Merge branch 'main' into SP3-1-Rendering

This commit is contained in:
Brandon Mak 2022-11-20 15:44:31 +08:00
commit 85f0b67f67
78 changed files with 2741 additions and 306 deletions

Binary file not shown.

Binary file not shown.

BIN
Assets/Audio/Music.bank Normal file

Binary file not shown.

BIN
Assets/Audio/SFX.bank Normal file

Binary file not shown.

BIN
Assets/Audio/UI.bank Normal file

Binary file not shown.

View File

@ -0,0 +1,8 @@
- VertexShader: 46580970
FragmentShader: 35983630
SubPass: G-Buffer Write
Properties:
data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 0
data.alpha: 0
data.beta: {x: 1, y: 1, z: 1}

View File

@ -0,0 +1,3 @@
Name: UIMat
ID: 129340704
Type: 7

104
Assets/Models/Quad.gltf Normal file
View File

@ -0,0 +1,104 @@
{
"asset" : {
"generator" : "Khronos glTF Blender I/O v3.3.27",
"version" : "2.0"
},
"scene" : 0,
"scenes" : [
{
"name" : "Scene",
"nodes" : [
0
]
}
],
"nodes" : [
{
"mesh" : 0,
"name" : "Quad"
}
],
"meshes" : [
{
"name" : "Plane",
"primitives" : [
{
"attributes" : {
"POSITION" : 0,
"NORMAL" : 1,
"TEXCOORD_0" : 2
},
"indices" : 3
}
]
}
],
"accessors" : [
{
"bufferView" : 0,
"componentType" : 5126,
"count" : 4,
"max" : [
0.5,
0.5,
3.774895063202166e-08
],
"min" : [
-0.5,
-0.5,
-3.774895063202166e-08
],
"type" : "VEC3"
},
{
"bufferView" : 1,
"componentType" : 5126,
"count" : 4,
"type" : "VEC3"
},
{
"bufferView" : 2,
"componentType" : 5126,
"count" : 4,
"type" : "VEC2"
},
{
"bufferView" : 3,
"componentType" : 5123,
"count" : 6,
"type" : "SCALAR"
}
],
"bufferViews" : [
{
"buffer" : 0,
"byteLength" : 48,
"byteOffset" : 0,
"target" : 34962
},
{
"buffer" : 0,
"byteLength" : 48,
"byteOffset" : 48,
"target" : 34962
},
{
"buffer" : 0,
"byteLength" : 32,
"byteOffset" : 96,
"target" : 34962
},
{
"buffer" : 0,
"byteLength" : 12,
"byteOffset" : 128,
"target" : 34963
}
],
"buffers" : [
{
"byteLength" : 140,
"uri" : "data:application/octet-stream;base64,AAAAvwAAAL9pISIzAAAAPwAAAL9pISIzAAAAvwAAAD9pISKzAAAAPwAAAD9pISKzAAAAAGkhojMAAIA/AAAAAGkhojMAAIA/AAAAAGkhojMAAIA/AAAAAGkhojMAAIA/AAAAAAAAgD8AAIA/AACAPwAAAAAAAAAAAACAPwAAAAAAAAEAAwAAAAMAAgA="
}
]
}

BIN
Assets/Models/Quad.shmodel Normal file

Binary file not shown.

View File

@ -0,0 +1,7 @@
Name: Quad
ID: 80501355
Type: 4
Sub Assets:
Name: Quad
ID: 141771688
Type: 8

View File

@ -0,0 +1,454 @@
- EID: 0
Name: ScoreZone
IsActive: true
NumberOfChildren: 0
Components:
Camera Component:
Position: {x: 0, y: 0, z: 0}
Pitch: 0
Yaw: 0
Roll: 0
Width: 1920
Height: 1080
Near: 0.00999999978
Far: 10000
Perspective: true
IsActive: true
Light Component:
Position: {x: 0, y: 0, z: 0}
Type: Directional
Direction: {x: 1.79999995, y: 0, z: 1}
Color: {x: 0.951541841, y: 0.921719015, z: 0.553319454, w: 1}
Layer: 4294967295
Strength: 0
IsActive: true
Scripts: ~
- EID: 1
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -1.440328, y: -4.41369677, z: -5}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 49.4798889, y: 0.5, z: 17.5}
IsActive: true
Renderable Component:
Mesh: 149697411
Material: 126974645
IsActive: true
RigidBody Component:
Type: Static
Mass: 1
Drag: 0.00999999978
Angular Drag: 0.00999999978
Use Gravity: true
Interpolate: 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:
Colliders:
- Is Trigger: false
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}
IsActive: true
Scripts: ~
- EID: 2
Name: Player
IsActive: true
NumberOfChildren: 3
Components:
Transform Component:
Translate: {x: -18.9007454, y: -3.67369723, z: -5.23871422}
Rotate: {x: -0, y: 0, z: 0}
Scale: {x: 2, y: 2, z: 2}
IsActive: true
Renderable Component:
Mesh: 149697411
Material: 126974645
IsActive: true
RigidBody Component:
Type: Dynamic
Mass: 1
Drag: 2
Angular Drag: 0
Use Gravity: false
Interpolate: false
Freeze Position X: false
Freeze Position Y: false
Freeze Position Z: false
Freeze Rotation X: true
Freeze Rotation Y: true
Freeze Rotation Z: true
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.5, z: 0}
IsActive: true
Scripts:
- Type: PlayerController
currentState: 0
maxMoveVel: 4
moveForce: 50
sprintMultiplier: 1.5
rotationFactorPerFrame: 1
maxJumpHeight: 4
maxJumpTime: 0.75
fallMultipler: 2
lightMultiper: 0.75
mediumMultiper: 0.5
heavyMultiper: 0.25
- Type: PickAndThrow
holdPosition: [0, 1.20000005, 0]
throwForce: [200, 300, 200]
- EID: 3
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 1.20000005, z: 0}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Scripts: ~
- EID: 4
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 0, z: 0}
Rotate: {x: -0.785401046, y: 1.65799224, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Camera Component:
Position: {x: -18.9007454, y: -3.67369723, z: -5.23871422}
Pitch: -45.000164
Yaw: 94.9959564
Roll: 0
Width: 1920
Height: 1080
Near: 0.00999999978
Far: 10000
Perspective: true
IsActive: true
Scripts:
- Type: SHADE_Scripting.ThirdPersonCamera
armLength: 2
turnSpeedPitch: 0.300000012
turnSpeedYaw: 0.5
pitchClamp: 45
- EID: 9
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 0, z: 0}
Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
Mesh: 144838771
Material: 123745521
IsActive: true
Scripts: ~
- EID: 6
Name: AI
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -8, y: -4.42369843, z: 2.5}
Rotate: {x: -0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
Mesh: 149697411
Material: 126974645
IsActive: true
RigidBody Component:
Type: Dynamic
Mass: 1
Drag: 0
Angular Drag: 0
Use Gravity: true
Interpolate: false
Freeze Position X: false
Freeze Position Y: false
Freeze Position Z: false
Freeze Rotation X: true
Freeze Rotation Y: true
Freeze Rotation Z: true
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Type: Box
Half Extents: {x: 0.5, y: 0.5, z: 0.5}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.5, z: 0}
IsActive: true
Scripts: ~
- EID: 7
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: -16.8647861, z: -14.039052}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 28.1434975, y: 28.1434975, z: 28.1434975}
IsActive: true
Renderable Component:
Mesh: 149697411
Material: 126974645
IsActive: true
Scripts: ~
- EID: 8
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Light Component:
Position: {x: 0, y: 0, z: 0}
Type: Ambient
Direction: {x: 0, y: 0, z: 1}
Color: {x: 1, y: 1, z: 1, w: 1}
Layer: 4294967295
Strength: 0.25
IsActive: true
Scripts: ~
- EID: 11
Name: GameManager
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 0, z: 0}
Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
RigidBody Component:
Type: Static
Mass: 1
Drag: 0.00999999978
Angular Drag: 0.00999999978
Use Gravity: true
Interpolate: 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:
Colliders: ~
IsActive: true
Scripts:
- Type: GameManager
itemPool: 12
zonePool: 51000
currGameState: 0
totalItemCount: -202
Score: 204
timer: 0
- EID: 12
Name: ItemPool
IsActive: true
NumberOfChildren: 2
Components: ~
Scripts: ~
- EID: 10
Name: item
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 3.19870043, y: -3.67369723, z: -5}
Rotate: {x: -0, y: 0, z: 0}
Scale: {x: 2, y: 2, z: 2}
IsActive: true
Renderable Component:
Mesh: 144838771
Material: 123745521
IsActive: true
RigidBody Component:
Type: Dynamic
Mass: 1
Drag: 0
Angular Drag: 0
Use Gravity: true
Interpolate: false
Freeze Position X: false
Freeze Position Y: false
Freeze Position Z: false
Freeze Rotation X: true
Freeze Rotation Y: true
Freeze Rotation Z: true
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.5, z: 0}
- Is Trigger: true
Type: Box
Half Extents: {x: 2, y: 2, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.5, z: 0}
IsActive: true
Scripts:
- Type: Item
Score: 1
currCategory: 0
- EID: 5
Name: item
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -20.6163979, y: -0.0419634879, z: -5.08873653}
Rotate: {x: -0, y: 0, z: 0}
Scale: {x: 2, y: 2, z: 2}
IsActive: false
Renderable Component:
Mesh: 144838771
Material: 123745521
IsActive: false
RigidBody Component:
Type: Dynamic
Mass: 1
Drag: 0
Angular Drag: 0
Use Gravity: true
Interpolate: false
Freeze Position X: false
Freeze Position Y: false
Freeze Position Z: false
Freeze Rotation X: true
Freeze Rotation Y: true
Freeze Rotation Z: true
IsActive: false
Collider Component:
Colliders:
- Is Trigger: false
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.5, z: 0}
- Is Trigger: true
Type: Box
Half Extents: {x: 2, y: 2, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.5, z: 0}
IsActive: false
Scripts:
- Type: Item
Score: 1
currCategory: 0
- EID: 15
Name: ScoreZonePool
IsActive: true
NumberOfChildren: 2
Components: ~
Scripts: ~
- EID: 13
Name: ScoreZone
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -24.5947151, y: -3.15127993, z: -3.29243231}
Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
RigidBody Component:
Type: Static
Mass: 1
Drag: 0.00999999978
Angular Drag: 0.00999999978
Use Gravity: true
Interpolate: 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:
Colliders:
- Is Trigger: true
Type: Box
Half Extents: {x: 1, y: 20, z: 20}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 14
Name: ScoreZone
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -6.64785767, y: 0, z: -14.217104}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
RigidBody Component:
Type: Static
Mass: 1
Drag: 0.00999999978
Angular Drag: 0.00999999978
Use Gravity: true
Interpolate: 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:
Colliders:
- Is Trigger: true
Type: Box
Half Extents: {x: 20, y: 20, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~

View File

@ -0,0 +1,3 @@
Name: PlayerControllerTest
ID: 92100024
Type: 5

View File

@ -0,0 +1,62 @@
using SHADE;
using System;
using System.Collections.Generic;
public class GameManager : Script
{
public enum GameState
{
MAINMENU,
WIN,
LOSE,
TOTAL
}
public GameObject itemPool;
public GameObject zonePool;
public GameState currGameState;
[NonSerialized]
public int totalItemCount;
[NonSerialized]
public int Score;
[NonSerialized]
public float timer;
private IEnumerable<Item> listOfItems;
private IEnumerable<ScoringZone> listOfZone;
protected override void awake()
{
totalItemCount = 0;
Score = 0;
currGameState = GameState.MAINMENU;
if (itemPool)
{
listOfItems = itemPool.GetScriptsInChildren<Item>();
foreach (Item i in listOfItems)
totalItemCount += 1;
}
if (zonePool)
{
listOfZone = itemPool.GetScriptsInChildren<ScoringZone>();
foreach (ScoringZone i in listOfZone)
i.gameManger = Owner.GetScript<GameManager>();
}
}
protected override void update()
{
if (timer > 0)
timer -= Time.DeltaTimeF;
else
currGameState = GameState.LOSE;
}
protected override void onTriggerEnter(CollisionInfo info)
{
}
}

View File

@ -0,0 +1,3 @@
Name: SC_GameManager
ID: 161629605
Type: 9

View File

@ -9,9 +9,16 @@ public class Item : Script
HEAVY
}
public int Score = 10;
public ItemCategory currCategory;
protected override void awake()
{
}
protected override void onTriggerEnter(CollisionInfo info)
{
}
}

