityStates;
ContactConstraints contactConstraints;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
void preSolve (float dt) noexcept;
void solve () noexcept;
}; };
} // namespace SHADE } // namespace SHADE

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/****************************************************************************************
* \file SHMotionState.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Motion State.
*
* \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 "SHMotionState.h"
// Project Headers
#include "Math/SHMathHelpers.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHMotionState::SHMotionState() noexcept
: hasMoved { false }
{}
SHMotionState::SHMotionState(const SHMotionState& rhs) noexcept
: hasMoved { rhs.hasMoved }
, position { rhs.position }
, prevPosition { rhs.prevPosition }
{}
SHMotionState::SHMotionState(SHMotionState&& rhs) noexcept
: hasMoved { rhs.hasMoved }
, position { rhs.position }
, prevPosition { rhs.prevPosition }
{}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHMotionState& SHMotionState::operator=(const SHMotionState& rhs) noexcept
{
if (this == &rhs)
return *this;
hasMoved = rhs.hasMoved;
position = rhs.position;
prevPosition = rhs.prevPosition;
return *this;
}
SHMotionState& SHMotionState::operator=(SHMotionState&& rhs) noexcept
{
hasMoved = rhs.hasMoved;
position = rhs.position;
prevPosition = rhs.prevPosition;
return *this;
}
SHMotionState::operator bool() const noexcept
{
return hasMoved;
}
/*-----------------------------------------------------------------------------------*/
/* Public Member Function Definition */
/*-----------------------------------------------------------------------------------*/
void SHMotionState::ForcePosition(const SHVec3& newPosition) noexcept
{
hasMoved = true;
prevPosition = newPosition;
position = newPosition;
}
void SHMotionState::ForceOrientation(const SHQuaternion& newOrientation) noexcept
{
hasMoved = true;
prevOrientation = newOrientation;
orientation = newOrientation;
}
void SHMotionState::IntegratePosition(const SHVec3& velocity, float dt) noexcept
{
// Velocities are 0 when objects are static or sleeping. We do not want to integrate them here.
// This call should never reach here.
hasMoved = true;
prevPosition = position;
position += velocity * dt;
}
void SHMotionState::IntegrateOrientation(const SHVec3& velocity, float dt) noexcept
{
// Velocities are 0 when objects are static or sleeping. We do not want to integrate them here.
// This call should never reach here.
hasMoved = true;
prevOrientation = orientation;
orientation += orientation * SHQuaternion{ velocity.x, velocity.y, velocity.z, 0.0f } * dt * 0.5f;
orientation = SHQuaternion::Normalise(orientation);
}
SHVec3 SHMotionState::InterpolatePositions(float factor) const noexcept
{
return SHVec3::ClampedLerp(prevPosition, position, factor);
}
SHQuaternion SHMotionState::InterpolateOrientations(float factor) const noexcept
{
return SHQuaternion::ClampedSlerp(prevOrientation, orientation, factor);
}
} // namespace SHADE

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/****************************************************************************************
* \file SHMotionState.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Motion State.
*
* \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 "Math/SHQuaternion.h"
#include "Math/Vector/SHVec3.h"
namespace SHADE
{
/*-------------------------------------------------------------------------------------*/
/* Type Definitions */
/*-------------------------------------------------------------------------------------*/
/**
* @brief
* Encapsulates the motion state of a rigid body in physics.
*/
struct SH_API SHMotionState
{
public:
/*-----------------------------------------------------------------------------------*/
/* Data Members */
/*-----------------------------------------------------------------------------------*/
bool hasMoved;
SHVec3 position;
SHVec3 prevPosition;
SHQuaternion orientation;
SHQuaternion prevOrientation;
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*-----------------------------------------------------------------------------------*/
SHMotionState () noexcept;
SHMotionState (const SHMotionState& rhs) noexcept;
SHMotionState (SHMotionState&& rhs) noexcept;
~SHMotionState() = default;
/*-----------------------------------------------------------------------------------*/
/* Operator Overloads */
/*-----------------------------------------------------------------------------------*/
SHMotionState& operator= (const SHMotionState& rhs) noexcept;
SHMotionState& operator= (SHMotionState&& rhs) noexcept;
operator bool () const noexcept;
/*-----------------------------------------------------------------------------------*/
/* Function Members */
/*-----------------------------------------------------------------------------------*/
/**
* @brief
* Forcefully sets the position. Meant to be used when transform overrides the rigid body
* positions.
* @param newPosition
* The new position to set.
*/
void ForcePosition (const SHVec3& newPosition) noexcept;
/**
* @brief
* Forcefully sets the orientation. Meant to be used when transform overrides the rigid body
* orientations
* @param newOrientation
* The new orientation to set.
*/
void ForceOrientation (const SHQuaternion& newOrientation) noexcept;
/**
* @brief
* Integrates the positions using linear velocity with respect to time.
* @param velocity
* The linear velocity to integrate.
* @param dt
* The delta time to integrate with respect to.
*/
void IntegratePosition (const SHVec3& velocity, float dt) noexcept;
/**
* @brief
* Integrates the orientation using angular velocity with respect to time.
* @param velocity
* The angular velocity to integrate.
* @param dt
* The delta time to integrate with respect to.
*/
void IntegrateOrientation (const SHVec3& velocity, float dt) noexcept;
/**
* @brief
* Interpolates the position between the previous and the last using a given factor.
* @param factor
* The factor to interpolate by. Should be between 0 & 1.
* @returns
* The interpolated position meant for rendering.
*/
SHVec3 InterpolatePositions (float factor) const noexcept;
/**
* @brief
* Interpolates the orientation between the previous and the last using a given factor.
* @param factor
* The factor to interpolate by. Should be between 0 & 1.
* @returns
* The interpolated orientation meant for rendering.
*/
SHQuaternion InterpolateOrientations (float factor) const noexcept;
};
} // namespace SHADE