View File

@ -0,0 +1,3 @@
Name: SC_Item
ID: 153136539
Type: 9

View File

@ -4,8 +4,9 @@ using static PlayerController;
public class PickAndThrow : Script
{
public Vector3 holdPosition = new Vector3(0.0f, 1.0f, 0.0f);
public Vector3 throwForce = new Vector3(100.0f, 200.0f, 100.0f);
public GameObject item;
public GameObject item { get; set; }
private PlayerController pc;
private Camera cam;
private Transform itemTransform;
@ -22,36 +23,13 @@ public class PickAndThrow : Script
if (raccoonHoldLocation == null)
Debug.Log("CHILD EMPTY");
else
raccoonHoldLocation.LocalPosition = new Vector3(0.0f, 1.0f, 0.0f);
raccoonHoldLocation.LocalPosition = holdPosition;
}
protected override void update()
{
if (cam == null)
cam = GetComponentInChildren<Camera>();
else if (cam != null)
{
Vector3 camerAixs = cam.GetForward();
camerAixs.y = 0;
camerAixs.Normalise();
lastXDir = camerAixs.x;
lastZDir = camerAixs.z;
}
CalculateDir();
if (item.GetScript<Item>() != null && itemTransform == null && itemRidibody == null)
{
itemTransform = item.GetComponent<Transform>();
if (itemTransform == null)
Debug.Log("Item transform EMPTY");
itemRidibody = item.GetComponent<RigidBody>();
if (itemRidibody == null)
Debug.Log("Item rb EMPTY");
}
if (pc != null && inRange && !pc.holdItem && Input.GetKey(Input.KeyCode.E))
pc.holdItem = true;
if (pc != null && itemRidibody != null && itemTransform != null && pc.holdItem)
if (pc != null && pc.holdItem && itemRidibody != null && itemTransform != null)
{
itemTransform.LocalPosition = raccoonHoldLocation.GlobalPosition;
itemRidibody.IsGravityEnabled = false;
@ -65,17 +43,60 @@ public class PickAndThrow : Script
itemRidibody.IsGravityEnabled = true;
itemRidibody.AddForce(new Vector3(throwForce.x * lastXDir, throwForce.y, throwForce.z * lastZDir));
itemRidibody.LinearVelocity += pc.rb.LinearVelocity;
ResetItemObject();
}
}
else if(!pc.holdItem && itemRidibody != null)
itemRidibody.IsGravityEnabled = true;
if (pc != null && !pc.holdItem && inRange && Input.GetMouseButtonDown(Input.MouseCode.LeftButton))
{
pc.holdItem = true;
RetrieveItemComponets();
}
}
private void ResetItemObject()
{
itemRidibody = null;
itemTransform = null;
item = new GameObject();
}
private void RetrieveItemComponets()
{
//get the transform of the given item
if (item.GetScript<Item>() != null && itemTransform == null && itemRidibody == null)
{
itemTransform = item.GetComponent<Transform>();
if (itemTransform == null)
Debug.Log("Item transform EMPTY");
itemRidibody = item.GetComponent<RigidBody>();
if (itemRidibody == null)
Debug.Log("Item rb EMPTY");
}
}
private void CalculateDir()
{
if (cam == null)
cam = GetComponentInChildren<Camera>();
else if (cam != null)
{
Vector3 camerAixs = cam.GetForward();
camerAixs.y = 0;
camerAixs.Normalise();
lastXDir = camerAixs.x;
lastZDir = camerAixs.z;
}
}
protected override void onCollisionEnter(CollisionInfo info)
{
}
protected override void onTriggerEnter(CollisionInfo info)
{
//Debug.Log("ENTER");
if (info.GameObject.GetScript<Item>() != null && !pc.holdItem)
{
item = info.GameObject;

View File

@ -0,0 +1,3 @@
Name: SC_PickAndThrow
ID: 154802724
Type: 9

View File

@ -1,40 +1,47 @@
using SHADE;
using System;
using System.Collections.Generic;
using static Item;
public class PlayerController : Script
{
public enum RaccoonStates
{
IDILE,
IDLE,
WALKING,
RUNNING,
JUMP,
FALLING,
LANDED,
CAUGHT,
TOTAL
}
public enum WalkingState
{
CARRY,
AIMING,
THROW,
WALK,
TOTAL
}
public RigidBody rb { get; set; }
private Transform tranform;
private Camera cam;
private PickAndThrow pat;
private StateMachine stateMachine;
//to be remove
public float drag = 2.0f;
public bool holdItem { get; set; }
[SerializeField]
[Tooltip("The current state fo the raccoon")]
public RaccoonStates currentState = RaccoonStates.IDILE;
public RaccoonStates currentState = RaccoonStates.IDLE;
//Movement variables============================================================
[SerializeField]
[Tooltip("Max vel for walking")]
public float maxMoveVel = 2.0f;
[SerializeField]
[Tooltip("how much force is apply for walking")]
public float moveForce = 50.0f;
[SerializeField]
public float moveForce = 2.0f;
[Tooltip("increase the moveForce and maxMoveVel by its amt")]
public float sprintMultiplier = 2.0f;
@ -49,7 +56,6 @@ public class PlayerController : Script
public bool isMoveKeyPress { get; set; }
[SerializeField]
[Tooltip("curr not working")]
public float rotationFactorPerFrame = 1.0f;
@ -75,6 +81,7 @@ public class PlayerController : Script
protected override void awake()
{
Audio.PlayBGMOnce2D("event:/Music/player_undetected");
//default setup
isMoveKeyPress = false;
holdItem = false;
@ -91,10 +98,6 @@ public class PlayerController : Script
else
{
rb.IsGravityEnabled = false;
rb.FreezeRotationX = true;
rb.FreezeRotationY = true;
rb.FreezeRotationZ = true;
rb.Drag = drag;
rb.Interpolating = false;
}
@ -103,14 +106,18 @@ public class PlayerController : Script
if(tranform == null)
Debug.LogError("tranform is NULL!");
//PickAndThrow checl
//PickAndThrow check
pat = GetScript<PickAndThrow>();
if (pat == null)
Debug.LogError("PickAndThrow is NULL!");
//toRemove
tranform.LocalPosition = new Vector3(-3.0f, -2.0f, -5.0f);
tranform.LocalRotation = Quaternion.Euler(0.0f, 0.0f, 0.0f);
stateMachine = AddScript<StateMachine>();
Dictionary<Type, BaseState> dictionary = new Dictionary<Type, BaseState>();
dictionary.Add(typeof(IdleState), new IdleState(stateMachine));
dictionary.Add(typeof(WalkState), new WalkState(stateMachine));
dictionary.Add(typeof(RunState), new RunState(stateMachine));
stateMachine.InitStateMachine(dictionary);
}
protected override void update()
@ -118,117 +125,102 @@ public class PlayerController : Script
if (cam == null)
cam = GetComponentInChildren<Camera>();
//toRemove
if (Input.GetKey(Input.KeyCode.G))
{
tranform.LocalRotation = Quaternion.Euler(0.0f, 0.0f, 0.0f);
tranform.LocalPosition = new Vector3(-3.0f, -2.0f, -5.0f);
}
GotCaught();
MoveKey();
//Debug.Log($"{currentState}");
//Debug.Log($" axisX: {axisMove.x} axisY:{axisMove.y}");
//Debug.Log($"X: {rb.LinearVelocity.x}" + $" Z: {rb.LinearVelocity.z}");
//Debug.Log(currentState.ToString() + " x:" + rb.LinearVelocity.x.ToString() + " y:" + rb.LinearVelocity.y.ToString() + " z:" + rb.LinearVelocity.z.ToString());
}
protected override void fixedUpdate()
{
//Rotation();
MoveKey();
Move();
Sprint();
Jump();
Gravity();
//Debug.Log($"X: {rb.LinearVelocity.x}" + $" Z: {rb.LinearVelocity.z}");
}
private void MoveKey()
{
/* if (Input.GetKey(Input.KeyCode.A))
xAxisMove = -1;
else if (Input.GetKey(Input.KeyCode.D))
xAxisMove = 1;
else
xAxisMove = 0;
if (Input.GetKey(Input.KeyCode.W))
zAxisMove = -1;
else if (Input.GetKey(Input.KeyCode.S))
zAxisMove = 1;
else
zAxisMove = 0;*/
xAxisMove = 0;
zAxisMove = 0;
axisMove = Vector2.Zero;
if (Input.GetKey(Input.KeyCode.W))
{
Vector3 camerAixs = cam.GetForward();
camerAixs.y = 0;
camerAixs.Normalise();
xAxisMove = camerAixs.x;
zAxisMove = camerAixs.z;
axisMove += new Vector2(camerAixs.x, camerAixs.z);
}
if (Input.GetKey(Input.KeyCode.S))
{
Vector3 camerAixs = cam.GetForward();
camerAixs.y = 0;
camerAixs.Normalise();
xAxisMove = -camerAixs.x;
zAxisMove = -camerAixs.z;
axisMove -= new Vector2(camerAixs.x, camerAixs.z);
}
if (Input.GetKey(Input.KeyCode.A))
{
Vector3 camerAixs = cam.GetRight();
camerAixs.y = 0;
camerAixs.Normalise();
xAxisMove = -camerAixs.x;
zAxisMove = -camerAixs.z;
axisMove -= new Vector2(camerAixs.x, camerAixs.z);
}
if (Input.GetKey(Input.KeyCode.D))
{
Vector3 camerAixs = cam.GetRight();
camerAixs.y = 0;
camerAixs.Normalise();
xAxisMove = camerAixs.x;
zAxisMove = camerAixs.z;
axisMove += new Vector2(camerAixs.x, camerAixs.z);
}
axisMove.Normalise();
isMoveKeyPress = xAxisMove != 0 || zAxisMove != 0;
if(isMoveKeyPress && currentState != RaccoonStates.RUNNING && isGrounded)
axisMove.Normalise();
isMoveKeyPress = axisMove.x != 0 || axisMove.y != 0;
if (isMoveKeyPress && isGrounded && !Input.GetKey(Input.KeyCode.LeftShift))
{
currentState = RaccoonStates.WALKING;
if(stateMachine && !stateMachine.IsState(typeof(WalkState)))
stateMachine.SetState(typeof(WalkState));
}
if (!isMoveKeyPress && isGrounded)
currentState = RaccoonStates.IDILE;
{
currentState = RaccoonStates.IDLE;
if(stateMachine && !stateMachine.IsState(typeof(IdleState)))
stateMachine.SetState(typeof(IdleState));
}
}
private void Move()
{
if (rb != null)
{
rb.AddForce(new Vector3(axisMove.x, 0.0f,axisMove.y) * moveForce);
rb.LinearVelocity += new Vector3(axisMove.x * moveForce, 0.0f, axisMove.y * moveForce) * Time.DeltaTimeF;
if (isMoveKeyPress)
{
if (rb.LinearVelocity.x > maxMoveVel || rb.LinearVelocity.x < -maxMoveVel)
if (rb)
{
Vector3 v = rb.LinearVelocity;
v.x = System.Math.Clamp(v.x, -maxMoveVel, maxMoveVel);
rb.LinearVelocity = v;
}
if (rb.LinearVelocity.z > maxMoveVel || rb.LinearVelocity.z < -maxMoveVel)
{
Vector3 v = rb.LinearVelocity;
v.z = System.Math.Clamp(v.z, -maxMoveVel, maxMoveVel);
rb.LinearVelocity = v;
Vector3 velNor = rb.LinearVelocity;
velNor.y = 0.0f;
if (velNor.GetMagnitude() > maxMoveVel)
{
velNor.Normalise();
velNor *= maxMoveVel;
rb.LinearVelocity = new Vector3(velNor.x, rb.LinearVelocity.y, velNor.z);
}
}
}
}
}
@ -238,6 +230,9 @@ public class PlayerController : Script
if (Input.GetKey(Input.KeyCode.LeftShift) && isMoveKeyPress && isGrounded)
{
currentState = RaccoonStates.RUNNING;
if (stateMachine && !stateMachine.IsState(typeof(RunState)))
stateMachine.SetState(typeof(RunState));
holdItem = false;
if (!sprintIncreaseOnce)
{
@ -252,8 +247,12 @@ public class PlayerController : Script
if (Input.GetKeyUp(Input.KeyCode.LeftShift))
{
if(isMoveKeyPress)
if (isMoveKeyPress)
{
currentState = RaccoonStates.WALKING;
if(stateMachine && !stateMachine.IsState(typeof(WalkState)))
stateMachine.SetState(typeof(WalkState));
}
sprintIncreaseOnce = false;
moveForce = oldForce;
maxMoveVel = maxOldVel;
@ -263,37 +262,38 @@ public class PlayerController : Script
//press and hold jump
private void Jump()
{
if (currentState == RaccoonStates.WALKING || currentState == RaccoonStates.RUNNING || currentState == RaccoonStates.IDILE)
if (currentState == RaccoonStates.WALKING || currentState == RaccoonStates.RUNNING || currentState == RaccoonStates.IDLE)
{
if (Input.GetKeyDown(Input.KeyCode.Space) && isGrounded && rb != null)
{
currentState = RaccoonStates.JUMP;
Vector3 v = rb.LinearVelocity;
v.y = initialJumpVel * 0.5f;
if (pat != null && pat.item.GetScript<Item>() != null && holdItem)
if (holdItem && pat != null && pat.item.GetScript<Item>() != null)
{
Item item = pat.item.GetScript<Item>();
if (item.currCategory == ItemCategory.LIGHT)
if (item != null && item.currCategory == ItemCategory.LIGHT)
v.y *= lightMultiper;
if (item.currCategory == ItemCategory.MEDIUM)
if (item != null && item.currCategory == ItemCategory.MEDIUM)
v.y *= mediumMultiper;
if (item.currCategory == ItemCategory.HEAVY)
if (item != null && item.currCategory == ItemCategory.HEAVY)
v.y *= heavyMultiper;
}
rb.LinearVelocity = v;
}
}
if(rb != null && !isGrounded && (rb.LinearVelocity.y < 0.0f || Input.GetKeyUp(Input.KeyCode.Space)))
if(!isGrounded && rb != null && (rb.LinearVelocity.y < 0.0f || Input.GetKeyUp(Input.KeyCode.Space)))
currentState = RaccoonStates.FALLING;
}
private void Rotation()
{
Vector3 poitionToLookAt;
poitionToLookAt.x = xAxisMove;
poitionToLookAt.x = axisMove.x;
poitionToLookAt.y = 0.0f;
poitionToLookAt.z = zAxisMove;
poitionToLookAt.z = axisMove.y;
if (tranform != null)
{
@ -312,7 +312,11 @@ public class PlayerController : Script
{
//check player vel.y if its close to zero its on the ground
if (SHADE.Math.CompareFloat(rb.LinearVelocity.y, 0.0f))
{
isGrounded = true;
if (currentState == RaccoonStates.FALLING)
currentState = RaccoonStates.LANDED;
}
else
isGrounded = false;
@ -344,7 +348,9 @@ public class PlayerController : Script
{
if (currentState == RaccoonStates.CAUGHT && tranform != null)
{
currentState = RaccoonStates.IDILE;
currentState = RaccoonStates.IDLE;
if (stateMachine && !stateMachine.IsState(typeof(IdleState)))
stateMachine.SetState(typeof(IdleState));
tranform.LocalPosition = new Vector3(-3.0f, -2.0f, -5.0f);
}
}
@ -353,6 +359,82 @@ public class PlayerController : Script
{
}
}
public class WalkState : BaseState
{
public WalkState(StateMachine stateMachine) : base(stateMachine)
{
stateName = "Walk State";
}
public override void OnEnter()
{
//Debug.Log("WALK ENTER");
}
public override void update()
{
//Debug.Log("WALKING");
}
public override void fixedUpdate()
{
//Debug.Log("FIXED WALKING");
}
public override void OnExit()
{
//Debug.Log("WALK EXIT");
}
public override void onTriggerEnter(CollisionInfo info)
{
//Debug.Log("TRIGGER");
}
}
public class RunState : BaseState
{
public RunState(StateMachine stateMachine) : base(stateMachine)
{
stateName = "Run State";
}
public override void OnEnter()
{
//Debug.Log("Run ENTER");
}
public override void update()
{
//Debug.Log("RUNING");
}
public override void fixedUpdate()
{
//Debug.Log("FIXED RUNNING");
}
public override void OnExit()
{
//Debug.Log("Run EXIT");
}
}
public class IdleState : BaseState
{
public IdleState(StateMachine stateMachine) : base(stateMachine)
{
stateName = "Idle State";
}
public override void OnEnter()
{
//Debug.Log("IDLE ENTER");
}
public override void update()
{
//Debug.Log("IDLING");
}
public override void fixedUpdate()
{
//Debug.Log("FIXED IDLING");
}
public override void OnExit()
{
//Debug.Log("IDLE EXIT");
}
}

View File

@ -0,0 +1,3 @@
Name: SC_PlayerController
ID: 160432754
Type: 9

View File

@ -0,0 +1,21 @@
using SHADE;
using System;
public class ScoringZone : Script
{
public GameManager gameManger { get; set; }
protected override void awake()
{
}
protected override void onTriggerEnter(CollisionInfo info)
{
if (gameManger && info.GameObject.GetScript<Item>())
{
gameManger.Score += info.GameObject.GetScript<Item>().Score;
gameManger.totalItemCount -= 1;
info.GameObject.SetActive(false);
}
}
}

View File

@ -0,0 +1,3 @@
Name: SC_ScoringZone
ID: 153171688
Type: 9

View File

@ -0,0 +1,68 @@
using SHADE;
using System;
public abstract class BaseState
{
protected string stateName = "Base State";
protected StateMachine machine;
protected string animationName = "";
public BaseState(StateMachine stateMachine, string animName = "")
{
machine = stateMachine;
animationName = animName;
}
public virtual void OnEnter()
{
}
public abstract void update();
public abstract void fixedUpdate();
public virtual void OnExit()
{
}
public string GetStateName()
{
return stateName;
}
public string GetAnimName()
{
return animationName;
}
public virtual float GetAnimPercent()
{
return 1.0f;
}
public virtual void onCollisionEnter(CollisionInfo info)
{
}
public virtual void onCollisionStay(CollisionInfo info)
{
}
public virtual void onCollisionExit(CollisionInfo info)
{
}
public virtual void onTriggerEnter(CollisionInfo info)
{
}
public virtual void onTriggerStay(CollisionInfo info)
{
}
public virtual void onTriggerExit(CollisionInfo info)
{
}
}

View File

@ -0,0 +1,3 @@
Name: UT_BaseSate
ID: 154709755
Type: 9

View File

@ -0,0 +1,126 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
public class StateMachine : Script
{
private Dictionary<Type, BaseState> stateDictionary;
public BaseState currentState = null;
public string currentStateName;
public string currentAnimName;
public void InitStateMachine(Dictionary<Type, BaseState> dictionary)
{
stateDictionary = dictionary;
currentState = stateDictionary.First().Value;
currentStateName = currentState.GetStateName();
currentAnimName = currentState.GetAnimName();
currentState.OnEnter();
}
public bool HasState(Type type)
{
if (!type.IsSubclassOf(typeof(BaseState)))
{
return false;
}
else
{
return stateDictionary.ContainsKey(type);
}
}
public void SetState(Type type)
{
if (!type.IsSubclassOf(typeof(BaseState)))
{
return;
}
if (stateDictionary.ContainsKey(type))
{
currentState.OnExit();
currentState = stateDictionary[type];
currentState.OnEnter();
}
else
{
SetState(stateDictionary.First().Key);
}
}
public BaseState GetState(Type type)
{
if (!stateDictionary.ContainsKey(type))
return null;
return stateDictionary[type];
}
public bool IsState(Type type)
{
return (currentState.GetType() == type);
}
protected override void update()
{
if (currentState != (null))
{
currentStateName = currentState.GetStateName();
currentAnimName = currentState.GetAnimName();
currentState.update();
}
}
protected override void fixedUpdate()
{
if (currentState != (null))
{
currentStateName = currentState.GetStateName();
currentAnimName = currentState.GetAnimName();
currentState.fixedUpdate();
}
}
protected override void onCollisionEnter(CollisionInfo info)
{
if (currentState != (null))
currentState.onCollisionEnter(info);
}
protected override void onCollisionStay(CollisionInfo info)
{
if (currentState != (null))
currentState.onCollisionStay(info);
}
protected override void onCollisionExit(CollisionInfo info)
{
if (currentState != (null))
currentState.onCollisionExit(info);
}
protected override void onTriggerEnter(CollisionInfo info)
{
if (currentState != (null))
currentState.onTriggerEnter(info);
}
protected override void onTriggerStay(CollisionInfo info)
{
if (currentState != (null))
currentState.onTriggerStay(info);
}
protected override void onTriggerExit(CollisionInfo info)
{
if (currentState != (null))
currentState.onTriggerExit(info);
}
}

View File

@ -0,0 +1,3 @@
Name: UT_StateMachine
ID: 166010611
Type: 9

View File

@ -15,6 +15,9 @@ layout(set = 2, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 perspectiveMat;
mat4 orthoMat;
} cameraData;
void main()

View File

@ -34,7 +34,8 @@ layout(set = 2, binding = 0) uniform CameraData
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 projMat;
mat4 perspectiveMat;
mat4 orthoMat;
} cameraData;
void main()

Binary file not shown.

View File

@ -30,7 +30,8 @@ layout(set = 2, binding = 0) uniform CameraData
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 projMat;
mat4 perspectiveMat;
mat4 orthoMat;
} cameraData;
// push constants

Binary file not shown.

50
Assets/Shaders/UI_FS.glsl Normal file
View File

@ -0,0 +1,50 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_EXT_nonuniform_qualifier : require
struct MatPropData
{
vec4 color;
int textureIndex;
float alpha;
vec3 beta;
};
layout(location = 0) in struct
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
} In;
// material stuff
layout(location = 3) flat in struct
{
int materialIndex;
uint eid;
uint lightLayerIndex;
} In2;
layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
layout (std430, set = 3, binding = 0) buffer MaterialProperties // For materials
{
MatPropData data[];
} MatProp;
layout(location = 0) out vec4 position;
layout(location = 1) out uint outEntityID;
layout(location = 2) out uint lightLayerIndices;
layout(location = 3) out vec4 normals;
layout(location = 4) out vec4 albedo;
void main()
{
position = In.vertPos;
normals = In.normal;
albedo = vec4(1.0f);
outEntityID = In2.eid;
lightLayerIndices = In2.lightLayerIndex;
}

Binary file not shown.

View File

@ -0,0 +1,3 @@
Name: UI_FS
ID: 35983630
Type: 2

66
Assets/Shaders/UI_VS.glsl Normal file
View File

@ -0,0 +1,66 @@
#version 450
#extension GL_KHR_vulkan_glsl : enable
//#include "ShaderDescriptorDefinitions.glsl"
layout(location = 0) in vec3 aVertexPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec3 aNormal;
layout(location = 3) in vec3 aTangent;
layout(location = 4) in mat4 worldTransform;
layout(location = 8) in uvec2 integerData;
layout(location = 0) out struct
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
} Out;
// material stuff
layout(location = 3) out struct
{
int materialIndex;
uint eid;
uint lightLayerIndex;
} Out2;
layout(set = 2, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 perspectiveMat;
mat4 orthoMat;
} cameraData;
void main()
{
Out2.materialIndex = gl_InstanceIndex;
Out2.eid = integerData[0];
Out2.lightLayerIndex = integerData[1];
// for transforming gBuffer position and normal data
mat4 modelViewMat = cameraData.viewMat * worldTransform;
// gBuffer position will be in view space
Out.vertPos = modelViewMat * vec4(aVertexPos, 1.0f);
// uvs for texturing in fragment shader
Out.uv = aUV;
mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
// normals are also in view space
Out.normal.rgb = transposeInv * aNormal.rgb;
Out.normal.rgb = normalize (Out.normal.rgb);
// clip space for rendering
gl_Position = cameraData.orthoMat * worldTransform * vec4 (aVertexPos, 1.0f);
gl_Position.z += 0.1f; // HAX
// gl_Position = vec4 (aVertexPos, 1.0f);
}

Binary file not shown.

View File

@ -0,0 +1,3 @@
Name: UI_VS
ID: 46580970
Type: 2

View File

@ -186,6 +186,12 @@ namespace Sandbox
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
graphicsSystem->AwaitGraphicsExecution();

View File

@ -50,6 +50,9 @@ project "SHADE_CSharp"
function platformsElementCS(cfg)
_p(2,'<Platforms>x64</Platforms>')
end
function configElementCS(cfg)
_p(2,'<Configurations>Debug;Release;Publish</Configurations>')
end
function docsElementCS(cfg)
_p(2,'<GenerateDocumentationFile>true</GenerateDocumentationFile>')
end
@ -59,6 +62,6 @@ project "SHADE_CSharp"
premake.override(premake.vstudio.cs2005.elements, "projectProperties", function (oldfn, cfg)
return table.join(oldfn(cfg), {
platformsElementCS, docsElementCS, docsLocationElementCS,
platformsElementCS, configElementCS, docsElementCS, docsLocationElementCS,
})
end)

View File

@ -84,12 +84,32 @@ namespace SHADE
LoadBank((AUDIO_FOLDER_PATH + "Master.bank").data());
LoadBank((AUDIO_FOLDER_PATH + "Master.strings.bank").data());
//LoadBank((AUDIO_FOLDER_PATH + "Music.bank").data());
LoadBank((AUDIO_FOLDER_PATH + "footsteps.bank").data());
//LoadBank((AUDIO_FOLDER_PATH + "footsteps.bank").data());
LoadBank((AUDIO_FOLDER_PATH + "Music.bank").data());
LoadBank((AUDIO_FOLDER_PATH + "SFX.bank").data());
LoadBank((AUDIO_FOLDER_PATH + "UI.bank").data());
//auto clip = CreateAudioClip("event:/Characters/sfx_footsteps_human");
//clip->Play();
//PlayEventOnce("event:/Characters/sfx_footsteps_raccoon");
//PlayEventOnce("event:/SFX/Dawn/Dawn_Attack");
#ifdef SHEDITOR
// Subscribe to Editor State Change Events
const std::shared_ptr ON_PLAY_RECEIVER{ std::make_shared<SHEventReceiverSpec<SHAudioSystem>>(this, &SHAudioSystem::onPlay) };
const ReceiverPtr ON_PLAY_RECEIVER_PTR = std::dynamic_pointer_cast<SHEventReceiver>(ON_PLAY_RECEIVER);
SHEventManager::SubscribeTo(SH_EDITOR_ON_PLAY_EVENT, ON_PLAY_RECEIVER_PTR);
const std::shared_ptr ON_STOP_RECEIVER{ std::make_shared<SHEventReceiverSpec<SHAudioSystem>>(this, &SHAudioSystem::onStop) };
const ReceiverPtr ON_STOP_RECEIVER_PTR = std::dynamic_pointer_cast<SHEventReceiver>(ON_STOP_RECEIVER);
SHEventManager::SubscribeTo(SH_EDITOR_ON_STOP_EVENT, ON_STOP_RECEIVER_PTR);
const std::shared_ptr ON_PAUSE_RECEIVER{ std::make_shared<SHEventReceiverSpec<SHAudioSystem>>(this, &SHAudioSystem::onPause) };
const ReceiverPtr ON_PAUSE_RECEIVER_PTR = std::dynamic_pointer_cast<SHEventReceiver>(ON_PAUSE_RECEIVER);
SHEventManager::SubscribeTo(SH_EDITOR_ON_PAUSE_EVENT, ON_PAUSE_RECEIVER_PTR);
#endif
}
void SHADE::SHAudioSystem::Run(double dt)
@ -179,7 +199,6 @@ namespace SHADE
it->second->createInstance(&event);
if (event)
{
event->setVolume(masterVolume * (isSFX ? sfxVolume : bgmVolume));
if (spatial)
{
@ -285,6 +304,7 @@ namespace SHADE
if (channel->isPlaying(&isPlaying) == FMOD_OK && isPlaying)
channel->stop();
}
masterGroup->stop();
}
std::optional<FMOD_GUID> SHAudioSystem::GetEventGUID(const char* path)
@ -410,6 +430,7 @@ namespace SHADE
void SHAudioSystem::SetPaused(bool pause)
{
paused = pause;
masterGroup->setPaused(pause);
for (auto const& channel : audioChannels)
{
channel->setPaused(paused);
@ -552,6 +573,27 @@ namespace SHADE
return value;
}
SHEventHandle SHAudioSystem::onStop(SHEventPtr onStopEvent)
{
StopAllSounds();
return onStopEvent->handle;
}
SHEventHandle SHAudioSystem::onPause(SHEventPtr onStopEvent)
{
SetPaused(true);
return onStopEvent->handle;
}
SHEventHandle SHAudioSystem::onPlay(SHEventPtr onStopEvent)
{
if(GetPaused())
SetPaused(false);
return onStopEvent->handle;
}
}
#pragma warning(pop)