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/****************************************************************************************
* \file SHPhysicsWorld.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Physics World.
*
* \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 "SHPhysicsWorld.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHPhysicsWorld::SHPhysicsWorld(const WorldSettings& worldSettings) noexcept
: settings { worldSettings }
, collisionSpace { nullptr }
{
SHLOG_INFO_D("Creating Physics World")
}
SHPhysicsWorld::~SHPhysicsWorld() noexcept
{
collisionSpace = nullptr;
}
/*-----------------------------------------------------------------------------------*/
/* Getter Functions Definitions */
/*-----------------------------------------------------------------------------------*/
const SHContactManager::ContactPoints& SHPhysicsWorld::GetContactPoints() const noexcept
{
return contactManager.GetContactPoints();
}
const SHContactManager::TriggerEvents& SHPhysicsWorld::GetTriggerEvents() const noexcept
{
return contactManager.GetTriggerEvents();
}
const SHContactManager::CollisionEvents& SHPhysicsWorld::GetCollisionEvents() const noexcept
{
return contactManager.GetCollisionEvents();
}
/*-----------------------------------------------------------------------------------*/
/* Setter Functions Definitions */
/*-----------------------------------------------------------------------------------*/
void SHPhysicsWorld::SetCollisionSpace(SHCollisionSpace* _collisionSpace) noexcept
{
collisionSpace = _collisionSpace;
_collisionSpace->SetContactManager(&contactManager);
}
/*-----------------------------------------------------------------------------------*/
/* Public Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
void SHPhysicsWorld::AddRigidBody(SHRigidBody* rigidBody) noexcept
{
const bool INSERTED = rigidBodies.emplace(rigidBody->entityID, rigidBody).second;
if (!INSERTED)
{
SHLOG_WARNING_D("Attempting to add duplicate rigid body {} to the Physics World!", rigidBody->entityID)
}
}
void SHPhysicsWorld::RemoveRigidBody(SHRigidBody* rigidBody) noexcept
{
rigidBodies.erase(rigidBody->entityID);
// Contact manager to remove invalidated contacts
contactManager.RemoveInvalidatedManifold(rigidBody->entityID);
// TODO: Run through the rigid body's contact graph and wake all of its non-static bodies that are asleep
}
void SHPhysicsWorld::Step(float dt)
{
/*
* Detect Collisions
*/
if (collisionSpace)
collisionSpace->DetectCollisions();
/*
* Integrate Forces
*/
for (auto* rigidBody : rigidBodies | std::views::values)
{
if (!rigidBody->IsActive())
continue;
rigidBody->ComputeWorldData();
integrateForces(*rigidBody, dt);
}
/*
* Resolve Contacts
*/
contactManager.SolveCollisions(settings.numVelocitySolverIterations, dt);
/*
* Integrate Velocities
*/
for (auto* rigidBody : rigidBodies | std::views::values)
{
if (!rigidBody->IsActive())
continue;
integrateVelocities(*rigidBody, dt);
}
}
/*-----------------------------------------------------------------------------------*/
/* Private Member Functions Definitions */
/*-----------------------------------------------------------------------------------*/
void SHPhysicsWorld::integrateForces(SHRigidBody& rigidBody, float dt) const noexcept
{
if (rigidBody.bodyType != SHRigidBody::Type::DYNAMIC)
return;
// Integrate forces and gravity into linear velocity
const SHVec3 LINEAR_ACCELERATION = rigidBody.accumulatedForce * rigidBody.invMass;
const SHVec3 GRAVITATIONAL_ACCELERATION = rigidBody.IsGravityEnabled() ? settings.gravity * rigidBody.gravityScale : SHVec3::Zero;
rigidBody.linearVelocity += (LINEAR_ACCELERATION + GRAVITATIONAL_ACCELERATION) * dt;
// Integrate torque into angular velocity
rigidBody.angularVelocity += rigidBody.worldInvInertia * rigidBody.accumulatedTorque * dt;
// Apply drag (exponentially applied)
rigidBody.linearVelocity *= 1.0f / (1.0f + dt * rigidBody.linearDrag);
rigidBody.angularVelocity *= 1.0f / (1.0f + dt * rigidBody.angularDrag);
rigidBody.constrainLinearVelocities();
rigidBody.constrainAngularVelocities();
}
void SHPhysicsWorld::integrateVelocities(SHRigidBody& rigidBody, float dt) const noexcept
{
// Always reset movement flag
rigidBody.motionState.hasMoved = false;
// Set all velocities of static bodies to 0
if (rigidBody.bodyType == SHRigidBody::Type::STATIC)
{
rigidBody.linearVelocity = SHVec3::Zero;
}
// Dynamic & Kinematic bodies
// Both dynamic and kinematic can sleep when their velocities are under the thresholds.
else if (!rigidBody.IsSleeping())
{
rigidBody.constrainLinearVelocities();
rigidBody.constrainAngularVelocities();
rigidBody.motionState.IntegratePosition(rigidBody.linearVelocity, dt);
rigidBody.motionState.IntegrateOrientation(rigidBody.angularVelocity, dt);
// Sync with collider transforms if a collider is present
if (rigidBody.collider)
{
rigidBody.collider->SetPosition(rigidBody.motionState.position);
rigidBody.collider->SetOrientation(rigidBody.motionState.orientation);
rigidBody.collider->Update();
}
}
// Clear all forces
// We clear forces for static bodies as well for redundancy
rigidBody.ClearForces();
}
} // namespace SHADE