View File

@ -10,6 +10,8 @@
#include "Math/Vector/SHVec3.h"
#include <optional>
#include <FMOD/fmod_studio.hpp>
#include "Events/SHEvent.h"
#include "SH_API.h"
#define AUDIO_SYS_MAX_CHANNELS 1024
@ -104,6 +106,10 @@ namespace SHADE
std::vector<SHAudioListenerComponent>* denseListener;
AudioClipID clipID = 0;
SHEventHandle onPlay(SHEventPtr onStopEvent);
SHEventHandle onStop(SHEventPtr onStopEvent);
SHEventHandle onPause(SHEventPtr onStopEvent);
};
}

View File

@ -246,7 +246,7 @@ namespace SHADE
camera.orthoProjMatrix(2, 3) = -n / (f-n);
camera.orthoProjMatrix(3, 3) = 1.0f;
camera.orthoProjMatrix = SHMatrix::OrthographicRH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar());
//camera.orthoProjMatrix = SHMatrix::OrthographicRH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar());
//camera.projMatrix.Transpose();
camera.dirtyProj = false;

View File

@ -21,7 +21,7 @@ namespace SHADE
template<typename T>
static bool SetPayload(DragDropTag const& type, T* object, ImGuiCond const cond = 0)
{
ImGui::SetDragDropPayload(type.data(), static_cast<void*>(object), sizeof(T), cond);
hasDragDrop = ImGui::SetDragDropPayload(type.data(), static_cast<void*>(object), sizeof(T), cond);
hasDragDrop = true;
currentDragDropTag = type;

View File

@ -264,14 +264,19 @@ namespace SHADE
SHEditorWidgets::BeginPanel(std::format("{} Constraints", ICON_FA_LOCK).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
SHEditorWidgets::TextLabel("Freeze Position");
ImGui::PushID("FreezePos");
SHEditorWidgets::CheckBox("X", [component] {return component->GetFreezePositionX(); }, [component](bool const& value) {component->SetFreezePositionX(value); }, "Freeze Position - X"); ImGui::SameLine();
SHEditorWidgets::CheckBox("Y", [component] {return component->GetFreezePositionY(); }, [component](bool const& value) {component->SetFreezePositionY(value); }, "Freeze Position - Y"); ImGui::SameLine();
SHEditorWidgets::CheckBox("Z", [component] {return component->GetFreezePositionZ(); }, [component](bool const& value) {component->SetFreezePositionZ(value); }, "Freeze Position - Z");
ImGui::PopID();
SHEditorWidgets::TextLabel("Freeze Rotation");
ImGui::PushID("FreezeRot");
SHEditorWidgets::CheckBox("X", [component] {return component->GetFreezeRotationX(); }, [component](bool const& value) {component->SetFreezeRotationX(value); }, "Freeze Rotation - X"); ImGui::SameLine();
SHEditorWidgets::CheckBox("Y", [component] {return component->GetFreezeRotationY(); }, [component](bool const& value) {component->SetFreezeRotationY(value); }, "Freeze Rotation - Y"); ImGui::SameLine();
SHEditorWidgets::CheckBox("Z", [component] {return component->GetFreezeRotationZ(); }, [component](bool const& value) {component->SetFreezeRotationZ(value); }, "Freeze Rotation - Z");
ImGui::PopID();
SHEditorWidgets::EndPanel();
}

View File

@ -21,6 +21,7 @@
#include "UI/SHUIComponent.h"
#include "UI/SHCanvasComponent.h"
#include "SHEditorComponentView.h"
#include "AudioSystem/SHAudioListenerComponent.h"
namespace SHADE
{
@ -130,7 +131,8 @@ namespace SHADE
if (auto cameraComponent = SHComponentManager::GetComponent_s<SHCameraComponent>(eid))
{
DrawComponent(cameraComponent);
}if (auto cameraArmComponent = SHComponentManager::GetComponent_s<SHCameraArmComponent>(eid))
}
if (auto cameraArmComponent = SHComponentManager::GetComponent_s<SHCameraArmComponent>(eid))
{
DrawComponent(cameraArmComponent);
}

View File

@ -172,17 +172,24 @@ namespace SHADE
// Shader
bool shaderChanged = false;
const auto* SHADER_INFO = SHAssetManager::GetData<SHShaderAsset>(currentMatSpec->fragShader);
const std::string SHADER_NAME = SHADER_INFO ? SHADER_INFO->name : "Unknown Shader";
ImGui::BeginDisabled();
const auto* VERT_SHADER_INFO = SHAssetManager::GetData<SHShaderAsset>(currentMatSpec->vertexShader);
const std::string VERT_SHADER_NAME = VERT_SHADER_INFO ? VERT_SHADER_INFO->name : "Unknown Shader";
isDirty |= SHEditorWidgets::DragDropReadOnlyField<AssetID>
(
"Fragment Shader", SHADER_NAME.data(),
"Fragment Shader", VERT_SHADER_NAME.data(),
[this]() { return currentMatSpec->vertexShader; },
[this](const AssetID& id) { currentMatSpec->vertexShader = id; },
SHDragDrop::DRAG_RESOURCE
);
const auto* FRAG_SHADER_INFO = SHAssetManager::GetData<SHShaderAsset>(currentMatSpec->fragShader);
const std::string FRAG_SHADER_NAME = FRAG_SHADER_INFO ? FRAG_SHADER_INFO->name : "Unknown Shader";
isDirty |= SHEditorWidgets::DragDropReadOnlyField<AssetID>
(
"Fragment Shader", FRAG_SHADER_NAME.data(),
[this]() { return currentMatSpec->fragShader; },
[this](const AssetID& id) { currentMatSpec->fragShader = id; },
SHDragDrop::DRAG_RESOURCE
);
ImGui::EndDisabled();
// Load the shader to access it's data
auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(currentMatSpec->fragShader);

View File

@ -27,6 +27,8 @@ of DigiPen Institute of Technology is prohibited.
#include "Math/Transform/SHTransformComponent.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsGlobalData.h"
#include "Graphics/Descriptors/SHVkDescriptorPool.h"
#include "Scene/SHSceneManager.h"
#include "UI/SHUIComponent.h"
namespace SHADE
{
@ -49,7 +51,7 @@ namespace SHADE
, referencedMatInstances { std::move(rhs.referencedMatInstances) }
, matBufferDirty { std::move(rhs.matBufferDirty) }
, subBatches { std::move(rhs.subBatches) }
, drawData { std::move(drawData) }
, drawData { std::move(rhs.drawData) }
, transformData { std::move(rhs.transformData) }
, instancedIntegerData { std::move(rhs.instancedIntegerData) }
, matPropsData { std::move(rhs.matPropsData) }
@ -80,7 +82,7 @@ namespace SHADE
referencedMatInstances = std::move(rhs.referencedMatInstances);
matBufferDirty = std::move(rhs.matBufferDirty) ;
subBatches = std::move(rhs.subBatches) ;
drawData = std::move(drawData) ;
drawData = std::move(rhs.drawData) ;
transformData = std::move(rhs.transformData) ;
instancedIntegerData = std::move(rhs.instancedIntegerData) ;
matPropsData = std::move(rhs.matPropsData) ;
@ -218,9 +220,13 @@ namespace SHADE
for (int i = 0; i < SHGraphicsConstants::NUM_FRAME_BUFFERS; ++i)
{
drawDataBuffer[i].Free();
drawDataBuffer[i] = {};
transformDataBuffer[i].Free();
transformDataBuffer[i] = {};
instancedIntegerBuffer[i].Free();
instancedIntegerBuffer[i] = {};
matPropsBuffer[i].Free();
matPropsBuffer[i] = {};
}
}
@ -302,7 +308,28 @@ namespace SHADE
auto transform = SHComponentManager::GetComponent<SHTransformComponent>(rendId);
if (transform)
{
transformData.emplace_back(transform->GetTRS());
if (SHSceneManager::CheckNodeAndComponentsActive<SHRenderable>(rendId))
{
auto uiComp = SHComponentManager::GetComponent_s<SHUIComponent>(rendId);
if (uiComp)
{
transformData.emplace_back(uiComp->GetMatrix());
}
else
transformData.emplace_back(transform->GetTRS());
}
else
{
// Should be deactivated
static const SHMatrix ZERO_MTX =
{
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f
};
transformData.emplace_back(ZERO_MTX);
}
}
else
{
@ -425,14 +452,29 @@ namespace SHADE
{
// Transform
auto transform = SHComponentManager::GetComponent_s<SHTransformComponent>(rendId);
if (!transform)
if (transform)
{
SHLOG_WARNING("[SHBatch] Entity contianing a SHRenderable with no SHTransformComponent found!");
transformData.emplace_back();
if (SHSceneManager::CheckNodeAndComponentsActive<SHRenderable>(rendId))
{
transformData.emplace_back(transform->GetTRS());
}
else
{
// Should be deactivated
static const SHMatrix ZERO_MTX =
{
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f
};
transformData.emplace_back(ZERO_MTX);
}
}
else
{
transformData.emplace_back(transform->GetTRS());
SHLOG_WARNING("[SHBatch] Entity contianing a SHRenderable with no SHTransformComponent found!");
transformData.emplace_back();
}
const SHRenderable* renderable = SHComponentManager::GetComponent<SHRenderable>(rendId);
@ -507,9 +549,13 @@ namespace SHADE
return;
}
// Nothing to draw
if (subBatches.empty())
return;
// Bind all required objects before drawing
static std::array<uint32_t, 1> dynamicOffset{ 0 };
cmdBuffer->BeginLabeledSegment("SHBatch");
cmdBuffer->BeginLabeledSegment("SHBatch for Pipeline #" + std::to_string(pipeline.GetId().Data.Index));
cmdBuffer->BindPipeline(pipeline);
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::TRANSFORM, transformDataBuffer[frameIndex], 0);
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::INTEGER_DATA, instancedIntegerBuffer[frameIndex], 0);

View File

@ -55,13 +55,14 @@ namespace SHADE
void SHSuperBatch::Remove(const SHRenderable* renderable) noexcept
{
const Handle<SHVkPipeline> PIPELINE = renderable->GetMaterial()->GetBaseMaterial()->GetPipeline();
Handle<SHMaterial> baseMat = renderable->GetMaterial()->GetBaseMaterial();
const Handle<SHVkPipeline> PIPELINE = baseMat->HasPipelineChanged() ? baseMat->GetPrevPipeline() : baseMat->GetPipeline();
// Check if we have a Batch with the same pipeline yet
auto batch = std::find_if(batches.begin(), batches.end(), [&](const SHBatch& batch)
{
return batch.GetPipeline() == PIPELINE;
});
{
return batch.GetPipeline() == PIPELINE;
});
// Attempt to remove if it exists
if (batch == batches.end())

View File

@ -119,6 +119,11 @@ namespace SHADE
SHAssetManager::CompileAsset("../../Assets/Shaders/Text_VS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/Text_FS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_VS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/UI_VS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/UI_FS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Models/Quad.gltf", false);
// Load Built In Shaders
static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
@ -181,7 +186,7 @@ namespace SHADE
//worldRenderGraph->AddResource("Tangents", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
worldRenderGraph->AddResource("Albedo", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second);
worldRenderGraph->AddResource("Depth Buffer", { SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL }, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
worldRenderGraph->AddResource("Entity ID", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
worldRenderGraph->AddResource("Entity ID", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
worldRenderGraph->AddResource("Light Layer Indices", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
worldRenderGraph->AddResource("Scene", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, windowDims.first, windowDims.second);
worldRenderGraph->AddResource("SSAO", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
@ -280,7 +285,7 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
// Initialize screen render graph
screenRenderGraph = resourceManager.Create<SHRenderGraph>();
screenRenderGraph->Init("Scene Render Graph", device, swapchain, &resourceManager);
screenRenderGraph->Init("Screen Render Graph", device, swapchain, &resourceManager);
screenRenderGraph->LinkNonOwningResource(worldRenderGraph, "Scene");
screenRenderGraph->LinkNonOwningResource(worldRenderGraph, "Entity ID");
screenRenderGraph->AddResource("Present", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT }, windowDims.first, windowDims.second);
@ -576,7 +581,7 @@ namespace SHADE
{
auto editorSystem = SHSystemManager::GetSystem<SHEditor>();
if (editorSystem->editorState != SHEditor::State::PLAY)
worldRenderer->UpdateDataAndBind(currentCmdBuffer, frameIndex, cameraSystem->GetEditorCamera()->GetViewMatrix(), cameraSystem->GetEditorCamera()->GetProjMatrix());
worldRenderer->UpdateDataAndBind(currentCmdBuffer, frameIndex, cameraSystem->GetEditorCamera()->GetViewMatrix(), cameraSystem->GetEditorCamera()->GetProjMatrix(), cameraSystem->GetEditorCamera()->GetOrthoMatrix());
else
renderers[renIndex]->UpdateDataAndBind(currentCmdBuffer, frameIndex);
}
@ -966,7 +971,9 @@ namespace SHADE
Handle<SHMaterialInstance> prevMaterial = renderable.HasMaterialChanged() ? renderable.GetPrevMaterial() : renderable.GetMaterial();
if (prevMaterial)
{
Handle<SHSuperBatch> oldSuperBatch = prevMaterial->GetBaseMaterial()->GetPipeline()->GetPipelineState().GetSubpass()->GetSuperBatch();
Handle<SHMaterial> baseMat = prevMaterial->GetBaseMaterial();
Handle<SHVkPipeline> prevPipeline = baseMat->HasPipelineChanged() ? baseMat->GetPrevPipeline() : baseMat->GetPipeline();
Handle<SHSuperBatch> oldSuperBatch = prevPipeline->GetPipelineState().GetSubpass()->GetSuperBatch();
oldSuperBatch->Remove(&renderable);
}
@ -981,6 +988,14 @@ namespace SHADE
// Unset change flag
renderable.ResetChangedFlag();
}
// Unset all material old pipeline since we would have finished processing
auto gfxSystem = reinterpret_cast<SHGraphicsSystem*>(system);
auto [matBegin, matEnd] = gfxSystem->resourceManager.GetDenseAccess<SHMaterial>();
for (auto iter = matBegin; iter != matEnd; ++iter)
{
iter->ForgetOldPipeline();
}
}
#pragma endregion ROUTINES

View File

@ -21,6 +21,8 @@ namespace SHADE
if (_pipeline == pipeline)
return;
// Mark old pipeline and set new pipeline
oldPipeline = pipeline;
pipeline = _pipeline;
// Set up properties based on the pipeline
@ -41,9 +43,6 @@ namespace SHADE
// Reset since pipeline changed
ResetProperties();
// Mark changed so that we know to update dependent material instances
propertiesChanged = true;
}
Handle<SHVkPipeline> SHMaterial::GetPipeline() const
@ -111,4 +110,9 @@ namespace SHADE
{
propertiesChanged = false;
}
void SHMaterial::ForgetOldPipeline() noexcept
{
oldPipeline = {};
}
}

View File

@ -44,6 +44,7 @@ namespace SHADE
/*-----------------------------------------------------------------------------*/
void SetPipeline(Handle<SHVkPipeline> _pipeline);
Handle<SHVkPipeline> GetPipeline() const;
Handle<SHVkPipeline> GetPrevPipeline() const { return oldPipeline; };
/*-----------------------------------------------------------------------------*/
/* Property Functions */
@ -68,10 +69,11 @@ namespace SHADE
/* Query Functions */
/*-----------------------------------------------------------------------------*/
Handle<SHShaderBlockInterface> GetShaderBlockInterface() const noexcept;
bool HasPipelineChanged() const noexcept { return pipelineChanged; }
bool HasPipelineChanged() const noexcept { return oldPipeline; }
bool HasPropertiesChanged() const noexcept { return propertiesChanged; }
bool HasChanged() const noexcept { return pipelineChanged || propertiesChanged; }
bool HasChanged() const noexcept { return oldPipeline || propertiesChanged; }
void ClearChangeFlag() noexcept;
void ForgetOldPipeline() noexcept;
private:
/*-----------------------------------------------------------------------------*/
@ -81,7 +83,7 @@ namespace SHADE
std::unique_ptr<char> propMemory;
Byte propMemorySize = 0;
bool propertiesChanged = true;
bool pipelineChanged = true;
Handle<SHVkPipeline> oldPipeline;
/*-----------------------------------------------------------------------------*/
/* Helper Functions */

View File

@ -90,13 +90,13 @@ namespace SHADE
if (camera && cameraDirector)
{
//UpdateDataAndBind(cmdBuffer, frameIndex, SHMatrix::Transpose(cameraDirector->GetVPMatrix()));
UpdateDataAndBind(cmdBuffer, frameIndex, cameraDirector->GetViewMatrix(), cameraDirector->GetProjMatrix());
UpdateDataAndBind(cmdBuffer, frameIndex, cameraDirector->GetViewMatrix(), cameraDirector->GetProjMatrix(), cameraDirector->GetOrthoMatrix());
}
}
void SHRenderer::UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept
void SHRenderer::UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, SHMatrix const& viewMatrix, SHMatrix const& projMatrix, SHMatrix const& orthoMatrix) noexcept
{
SetViewProjectionMatrix(viewMatrix, projMatrix);
SetViewProjectionMatrix(viewMatrix, projMatrix, orthoMatrix);
//cpuCameraData.viewProjectionMatrix = camera->GetViewProjectionMatrix();
cameraBuffer->WriteToMemory(&cpuCameraData, sizeof(SHShaderCameraData), 0, cameraDataAlignedSize * frameIndex);
@ -116,12 +116,13 @@ namespace SHADE
{
}
void SHRenderer::SetViewProjectionMatrix(SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept
void SHRenderer::SetViewProjectionMatrix(SHMatrix const& viewMatrix, SHMatrix const& projMatrix, SHMatrix const& orthoMatrix) noexcept
{
//cpuCameraData.viewProjectionMatrix = camera->GetViewMatrix() * camera->GetProjectionMatrix();
cpuCameraData.viewProjectionMatrix = SHMatrix::Transpose(projMatrix * viewMatrix);
cpuCameraData.viewMatrix = SHMatrix::Transpose(viewMatrix);
cpuCameraData.projectionMatrix = SHMatrix::Transpose(projMatrix);
cpuCameraData.orthoMatrix = SHMatrix::Transpose (orthoMatrix);
}
Handle<SHRenderGraph> SHRenderer::GetRenderGraph(void) const noexcept

View File

@ -48,6 +48,7 @@ namespace SHADE
SHMatrix viewProjectionMatrix;
SHMatrix viewMatrix;
SHMatrix projectionMatrix;
SHMatrix orthoMatrix;
};
/*---------------------------------------------------------------------------------*/
@ -82,10 +83,10 @@ namespace SHADE
/*-----------------------------------------------------------------------------*/
void Draw(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool) noexcept;
void UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept;
void UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept;
void UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, SHMatrix const& viewMatrix, SHMatrix const& projMatrix, SHMatrix const& orthoMatrix) noexcept;
void BindDescSet (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept;
void UpdateCameraDataToBuffer (void) noexcept;
void SetViewProjectionMatrix (SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept;
void SetViewProjectionMatrix (SHMatrix const& viewMatrix, SHMatrix const& projMatrix, SHMatrix const& orthoMatrix) noexcept;
/*-----------------------------------------------------------------------------*/
/* Setters and Getters */

View File

@ -129,7 +129,7 @@ namespace SHADE
// Otherwise just copy the data over
else
{
bufferHandle->MapWriteUnmap(src, size, 0, 0);
bufferHandle->WriteToMemory(src, size, 0, 0);
}
}
else

View File

@ -30,11 +30,17 @@ namespace SHADE
, direction { dir }
{}
SHRay::SHRay(const reactphysics3d::Ray rp3dRay) noexcept
: position { rp3dRay.point1 }
, direction { SHVec3::Normalise(rp3dRay.point2 - rp3dRay.point1) }
{}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHRay::operator==(const SHRay& rhs) noexcept
bool SHRay::operator==(const SHRay& rhs) const noexcept
{
const XMVECTOR LHS_POS = XMLoadFloat3(&position);
const XMVECTOR RHS_POS = XMLoadFloat3(&rhs.position);
@ -45,7 +51,7 @@ namespace SHADE
return XMVector3Equal(LHS_POS, RHS_POS) && XMVector3NotEqual(LHS_DIR, RHS_DIR);
}
bool SHRay::operator!=(const SHRay& rhs) noexcept
bool SHRay::operator!=(const SHRay& rhs) const noexcept
{
const XMVECTOR LHS_POS = XMLoadFloat3(&position);
const XMVECTOR RHS_POS = XMLoadFloat3(&rhs.position);
@ -56,5 +62,16 @@ namespace SHADE
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
{
return hit;
}
} // namespace SHADE

View File

@ -1,7 +1,7 @@
/****************************************************************************************
* \file SHRay.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Ray.
* \brief Interface for a Ray & Raycast Result
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
@ -10,7 +10,7 @@
#pragma once
#include <DirectXMath.h>
#include <reactphysics3d/mathematics/Ray.h>
// Project Headers
#include "SH_API.h"
@ -29,6 +29,8 @@ namespace SHADE
/* Data Members */
/*---------------------------------------------------------------------------------*/
static constexpr float MAX_RAYCAST_DIST = 2000.0f; // We use 2km as physics typically tends to lose accuracy beyond 2km.
SHVec3 position;
SHVec3 direction;
@ -36,19 +38,46 @@ namespace SHADE
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHRay() noexcept;
SHRay(const SHVec3& pos, const SHVec3& dir) noexcept;
SHRay(const SHRay& rhs) noexcept = default;
SHRay(SHRay&& rhs) noexcept = default;
SHRay () noexcept;
SHRay (const SHVec3& pos, const SHVec3& dir) noexcept;
SHRay (const reactphysics3d::Ray rp3dRay) noexcept;
SHRay (const SHRay&) noexcept = default;
SHRay (SHRay&& ) noexcept = default;
~SHRay() = default;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHRay& operator= (const SHRay& rhs) noexcept = default;
SHRay& operator= (SHRay&& rhs) noexcept = default;
SHRay& operator= (const SHRay&) noexcept = default;
SHRay& operator= (SHRay&&) noexcept = default;
[[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
{
public:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
bool hit = false;
float distance = std::numeric_limits<float>::infinity();
float angle = 0.0f;
SHVec3 position;
SHVec3 normal;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
operator bool() const noexcept;
[[nodiscard]] bool operator==(const SHRay& rhs) noexcept;
[[nodiscard]] bool operator!=(const SHRay& rhs) noexcept;
};
} // namespace SHADE

View File

@ -32,7 +32,6 @@ namespace SHADE
class SH_API SHCollisionListener final : public rp3d::EventListener
{
public:
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/

View File

@ -0,0 +1,34 @@
/****************************************************************************************
* \file SHPhysicsRaycastResult.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Physics Raycast Result
*
* \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 Includes
#include "ECS_Base/SHECSMacros.h"
#include "Math/SHRay.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
struct SH_API SHPhysicsRaycastResult : public SHRaycastResult
{
public:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
EntityID entityHit = MAX_EID;
int shapeIndex = -1;
};
}

View File

@ -0,0 +1,350 @@
/****************************************************************************************
* \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) 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);
}
else
{
const SHVec3 END_POINT = ray.position + ray.direction * distance;
const rp3d::Ray RP3D_RAY{ ray.position, END_POINT };
world->raycast(RP3D_RAY, this);
}
// 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) 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);
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

View File

@ -0,0 +1,131 @@
/****************************************************************************************
* \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 "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()
) noexcept;
SHPhysicsRaycastResult Linecast
(
const SHVec3& start
, const SHVec3& end
) 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

View File

@ -294,7 +294,7 @@ namespace SHADE
if (!rp3dBody->isActive())
return;
const int NUM_SHAPES = static_cast<int>(component.collisionShapes.size());
const int NUM_SHAPES = static_cast<int>(rp3dBody->getNbColliders());
for (int i = 0; i < NUM_SHAPES; ++i)
{
auto& collisionShape = component.collisionShapes[i];

View File

@ -23,11 +23,10 @@ namespace SHADE
/* Static Data Member Definitions */
/*-----------------------------------------------------------------------------------*/
SHPhysicsObjectManager::CommandFunctionPtr SHPhysicsObjectManager::componentFunc[2][3]
SHPhysicsObjectManager::CommandFunctionPtr SHPhysicsObjectManager::componentFunc[3][2]
{
addRigidBody , addCollider
, removeRigidBody , removeCollider
, addCollisionShape , removeCollisionShape
addRigidBody , addCollider , addCollisionShape
, removeRigidBody , removeCollider , removeCollisionShape
};
/*-----------------------------------------------------------------------------------*/