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/****************************************************************************************
* \file SHPhysicsWorld.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Physics World.
*
* \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 <unordered_map>
// Project Headers
#include "Physics/Collision/SHCollisionSpace.h"
#include "SHContactManager.h"
#include "SHContactSolver.h"
#include "SHRigidBody.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/**
* @brief
* Encapsulates the overall simulation of physics. The bulk of dynamics are handled here,
* with the collision detection handled by an attached collision space. <br/>
* A collision space must be created separately and attached with the world.
*/
class SH_API SHPhysicsWorld
{
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
struct WorldSettings
{
public:
/*-------------------------------------------------------------------------------*/
/* Data Members */
/*-------------------------------------------------------------------------------*/
SHVec3 gravity = SHVec3{ 0.0f, -9.81f, 0.0f };
uint16_t numVelocitySolverIterations = 10;
uint16_t numPositionSolverIterations = 5; // Unused until PGS is implemented
bool sleepingEnabled = true;
};
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHPhysicsWorld (const WorldSettings& worldSettings = WorldSettings{}) noexcept;
~SHPhysicsWorld () noexcept;
SHPhysicsWorld (const SHPhysicsWorld&) = delete;
SHPhysicsWorld (SHPhysicsWorld&&) = delete;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHPhysicsWorld& operator=(const SHPhysicsWorld&) = delete;
SHPhysicsWorld& operator=(SHPhysicsWorld&&) = delete;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
const SHContactManager::ContactPoints& GetContactPoints () const noexcept;
const SHContactManager::TriggerEvents& GetTriggerEvents () const noexcept;
const SHContactManager::CollisionEvents& GetCollisionEvents () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetCollisionSpace(SHCollisionSpace* collisionSpace) noexcept;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Adds a rigid body to the world for it to be simulated using motion dynamics.
* @param rigidBody
* A rigid body to add. Duplicates will be ignored.
*/
void AddRigidBody (SHRigidBody* rigidBody) noexcept;
/**
* @brief
* Removes a rigid body from the world. It's motion will not be affected unless
* explicitly modified.
* @param rigidBody
* A rigid body to add. Duplicates will be ignored.
*/
void RemoveRigidBody (SHRigidBody* rigidBody) noexcept;
/**
* @brief
* Performs a single simulation step. <br/>
* Detect Collisions -> Integrate Forces -> Resolve Contacts -> Integrate Velocities
* @param dt
* A discrete time step for the simulation. This should be consistent for deterministic
* behaviour.
*/
void Step (float dt);
private:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
// EntityIDs are used to map resolved constraints back to bodies
using RigidBodies = std::unordered_map<EntityID, SHRigidBody*>;
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
WorldSettings settings;
SHCollisionSpace* collisionSpace;
RigidBodies rigidBodies;
SHContactManager contactManager;
SHContactSolver contactSolver;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
// TODO: Move to island when islands are set up
void integrateForces (SHRigidBody& rigidBody, float dt) const noexcept;
void integrateVelocities (SHRigidBody& rigidBody, float dt) const noexcept;
};
} // namespace SHADE

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