View File

@ -150,7 +150,7 @@ namespace SHADE
/* Data Members */
/*---------------------------------------------------------------------------------*/
static CommandFunctionPtr componentFunc[2][3]; // 2 commands, 3 components
static CommandFunctionPtr componentFunc[3][2]; // 3 components, 2 commands
rp3d::PhysicsCommon* factory = nullptr;
rp3d::PhysicsWorld* world = nullptr;

View File

@ -15,7 +15,6 @@
// Project Headers
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Graphics/MiddleEnd/Interface/SHDebugDrawSystem.h"
#include "Scene/SHSceneManager.h"
namespace SHADE
@ -26,11 +25,12 @@ namespace SHADE
const SHPhysicsDebugDrawSystem::DebugDrawFunction SHPhysicsDebugDrawSystem::drawFunctions[NUM_FLAGS] =
{
SHPhysicsDebugDrawSystem::drawColliders
, SHPhysicsDebugDrawSystem::drawColliderAABBs
, SHPhysicsDebugDrawSystem::drawBroadPhaseAABBs
, SHPhysicsDebugDrawSystem::drawContactPoints
, SHPhysicsDebugDrawSystem::drawContactNormals
drawColliders
, drawColliderAABBs
, drawBroadPhaseAABBs
, drawContactPoints
, drawContactNormals
, drawRaycasts
};
SHVec3 SHPhysicsDebugDrawSystem::boxVertices[NUM_BOX_VERTICES];
@ -42,13 +42,13 @@ namespace SHADE
SHPhysicsDebugDrawSystem::SHPhysicsDebugDrawSystem() noexcept
: debugDrawFlags { 0 }
, physicsSystem { nullptr }
, rp3dDebugRenderer { nullptr }
{
debugColours[SHUtilities::ConvertEnum(DebugDrawFlags::COLLIDER)] = SHColour::GREEN;
debugColours[SHUtilities::ConvertEnum(DebugDrawFlags::COLLIDER_AABB)] = SHColour::YELLOW;
debugColours[SHUtilities::ConvertEnum(DebugDrawFlags::BROAD_PHASE_AABB)] = SHColour::CYAN;
debugColours[SHUtilities::ConvertEnum(DebugDrawFlags::CONTACT_POINTS)] = SHColour::RED;
debugColours[SHUtilities::ConvertEnum(DebugDrawFlags::CONTACT_NORMALS)] = SHColour::RED;
debugColours[SHUtilities::ConvertEnum(DebugDrawFlags::RAYCASTS)] = SHColour::ORANGE;
}
SHPhysicsDebugDrawSystem::PhysicsDebugDrawRoutine::PhysicsDebugDrawRoutine()
@ -111,19 +111,30 @@ namespace SHADE
{
auto* system = reinterpret_cast<SHPhysicsDebugDrawSystem*>(GetSystem());
auto* debugDrawSystem = SHSystemManager::GetSystem<SHDebugDrawSystem>();
if (debugDrawSystem == nullptr)
{
SHLOG_ERROR("Unable to get a debug draw system for Physics Debug Drawing!")
return;
}
for (int i = 0; i < SHUtilities::ConvertEnum(DebugDrawFlags::NUM_FLAGS); ++i)
{
const bool DRAW = (system->debugDrawFlags & (1U << i)) > 0;
if (DRAW)
drawFunctions[i](system->rp3dDebugRenderer);
drawFunctions[i](debugDrawSystem);
}
// Automatically clear the container of raycasts despite debug drawing state
// TODO(Diren): Move this somewhere else
system->physicsSystem->raycaster.ClearFrame();
}
/*-----------------------------------------------------------------------------------*/
/* Private Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void SHPhysicsDebugDrawSystem::drawColliders(rp3d::DebugRenderer* debugRenderer) noexcept
void SHPhysicsDebugDrawSystem::drawColliders(SHDebugDrawSystem* debugRenderer) noexcept
{
const auto& COLLIDER_SET = SHComponentManager::GetDense<SHColliderComponent>();
for (const auto& COLLIDER : COLLIDER_SET)
@ -136,34 +147,58 @@ namespace SHADE
{
switch (collisionShape.GetType())
{
case SHCollisionShape::Type::BOX: debugDrawBox(COLLIDER, collisionShape); break;
case SHCollisionShape::Type::SPHERE: debugDrawSphere(COLLIDER, collisionShape); break;
case SHCollisionShape::Type::BOX: debugDrawBox(debugRenderer, COLLIDER, collisionShape); break;
case SHCollisionShape::Type::SPHERE: debugDrawSphere(debugRenderer, COLLIDER, collisionShape); break;
default: break;
}
}
}
}
void SHPhysicsDebugDrawSystem::drawColliderAABBs(rp3d::DebugRenderer* debugRenderer) noexcept
void SHPhysicsDebugDrawSystem::drawColliderAABBs(SHDebugDrawSystem* debugRenderer) noexcept
{
}
void SHPhysicsDebugDrawSystem::drawBroadPhaseAABBs(rp3d::DebugRenderer* debugRenderer) noexcept
void SHPhysicsDebugDrawSystem::drawBroadPhaseAABBs(SHDebugDrawSystem* debugRenderer) noexcept
{
}
void SHPhysicsDebugDrawSystem::drawContactPoints(rp3d::DebugRenderer* debugRenderer) noexcept
void SHPhysicsDebugDrawSystem::drawContactPoints(SHDebugDrawSystem* debugRenderer) noexcept
{
}
void SHPhysicsDebugDrawSystem::drawContactNormals(rp3d::DebugRenderer* debugRenderer) noexcept
void SHPhysicsDebugDrawSystem::drawContactNormals(SHDebugDrawSystem* debugRenderer) noexcept
{
}
void SHPhysicsDebugDrawSystem::drawRaycasts(SHDebugDrawSystem* debugRenderer) noexcept
{
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (!physicsSystem)
{
SHLOG_ERROR("Unable to retrieve physics system for debug drawing raycasts!")
return;
}
const SHColour& RAY_COLOUR = SHColour::ORANGE;
// Draw all raycast pairs
for (const auto& [ray, raycastResult] : physicsSystem->raycaster.GetRaycasts())
{
// If infinity, it is an infinite raycast. If not, render the distance in raycastResult.
// Ignore the hit variable as it will always correspond to the length of the raycast, hit or miss.
const float RENDER_DIST = raycastResult.distance == std::numeric_limits<float>::infinity() ? SHRay::MAX_RAYCAST_DIST : raycastResult.distance;
const SHVec3 END_POS = ray.position + (ray.direction * RENDER_DIST);
debugRenderer->DrawLine(RAY_COLOUR, ray.position, END_POS);
}
}
void SHPhysicsDebugDrawSystem::generateBox() noexcept
{
boxVertices[0] = { 0.5f, 0.5f, -0.5f }; // TOP_RIGHT_BACK
@ -176,15 +211,8 @@ namespace SHADE
boxVertices[7] = { -0.5f, -0.5f, 0.5f }; // BTM_LEFT_FRONT
}
void SHPhysicsDebugDrawSystem::debugDrawBox(const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept
void SHPhysicsDebugDrawSystem::debugDrawBox(SHDebugDrawSystem* debugRenderer, const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept
{
auto* debugDrawSystem = SHSystemManager::GetSystem<SHDebugDrawSystem>();
if (debugDrawSystem == nullptr)
{
SHLOG_ERROR("Unable to get a debug draw system for Physics Debug Drawing!")
return;
}
auto* BOX = reinterpret_cast<const SHBox*>(collisionShape.GetShape());
// Calculate final position & orientation
@ -211,27 +239,20 @@ namespace SHADE
transformedVertices[IDX2] = SHVec3::Transform(boxVertices[IDX2], FINAL_TRS);
// Draw 4 line to connect the quads
debugDrawSystem->DrawLine(COLLIDER_COLOUR, transformedVertices[IDX1], transformedVertices[IDX2]);
debugRenderer->DrawLine(COLLIDER_COLOUR, transformedVertices[IDX1], transformedVertices[IDX2]);
}
// A, B, C, D
std::array backQuad { transformedVertices[0], transformedVertices[1], transformedVertices[3], transformedVertices[2] };
debugDrawSystem->DrawPoly(COLLIDER_COLOUR, backQuad.begin(), backQuad.end());
debugRenderer->DrawPoly(COLLIDER_COLOUR, backQuad.begin(), backQuad.end());
// E, F, G, H
std::array frontQuad { transformedVertices[4], transformedVertices[5], transformedVertices[7], transformedVertices[6] };
debugDrawSystem->DrawPoly(COLLIDER_COLOUR, frontQuad.begin(), frontQuad.end());
debugRenderer->DrawPoly(COLLIDER_COLOUR, frontQuad.begin(), frontQuad.end());
}
void SHPhysicsDebugDrawSystem::debugDrawSphere(const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept
void SHPhysicsDebugDrawSystem::debugDrawSphere(SHDebugDrawSystem* debugRenderer, const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept
{
auto* debugDrawSystem = SHSystemManager::GetSystem<SHDebugDrawSystem>();
if (debugDrawSystem == nullptr)
{
SHLOG_ERROR("Unable to get a debug draw system for Physics Debug Drawing!")
return;
}
auto* SPHERE = reinterpret_cast<const SHSphere*>(collisionShape.GetShape());
const SHColour COLLIDER_COLOUR = collisionShape.IsTrigger() ? SHColour::PURPLE : SHColour::GREEN;
@ -240,7 +261,7 @@ namespace SHADE
const SHQuaternion FINAL_ROT = colliderComponent.GetOrientation() * SHQuaternion::FromEuler(collisionShape.GetRotationOffset());
const SHMatrix TR = SHMatrix::Rotate(FINAL_ROT) * SHMatrix::Translate(colliderComponent.GetPosition());
debugDrawSystem->DrawSphere(COLLIDER_COLOUR, SHVec3::Transform(collisionShape.GetPositionOffset(), TR), SPHERE->GetWorldRadius());
debugRenderer->DrawSphere(COLLIDER_COLOUR, SHVec3::Transform(collisionShape.GetPositionOffset(), TR), SPHERE->GetWorldRadius());
}
} // namespace SHADE

View File

@ -14,6 +14,7 @@
// Project Headers
#include "ECS_Base/System/SHSystemRoutine.h"
#include "Graphics/MiddleEnd/Interface/SHDebugDrawSystem.h"
#include "Math/SHColour.h"
#include "SHPhysicsSystem.h"
#include "Tools/Utilities/SHUtilities.h"
@ -38,6 +39,7 @@ namespace SHADE
, BROAD_PHASE_AABB
, CONTACT_POINTS
, CONTACT_NORMALS
, RAYCASTS
, NUM_FLAGS
};
@ -91,7 +93,7 @@ namespace SHADE
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
using DebugDrawFunction = void(*)(rp3d::DebugRenderer*) noexcept;
using DebugDrawFunction = void(*)(SHDebugDrawSystem*) noexcept;
/*---------------------------------------------------------------------------------*/
/* Data Members */
@ -108,7 +110,6 @@ namespace SHADE
uint8_t debugDrawFlags;
SHPhysicsSystem* physicsSystem;
rp3d::DebugRenderer* rp3dDebugRenderer;
SHColour debugColours[NUM_FLAGS];
/*---------------------------------------------------------------------------------*/
@ -117,11 +118,12 @@ namespace SHADE
// Generic Draw Functions
static void drawColliders (rp3d::DebugRenderer* debugRenderer) noexcept;
static void drawColliderAABBs (rp3d::DebugRenderer* debugRenderer) noexcept;
static void drawBroadPhaseAABBs (rp3d::DebugRenderer* debugRenderer) noexcept;
static void drawContactPoints (rp3d::DebugRenderer* debugRenderer) noexcept;
static void drawContactNormals (rp3d::DebugRenderer* debugRenderer) noexcept;
static void drawColliders (SHDebugDrawSystem* debugRenderer) noexcept;
static void drawColliderAABBs (SHDebugDrawSystem* debugRenderer) noexcept;
static void drawBroadPhaseAABBs (SHDebugDrawSystem* debugRenderer) noexcept;
static void drawContactPoints (SHDebugDrawSystem* debugRenderer) noexcept;
static void drawContactNormals (SHDebugDrawSystem* debugRenderer) noexcept;
static void drawRaycasts (SHDebugDrawSystem* debugRenderer) noexcept;
// Shape Generation Functions
@ -129,8 +131,8 @@ namespace SHADE
// Shape Draw Functions
static void debugDrawBox (const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept;
static void debugDrawSphere (const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept;
static void debugDrawBox (SHDebugDrawSystem* debugRenderer, const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept;
static void debugDrawSphere (SHDebugDrawSystem* debugRenderer, const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept;
};
} // namespace SHADE

View File

@ -22,10 +22,6 @@
#include "Scene/SHSceneManager.h"
#include "Scripting/SHScriptEngine.h"
/*-------------------------------------------------------------------------------------*/
/* Local Helper Functions */
/*-------------------------------------------------------------------------------------*/
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
@ -115,8 +111,9 @@ namespace SHADE
SHEventManager::SubscribeTo(SH_EDITOR_ON_STOP_EVENT, ON_STOP_RECEIVER_PTR);
#endif
// Link Physics Object Manager with System
// Link Physics Object Manager with System & Raycaster
objectManager.SetFactory(factory);
raycaster.SetObjectManager(&objectManager);
// Link Collision Listener with System
collisionListener.BindToSystem(this);
@ -183,6 +180,35 @@ namespace SHADE
}
}
SHPhysicsRaycastResult SHPhysicsSystem::Raycast(const SHRay& ray, float distance) noexcept
{
return raycaster.Raycast(ray, distance);
}
SHPhysicsRaycastResult SHPhysicsSystem::Linecast(const SHVec3& start, const SHVec3& end) noexcept
{
return raycaster.Linecast(start, end);
}
SHPhysicsRaycastResult SHPhysicsSystem::ColliderRaycast(EntityID eid, const SHRay& ray, float distance) noexcept
{
return raycaster.ColliderRaycast(eid, ray, distance);
}
SHPhysicsRaycastResult SHPhysicsSystem::ColliderRaycast(EntityID eid, int shapeIndex, const SHRay& ray, float distance) noexcept
{
return raycaster.ColliderRaycast(eid, shapeIndex, ray, distance);
}
SHPhysicsRaycastResult SHPhysicsSystem::ColliderLinecast(EntityID eid, const SHVec3& start, const SHVec3& end) noexcept
{
return raycaster.ColliderLinecast(eid, start, end);
}
SHPhysicsRaycastResult SHPhysicsSystem::ColliderLinecast(EntityID eid, int shapeIndex, const SHVec3& start, const SHVec3& end) noexcept
{
return raycaster.ColliderLinecast(eid, shapeIndex, start, end);
}
void SHPhysicsSystem::AddCollisionShape(EntityID eid, int shapeIndex)
{
@ -325,10 +351,14 @@ namespace SHADE
////////////////////////////////
// Create physics world
if (worldState.world != nullptr)
return onPlayEvent->handle;
worldState.CreateWorld(factory);
// Link Collision Listener
// Link Collision Listener & Raycaster
collisionListener.BindToWorld(worldState.world);
raycaster.BindToWorld(worldState.world);
// Link with object manager & create all physics objects
objectManager.SetWorld(worldState.world);

View File

@ -21,11 +21,11 @@
#include "ECS_Base/System/SHFixedSystemRoutine.h"
#include "Math/Transform/SHTransformComponent.h"
#include "Physics/Collision/SHCollisionListener.h"
#include "Physics/Collision/SHPhysicsRaycaster.h"
#include "Physics/Interface/SHRigidBodyComponent.h"
#include "Physics/Interface/SHColliderComponent.h"
#include "Physics/PhysicsObject//SHPhysicsObjectManager.h"
#include "Physics/PhysicsObject/SHPhysicsObjectManager.h"
#include "Physics/SHPhysicsWorld.h"
@ -79,6 +79,90 @@ namespace SHADE
void ForceUpdate ();
/**
* @brief Casts a ray into the world.
* @param ray The ray to cast.
* @param distance The distance to cast the ray. Defaults to infinity.
* @return The result of the raycast.
*/
SHPhysicsRaycastResult Raycast
(
const SHRay& ray
, float distance = std::numeric_limits<float>::infinity()
) noexcept;
/**
* @brief Casts a bounded ray into the world.
* @param start The starting point of the ray.
* @param end The end point of the ray.
* @return The result of the raycast.
*/
SHPhysicsRaycastResult Linecast
(
const SHVec3& start
, const SHVec3& end
) noexcept;
/**
* @brief Casts a ray at a body with colliders.
* @param eid The entity to cast to.
* @param ray The ray to cast.
* @param distance The distance to cast the ray. Defaults to infinity.
* @return The result of the raycast.
*/
SHPhysicsRaycastResult ColliderRaycast
(
EntityID eid
, const SHRay& ray
, float distance = std::numeric_limits<float>::infinity()
) noexcept;
/**
* @brief Casts a ray at a collider.
* @param eid The entity to cast to.
* @param shapeIndex The index of the collision shape.
* @param ray The ray to cast.
* @param distance The distance to cast the ray. Defaults to infinity.
* @return The result of the raycast.
*/
SHPhysicsRaycastResult ColliderRaycast
(
EntityID eid
, int shapeIndex
, const SHRay& ray
, float distance = std::numeric_limits<float>::infinity()
) noexcept;
/**
* @brief Casts a bounded ray at a body with colliders.
* @param eid
* @param start
* @param end
* @return The result of the raycast.
*/
SHPhysicsRaycastResult ColliderLinecast
(
EntityID eid
, const SHVec3& start
, const SHVec3& end
) noexcept;
/**
* @brief
* @param eid
* @param shapeIndex
* @param start
* @param end
* @return The result of the raycast.
*/
SHPhysicsRaycastResult ColliderLinecast
(
EntityID eid
, int shapeIndex
, const SHVec3& start
, const SHVec3& end
) noexcept;
// Specific Handling for Collision Shapes as they are not under the Component System.
// This is done as events need to be sent out.
// TODO(Diren): Consider using a static method through the ColliderComponent.
@ -190,6 +274,7 @@ namespace SHADE
SHPhysicsWorldState worldState;
SHPhysicsObjectManager objectManager;
SHCollisionListener collisionListener;
SHPhysicsRaycaster raycaster;
/*---------------------------------------------------------------------------------*/
/* Function Members */

View File

@ -33,7 +33,7 @@ namespace SHADE
return phySystem->GetAllCollisionInfo();
}
SHLOG_WARNING("[SHPhysicsSystemInterface] Failed to get collision events. Empty vector returned instead.");
SHLOGV_WARNING("Failed to get collision events. Empty vector returned instead.");
return emptyVec;
}
const std::vector<SHCollisionInfo>& SHPhysicsSystemInterface::GetTriggerInfo() noexcept
@ -46,7 +46,7 @@ namespace SHADE
return phySystem->GetAllTriggerInfo();
}
SHLOG_WARNING("[SHPhysicsSystemInterface] Failed to get trigger events. Empty vector returned instead.");
SHLOGV_WARNING("Failed to get trigger events. Empty vector returned instead.");
return emptyVec;
}
@ -58,7 +58,79 @@ namespace SHADE
return phySystem->GetFixedUpdateRate();
}
SHLOG_WARNING("[SHPhysicsSystemInterface] Failed to get fixed delta time. 0.0 returned instead.");
SHLOGV_WARNING("Failed to get fixed delta time. 0.0 returned instead.");
return 0.0;
}
SHPhysicsRaycastResult SHPhysicsSystemInterface::Raycast(const SHRay& ray, float distance) noexcept
{
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (physicsSystem)
{
return physicsSystem->Raycast(ray, distance);
}
SHLOGV_WARNING("Failed to get the physics system. No ray was casted.");
return SHPhysicsRaycastResult{};
}
SHPhysicsRaycastResult SHPhysicsSystemInterface::Linecast(const SHVec3& start, const SHVec3& end) noexcept
{
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (physicsSystem)
{
return physicsSystem->Linecast(start, end);
}
SHLOGV_WARNING("Failed to get the physics system. No ray was casted.");
return SHPhysicsRaycastResult{};
}
SHPhysicsRaycastResult SHPhysicsSystemInterface::ColliderRaycast(EntityID eid, const SHRay& ray, float distance) noexcept
{
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (physicsSystem)
{
return physicsSystem->ColliderRaycast(eid, ray, distance);
}
SHLOGV_WARNING("Failed to get the physics system. No ray was casted.");
return SHPhysicsRaycastResult{};
}
SHPhysicsRaycastResult SHPhysicsSystemInterface::ColliderRaycast(EntityID eid, int shapeIndex, const SHRay& ray, float distance) noexcept
{
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (physicsSystem)
{
return physicsSystem->ColliderRaycast(eid, shapeIndex, ray, distance);
}
SHLOGV_WARNING("Failed to get the physics system. No ray was casted.");
return SHPhysicsRaycastResult{};
}
SHPhysicsRaycastResult SHPhysicsSystemInterface::ColliderLinecast(EntityID eid, const SHVec3& start, const SHVec3& end) noexcept
{
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (physicsSystem)
{
return physicsSystem->ColliderLinecast(eid, start, end);
}
SHLOGV_WARNING("Failed to get the physics system. No ray was casted.");
return SHPhysicsRaycastResult{};
}
SHPhysicsRaycastResult SHPhysicsSystemInterface::ColliderLinecast(EntityID eid, int shapeIndex, const SHVec3& start, const SHVec3& end) noexcept
{
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (physicsSystem)
{
return physicsSystem->ColliderLinecast(eid, shapeIndex, start, end);
}
SHLOGV_WARNING("Failed to get the physics system. No ray was casted.");
return SHPhysicsRaycastResult{};
}
}

View File

@ -14,12 +14,21 @@ of DigiPen Institute of Technology is prohibited.
// STL Includes
#include <vector>
// Project Headers
#include "ECS_Base/Entity/SHEntity.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
class SHCollisionInfo;
class SHCollisionInfo;
class SHVec3;
struct SHRay;
struct SHPhysicsRaycastResult;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
@ -39,8 +48,16 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
/* Static Usage Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] static const std::vector<SHCollisionInfo>& GetCollisionInfo() noexcept;
[[nodiscard]] static const std::vector<SHCollisionInfo>& GetTriggerInfo() noexcept;
[[nodiscard]] static double GetFixedDT() noexcept;
[[nodiscard]] static const std::vector<SHCollisionInfo>& GetCollisionInfo() noexcept;
[[nodiscard]] static const std::vector<SHCollisionInfo>& GetTriggerInfo () noexcept;
[[nodiscard]] static double GetFixedDT () noexcept;
[[nodiscard]] static SHPhysicsRaycastResult Raycast (const SHRay& ray, float distance = std::numeric_limits<float>::infinity()) noexcept;
[[nodiscard]] static SHPhysicsRaycastResult Linecast (const SHVec3& start, const SHVec3& end) noexcept;
[[nodiscard]] static SHPhysicsRaycastResult ColliderRaycast (EntityID eid, const SHRay& ray, float distance = std::numeric_limits<float>::infinity()) noexcept;
[[nodiscard]] static SHPhysicsRaycastResult ColliderRaycast (EntityID eid, int shapeIndex, const SHRay& ray, float distance = std::numeric_limits<float>::infinity()) noexcept;
[[nodiscard]] static SHPhysicsRaycastResult ColliderLinecast (EntityID eid, const SHVec3& start, const SHVec3& end) noexcept;
[[nodiscard]] static SHPhysicsRaycastResult ColliderLinecast (EntityID eid, int shapeIndex, const SHVec3& start, const SHVec3& end) noexcept;
};
}

View File

@ -1,28 +1,37 @@
/************************************************************************************//*!
\file Ray.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 20, 2022
\brief Contains the definitions of functions of the Vector2 struct.
/****************************************************************************************
* \file Ray.cxx
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for the managed Ray struct.
*
* \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.
****************************************************************************************/
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "Math/Ray.hxx"
#include "Ray.hxx"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Constructors */
/*---------------------------------------------------------------------------------*/
Ray::Ray(Vector3 origin, Vector3 direction)
: Origin { origin }
, Direction{ direction }
{}
}
/*-----------------------------------------------------------------------------------*/
/* Constructor Definitions */
/*-----------------------------------------------------------------------------------*/
Ray::Ray(Vector3 position, Vector3 direction)
{
Position = position;
Direction = direction;
}
/*-----------------------------------------------------------------------------------*/
/* Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void Ray::LookAt(Vector3 target)
{
Direction = (target - Position).GetNormalised();
}
} // namespace SHADE

View File

@ -1,50 +1,61 @@
/************************************************************************************//*!
\file Ray.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 20, 2021
\brief Contains the definitions of Vector2 struct.
/****************************************************************************************
* \file Ray.hxx
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for the managed Ray struct.
*
* \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.
****************************************************************************************/
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// Project Includes
#include "Vector3.hxx"
#include "Math/Vector3.hxx"
namespace SHADE
{
///<summary>
/// CLR version of the the SHADE Engine's Ray class that represents a ray in
/// 3-Dimensional space.
/// </summary>
public value struct Ray
{
public:
/*-----------------------------------------------------------------------------*/
/* Public Members */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// The start point of the ray.
/// </summary>
Vector3 Origin;
/// <summary>
/// The direction that a ray travels in.
/// </summary>
Vector3 Direction;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/*-----------------------------------------------------------------------------*/
/* Constructors */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Creates a ray starting at origin along direction.
/// </summary>
/// <param name="origin">Source of the ray.</param>
/// <param name="direction">Direction the ray travels in.</param>
Ray(Vector3 origin, Vector3 direction);
};
}
public value struct Ray
{
public:
/*---------------------------------------------------------------------------------*/
/* Constructors */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Constructor for a ray.
/// </summary>
/// <param name="position">The starting position of the ray.</param>
/// <param name="direction">The direction of the ray.</param>
Ray(Vector3 position, Vector3 direction);
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// The starting point of the Ray.
/// </summary>
property Vector3 Position;
/// <summary>
/// The direction of the ray. This should be a normalised vector.
/// </summary>
property Vector3 Direction;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Rotates the ray's direction towards a target.
/// </summary>
/// <param name="target">The target to direct the ray towards.</param>
void LookAt(Vector3 target);
};
} // namespace SHADE

View File

@ -0,0 +1,105 @@
/****************************************************************************************
* \file Physics.cxx
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for the managed Physics 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 "Physics.hxx"
// External Dependencies
#include "Physics/System/SHPhysicsSystemInterface.h"
// Project Header
#include "Engine/GameObject.hxx"
#include "Utility/Convert.hxx"
#include "Utility/Debug.hxx"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Property Function Definitions */
/*-----------------------------------------------------------------------------------*/
Vector3 Physics::Gravity::get()
{
// TODO(Diren)
return Vector3::Zero;
}
void Physics::Gravity::set(Vector3 value)
{
(void)value;
}
/*-----------------------------------------------------------------------------------*/
/* Raycast Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
RaycastHit Physics::Raycast(Ray ray)
{
return Convert::ToCLI(SHPhysicsSystemInterface::Raycast(Convert::ToNative(ray)));
}
RaycastHit Physics::Raycast(Ray ray, float distance)
{
return Convert::ToCLI(SHPhysicsSystemInterface::Raycast(Convert::ToNative(ray), distance));
}
RaycastHit Physics::Linecast(Vector3 start, Vector3 end)
{
return Convert::ToCLI(SHPhysicsSystemInterface::Linecast(Convert::ToNative(start), Convert::ToNative(end)));
}
RaycastHit Physics::ColliderRaycast(GameObject object, Ray ray)
{
return Convert::ToCLI(SHPhysicsSystemInterface::ColliderRaycast(object.EntityId, Convert::ToNative(ray)));
}
RaycastHit Physics::ColliderRaycast(GameObject object, Ray ray, float distance)
{
return Convert::ToCLI(SHPhysicsSystemInterface::ColliderRaycast(object.EntityId, Convert::ToNative(ray), distance));
}
RaycastHit Physics::ColliderRaycast(GameObject object, int shapeIndex, Ray ray)
{
return Convert::ToCLI(SHPhysicsSystemInterface::ColliderRaycast(object.EntityId, shapeIndex, Convert::ToNative(ray)));
}
RaycastHit Physics::ColliderRaycast(GameObject object, int shapeIndex, Ray ray, float distance)
{
return Convert::ToCLI(SHPhysicsSystemInterface::ColliderRaycast(object.EntityId, shapeIndex, Convert::ToNative(ray), distance));
}
RaycastHit Physics::ColliderLineCast(GameObject object, Vector3 start, Vector3 end)
{
return Convert::ToCLI(SHPhysicsSystemInterface::ColliderLinecast(object.EntityId, Convert::ToNative(start), Convert::ToNative(end)));
}
RaycastHit Physics::ColliderLineCast(GameObject object, int shapeIndex, Vector3 start, Vector3 end)
{
return Convert::ToCLI(SHPhysicsSystemInterface::ColliderLinecast(object.EntityId, shapeIndex, Convert::ToNative(start), Convert::ToNative(end)));
}
/*-----------------------------------------------------------------------------------*/
/* Private Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
RaycastHit Physics::generateDefaultResult()
{
RaycastHit default;
default.Hit = false;
default.Other = System::Nullable<GameObject>();
default.Position = Vector3::Zero;
default.Normal = Vector3::Zero;
default.Distance = System::Single::PositiveInfinity;
default.CollisionShapeIndex = -1;
return default;
}
} // namespace SHADE

View File

@ -0,0 +1,128 @@
/****************************************************************************************
* \file Physics.hxx
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for the managed Physics 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 Includes
#include "Math/Ray.hxx"
#include "RaycastHit.hxx"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
public ref class Physics abstract sealed
{
public:
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
static property Vector3 Gravity
{
Vector3 get();
void set(Vector3 value);
}
// TODO(Diren): Add more properties for physics system settings.
/*---------------------------------------------------------------------------------*/
/* Raycast Function Members */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Casts an infinite ray into the world.
/// </summary>
/// <param name="ray">The ray to cast.</param>
/// <returns>The result of the raycast.</returns>
static RaycastHit Raycast (Ray ray);
/// <summary>
/// Casts a ray for a given distance into the world.
/// </summary>
/// <param name="ray">The ray to cast.</param>
/// <param name="distance">The distance to cast the ray.</param>
/// <returns>The result of the raycast.</returns>
static RaycastHit Raycast (Ray ray, float distance);
/// <summary>
/// Casts a bounded ray into the world.
/// </summary>
/// <param name="start">The start of the bounded ray.</param>
/// <param name="end">The end of the bounded ray.</param>
/// <returns>The result of the raycast.</returns>
static RaycastHit Linecast (Vector3 start, Vector3 end);
/// <summary>
/// Casts an infinite ray w.r.t a GameObject.
/// </summary>
/// <param name="object">The GameObject to cast the ray to.</param>
/// <param name="ray">The ray to cast.</param>
/// <returns>The result of the raycast.</returns>
static RaycastHit ColliderRaycast (GameObject object, Ray ray);
/// <summary>
/// Casts a ray for a given distance w.r.t a GameObject.
/// </summary>
/// <param name="object">The GameObject to cast the ray to.</param>
/// <param name="ray">The ray to cast.</param>
/// <param name="distance">The distance to cast the ray.</param>
/// <returns>The result of the raycast.</returns>
static RaycastHit ColliderRaycast (GameObject object, Ray ray, float distance);
/// <summary>
/// Casts an infinite ray w.r.t a specific collider on a GameObject.
/// </summary>
/// <param name="object">The GameObject to cast the ray to.</param>
/// <param name="shapeIndex">The collision shape index on the collider to cast to.</param>
/// <param name="ray">The ray to cast.</param>
/// <returns>The result of the raycast.</returns>
static RaycastHit ColliderRaycast (GameObject object, int shapeIndex, Ray ray);
/// <summary>
/// Casts a ray for a given distance w.r.t a specific collider on a GameObject.
/// </summary>
/// <param name="object">The GameObject to cast the ray to.</param>
/// <param name="shapeIndex">The collision shape index on the collider to cast to.</param>
/// <param name="ray">The ray to cast.</param>
/// <param name="distance">The distance to cast the ray.</param>
/// <returns>The result of the raycast.</returns>
static RaycastHit ColliderRaycast (GameObject object, int shapeIndex, Ray ray, float distance);
/// <summary>
/// Casts a bounded ray w.r.t a GameObject.
/// </summary>
/// <param name="object">The GameObject to cast the ray to.</param>
/// <param name="start">The start of the bounded ray.</param>
/// <param name="end"></param>
/// <returns>The result of the raycast.</returns>
static RaycastHit ColliderLineCast (GameObject object, Vector3 start, Vector3 end);
/// <summary>
/// Casts a bounded ray w.r.t a specific collider on a GameObject.
/// </summary>
/// <param name="object">The GameObject to cast the ray to.</param>
/// <param name="shapeIndex">The collision shape index on the collider to cast to.</param>
/// <param name="start">The start of the bounded ray.</param>
/// <param name="end">The end of the bounded ray.</param>
/// <returns>The result of the raycast.</returns>
static RaycastHit ColliderLineCast (GameObject object, int shapeIndex, Vector3 start, Vector3 end);
private:
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
static RaycastHit generateDefaultResult ();
};
} // namespace SHADE

View File

@ -0,0 +1,19 @@
/****************************************************************************************
* \file RaycastHit.cxx
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for the managed RaycastHit struct.
*
* \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 "RaycastHit.hxx"
namespace SHADE
{
} // namespace SHADE

View File

@ -0,0 +1,64 @@
/****************************************************************************************
* \file RaycastHit.hxx
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for the managed RaycastHit struct.
*
* \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 Includes
#include "Engine/GameObject.hxx"
#include "Math/Vector3.hxx"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/// <summary>
/// Defines a struct that contains the information of a raycast.
/// </summary>
public value struct RaycastHit
{
public:
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Whether or not the raycast hit a collider.
/// </summary>
property bool Hit;
/// <summary>
/// The other game object hit.
/// </summary>
property System::Nullable<GameObject> Other;
/// <summary>
/// The position where the ray cast hit. Zero if not hit.
/// </summary>
property Vector3 Position;
/// <summary>
/// The normal where the ray cast hit. Zero if not hit.
/// </summary>
property Vector3 Normal;
/// <summary>
/// The distance the ray was cast. Infinity if not hit.
/// </summary>
property float Distance;
/// <summary>
/// The index of the collision shape hit on the collider. -1 if not hit.
/// </summary>
property int CollisionShapeIndex;
};
} // namespace SHADE

View File

@ -19,6 +19,8 @@ of DigiPen Institute of Technology is prohibited.
// External Dependencies
#include <msclr/marshal_cppstd.h>
#include "ECS_Base/Managers/SHEntityManager.h"
// Project Headers
#include "Engine/GameObject.hxx"
namespace SHADE
{
@ -62,14 +64,14 @@ namespace SHADE
return Quaternion{ quat.x, quat.y, quat.z, quat.w };
}
SHRay Convert::ToNative(Ray vec)
SHRay Convert::ToNative(Ray ray)
{
return SHRay(ToNative(vec.Origin), ToNative(vec.Direction));
return SHRay(ToNative(ray.Position), ToNative(ray.Direction));
}
Ray Convert::ToCLI(const SHRay& vec)
Ray Convert::ToCLI(const SHRay& ray)
{
return Ray(ToCLI(vec.position), ToCLI(vec.direction));
return Ray(ToCLI(ray.position), ToCLI(ray.direction));
}
SHColour Convert::ToNative(Color col)
@ -95,6 +97,42 @@ namespace SHADE
return msclr::interop::marshal_as<System::String^>(str);
}
/*---------------------------------------------------------------------------------*/
/* Physics Conversions */
/*---------------------------------------------------------------------------------*/
SHPhysicsRaycastResult Convert::ToNative(RaycastHit cli)
{
// This function shouldn't be used anyway, so we leave the entityHit empty.
SHPhysicsRaycastResult native;
native.hit = cli.Hit;
native.position = ToNative(cli.Position);
native.normal = ToNative(cli.Normal);
native.distance = cli.Distance;
native.shapeIndex = cli.CollisionShapeIndex;
return native;
}
RaycastHit Convert::ToCLI(const SHPhysicsRaycastResult& native)
{
RaycastHit cli;
cli.Hit = native.hit;
cli.Position = ToCLI(native.position);
cli.Normal = ToCLI(native.normal);
cli.Distance = native.distance;
cli.CollisionShapeIndex = native.shapeIndex;
cli.Other = SHEntityManager::IsValidEID(native.entityHit)
? GameObject(native.entityHit)
: System::Nullable<GameObject>();
return cli;
}
/*---------------------------------------------------------------------------------*/
/* Handle Conversions */
/*---------------------------------------------------------------------------------*/

View File

@ -28,9 +28,11 @@ of DigiPen Institute of Technology is prohibited.
#include "Math/Vector3.hxx"
#include "Math/Quaternion.hxx"
#include "Math/Ray.hxx"
#include "Physics/RaycastHit.hxx"
#include "Engine/GenericHandle.hxx"
#include "Math/SHColour.h"
#include "Graphics/Color.hxx"
#include "Physics/Collision/SHPhysicsRaycastResult.h"
namespace SHADE
{
@ -95,22 +97,22 @@ namespace SHADE
/// <param name="quat">The native Quaternion to convert from.</param>
/// <returns>Managed copy of a native Quaternion.</returns>
static Quaternion ToCLI(const SHQuaternion& quat);
/// Converts from a managed Vector2 to a native Vector2.
/// Converts from a managed Ray to a native Ray.
/// </summary>
/// <param name="vec">The managed Vector2 to convert from.</param>
/// <returns>Native copy of a managed Vector2.</returns>
/// <param name="ray">The managed Ray to convert from.</param>
/// <returns>Native copy of a managed Ray.</returns>
static SHRay ToNative(Ray vec);
/// <summary>
/// Converts from a native Vector2 to a managed Vector2.
/// Converts from a native Ray to a managed Ray.
/// </summary>
/// <param name="vec">The native Vector2 to convert from.</param>
/// <returns>Managed copy of a native Vector2.</returns>
static Ray ToCLI(const SHRay& vec);
/// <param name="ray">The native Ray to convert from.</param>
/// <returns>Managed copy of a native Ray.</returns>
static Ray ToCLI(const SHRay& ray);
/// Converts from a managed Color to a native Colour.
/// </summary>
/// <param name="vec">The managed Color to convert from.</param>
/// <returns>Native copy of a managed Color.</returns>
static SHColour ToNative(Color col);
static SHColour ToNative(Color ray);
/// <summary>
/// Converts from a native Colour to a managed Color.
/// </summary>
@ -134,6 +136,24 @@ namespace SHADE
/// <returns>Managed copy of a native std::string.</returns>
static System::String^ ToCLI(const std::string& str);
/*-----------------------------------------------------------------------------*/
/* Physics Conversions */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Converts from a managed RaycastHit to a native SHPhysicsRaycastResult
/// </summary>
/// <param name="raycastHit">The managed RaycastHit to convert from.</param>
/// <returns>Native copy of a managed RaycastHit.</returns>
static SHPhysicsRaycastResult ToNative(RaycastHit cli);
/// <summary>
/// Converts from native SHPhysicsRaycastResult to a managed RaycastHit.
/// </summary>
/// <param name="raycastResult">The native SHPhysicsRaycastResult to convert from.</param>
/// <returns>Managed copy of a native SHPhysicsRaycastResult.</returns>
static RaycastHit ToCLI(const SHPhysicsRaycastResult& native);
/*-----------------------------------------------------------------------------*/
/* Handle Conversions */
/*-----------------------------------------------------------------------------*/